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mrproman.3368 my access development issue for Hand tracking
I've been using the oculus interaction SDK for a while and I've run across a lot of performance issues. We now have our own custom interactors built to solve most of the performance issues, but a lot of them can't be solved without replacing large parts of the interaction SDK. A lot of them can only be solved with reflection (if we want to still depend on the oculus interaction SDK)1) ProcessCandidate is slow for pretty much every type of interactor. The cause is due to InteractableRegistry (more specifically InteractableSet) looping through every registered interactable in the scene during the List method. We managed to partially solve it by making a custom derived class from InteractableRegistry and using reflection to modify the _data property of InteractableSet to a much smaller list of only the colliding interactables. However, the Include method still adds a lot of overhead, especially because all the InteractorFilters and InteractableFilters lists are looped using foreach(
Hello,I created an app under Quest (Store) when it should of actually been App Lab. This app is still in Alpha. How can I move this application to App Lab without creating a new application? I'd like to keep the same name, but I'm unable to do so trying to create an new app as App Lab.
OVRManger and other components write a lot of debug logs that can get in the way of debugging other features. Would love to have to option to disable them completely or even on a more granular level.Example: starting the app creates ~20 logs, and the constant focus and tracking events make developing frustrating at times, especially if you're putting on your headset often or using hand tracking. Not mentioning trying to get device logs.
I am trying to get the Quick Invites to work on Quest 2. I have got the invite popup to work and can send invites that way. But with the function GroupPresence.SendInvites(..) (BTW there is no SendDirectInvite function in latest SDK), it removes those users from the pop up invite list, but it doesn't appear to send any invites. No notifications appear for the other user. Why I'm trying to get this to work, is that I want to send a send an invite from my game running in my Unity Editor as a test user to my headset. So that I can test the invite functionality. Obviously the invite popup is not going to work in the editor. I have a feeling that notifications only get sent after you upload the app to the oculus developer centre then re-download it which would be annoying.
Hello everyone, I tried to activate capsense in Unreal Engine 5.3.2 through MetaXR version 62 using a Quest 3. I followed the following official documentation: https://developer.oculus.com/documentation/unreal/unreal-capsense/However, even connecting the "Set Controller Driven Hand Poses" node to the BeginPlay event, the controller-hands hybridization does not work. When I grab the controller, the virtual hands disappear. I have disabled OpenXR and tried to change various settings of the plugin and the MotionController, but to no avail. Has anyone managed to fix this problem?Thank you.
Hello!I have added IAP to my meta quest game but when I check out my payment transfers every payment gets converted to USD.The problem is that I don't live in the US, I live in Europe so the money is completly worthless.So can somebody please tell me how to convert the payments from USD to EUR?
Hello everyoneI'd like to attach two usb cameras to my quest 3 and turn it into a binocular.Actually I want the passthrough feature, just with better cameras.My software project could be boiled down to a single line of code:quest_display.draw(camera.getframe()); The cameras come with an android usb driver. So I hope, I'll be able to eventually connect them.However, I'm totally lost in the quest development environment.As I don't need any kind of 3d calculation or VR user interaction, I left Unity and Unreal aside, and downloaded Android Studio and Mobile SDK. https://developer.oculus.com/documentation/native/android/book-intro/However, after days of trying, I find the provided sample code is terribly outdated. Nothing compiles and I'm not even sure, if it is compatible with quest 3, as only quest 2 and pro are ever mentionned.So, please advise me, where to get a simple hello world sample code, that actually runs on the quest 3, and where I can finally place my 'one' line of c
Hi. I want to put my Unity game on Oculus Release Channel to generate some keys and give them to alpha-testers.But I can't validate my apk. I've got following errors:Необходимо настроить исключение из недавнего (android:excludeFromRecents в AndroidManifest.xml).APK main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher.APK main activity intent filter set to android.intent.category.LEANBACK_LAUNCHER, but must be android.intent.category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher.I've already generated .jks keystore file in Android Studio and put a link to it in Players Settings. On my device, through sideloading, the game is working.
Hello. I am attempting to develop PCVR-based content using Unity. The device I am using is the Quest 3, and the Unity version is 2022.3.7f. The current setup is as shown in the image below.I have already added XR Interaction Toolkit (2.4.3) and XR Hands (1.2.1) from the PackageManager, and I have confirmed that there are no errors. I am trying to test the HandsDemoScene among the provided demo scenes. While hand tracking does occur when my hands are in front of the HMD without controllers, the issue is that the hands are not rendered; instead, controllers are rendered (the first problem).Consequently, when I forcibly enable hand modeling, the hands appear, but they don't follow the finger movements as in this video(https://www.youtube.com/watch?v=uGq10Tcl3Ns). Instead, they adopt a predetermined hand shape based on saved hand gestures (the second problem).If you have any insights into these two issues, please share them.
I am trying to create a mixed reality game and in order to make my environment and scene, I would like to hide some virtual elements behind the passthrough layer and only reveal them after an event happens. Kind of like how the passthrough windows work in Ocean Rift MR where the window into the virtual ocean world is show when a window is drawn by the player. Currently, I can only find information about either overlaying all my virtual object onto the passthrough which is default or the reverse. But there seems to be no easy way have some elements in front and some behind at the same time.
Basically, just use the vr hands (that are tracking on the real hands) as a mask to not show the menu when you hold your hand up in front of something digital (in mixed reality). You could make this a setting or not. This was done in the game "vr hands" and it felt surreal. Would be a nice touch
the worst and most pointless device I have ever encountered in my life.Don't get me wrong - the hardware is fine, it's great.But the software, OS, working shell - is terrible. It is impossible to simply turn on the helmet normally - it requires a bunch of verifications,which cannot be completed without special controlers - it simply refuses go further, and keyboards and aero mice are not suitable. Oculus Quest 2 - basic testing, report on major issuesQuest Link (+meta quest remote desktop) does not work, neither via cable nor via Air LinkThe cursor works abnormally, controls both the hand and the finger at the same time, it is impossible to accurately click and interact with the interfaceno customizable control panel (not displayed running programs, some kind of editable list of installed applications, no panels with links to programs)Voice input does not work in the browserscreenshots and screen recording, in room and environment transparency mode, does not record this video
I keep getting these Controllers not Tracking popups, and its interfering with hand tracking / cutting my hand tracking out. I even went into settings and turned off auto switching. Then when hand tracking is lost, it will not regain. There needs to be a way to just totally disable controllers. I am using Hand Tracking only. Do not want the controllers at all. It seems like it's even worse than a couple days ago. Reset the device, and the popup even happens in my app now, and I have Hand Tracking only set.
Quest - Unity - Video Player I want to play video stored locally in Quest 3 (file "video.mp4" in the Movies folder). Do I have to write a script or simply fill the URL in the Video Player? Which address should I write? (file: etc...)Thanks!
Trying to find a way to put up ads on every meta platform simultaneously for my website https://enhanceai.art , any way to do it easily?
When I make a new version of the metadata, it asks me to include a build that was uploaded to the production channel. However, I want to release that build at the same time as the metadata, but it is asking me to release the build before I can request a review.
I am looking to develop an app running on MetaQuest3 for agriculture crop issues. The app shall read GPS (reading a Bluetooh GPS advertisement) and display crop info data (retrieved through HTTP + REST) based on user location. Something like this: https://drive.google.com/file/d/1PVtE1_2Ik-Opf0ZwACD6CHHhUe60dG9O/view?usp=drive_link What user sees, has to be saved on local storage and uploaded to a repository or video streaming.Can I achieve this through Unity3D (Android) ? Does It anybody interested on this project?
HelloI'm writing here to get info about the availability of high-quality samples for the new Meta XR SDK.While the Oculus Integration SDK provided excellent examples, particularly in areas like gesture recognition and object grabbing, I've encountered difficulties finding similar quality samples for the Meta XR SDK. The few samples I've come across seem to be malfunctioning and not as useful as their Oculus counterparts.Could anyone kindly point me in the direction of where I might find samples for the Meta XR SDK that are at least as well-crafted as those found in the Oculus Integration SDK? Specifically, I'm looking for examples that demonstrate how to utilize gestures effectively, as well as samples showcasing grab interactions similar to the ones illustrated in this link, which were truly exceptional (images below)!!!
when I upload the app by ovr-platform-util.exe.the Question is stop at the Retrieving up load files.and when I use developer hub upload the App Package, the page is show me Installing latest CLI.how can I resolve the question
We have a variety of problems!I need an answer to this problem.First, this game production environment.엔진 : Unreal 5.3 ReleasePlug-in: OpenXRCapacity: 18 GB1. The business certification is rejected and the review is delayed in the process of resending the documents, so how long is the business certification deadline usually?2. I try to upload to ovr-platform-utilupload-lift-build with Windows build, but it doesn't work, do I have to build it on Android and upload it?3. When building Android, it says that OBB files cannot be built beyond the standard capacity. I keep getting errors when I turn on the Allow Large OBB files option, is it impossible to build Android games with 18GB of capacity when packaged in Windows?
When I click "Get" on this app's store page:https://www.meta.com/en-gb/experiences/6511679575602893/I get a lovely little popup that says "This app requires a minimum play area of 2 metres by 2 metres. Please ensure that you have enough space before continuing."How do I get this for my own app? I thought it would be the 'Supported Player Modes: Roomscale' setting, but I added that to my own app and I don't get the same popup:https://www.meta.com/en-gb/experiences/7074530125915038
I just got my first Quest 3 APK to build to the Quest 3 from Unreal 5.3, (OMG Yay!) there is just one problem, the Full Body IK with Gravity Gloves game mode nd character I have been working on for years, the Hands are at an odd angle since I enable the MetaXR plugin! Is this a known issue? I hope it is an easy fix, I am so close to making this available to other people. Also: Everything is working with the MetaXR Plugin, should I have the Open XR plugins enabled? Do I use them both? Iget this error message as well: "Failed to load /OpenXR/Devices/OculusTouch_v3/Left/left_OculusTouch_v3Controller.left_OculusTouch_v3Controller Referenced by MotionControllerLeft_GEN_VARIABLEDoes anyone know if that is referring to a mesh, and would it be a folder under Engine/Plugins, or Engine, or Content?Thank you!Happy 2024: The Year Of VR!
After I put the PAWN camera into UE5 and connected it to QUEST LINK. I can simply use a helmet to walk around in a simple scene, within the set game space. But my CollisionCylinder did not produce any actual displacement. So when I made an elevator, I triggered it to rise as I approached it. Although I could trigger this event by giving the camera a subset, I did not generate any displacement of the camera as it ascended due to the CollisionCylinder not being in the camera's position. How can I solve this problem.The ultimate desired effect is that in this space, I don't use a handle, only a helmet, and can take the elevator up.TX!!!!
My wife and I use fit bits for daily activity and exercise and I was excited to add it to my quest 3 but found out the health connect app is no longer an option to sync. Please bring this back or integrate proper fitbit support like some of the fitness apps on quest do on their own. Would be great for beatsaber and more active games and environments and give a more complete overview of activity.
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