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its not letting me verify my org just lemme publish a game
I have a fan made superhero VR game idea. And I would like to find someone to make it. They can take full credit for the game idea. I'm not really interested in the money or fam. I just want to get my fan made superhero VR game made. So I can play my game idea on the Meta Quest 2. Hope to find someone to make my fan made superhero VR game idea.
As the title says.I've been developing a game for the Quest 2 for over a year now and since yesterday, MQDH suddenly stopped finding my Quest 2. Literally from one moment to the other. It just lost connection and it never found the Quest again. If I start the Oculus program on my PC, the Quest is detected just fine.I have tried different cables, restarted y PC and the Quest a few times - nothing helps. I wanted to check if developer's mode is still on, so I tried linking the Quest with my Oculus app on my phone. But even more weirdness happens there. The app tells me it has found a Quest 2 and asks me to enter the 5 digit code. I enter the code I find under System -> Info, then after a while it tells me it can't find the headset. The thing is, if I start the process (on my phone) to link the Quest, it tells me it has found a Quest 2 - even when the headset is off.Now the Quest 2 and the Meta Quest Developer's Hub are not on the same account - but they never were. So that's not (part
Please help! I have read over this page many times, and done everything I can think of:https://developer.oculus.com/documentation/unity/move-body-trackingBut when my app runs, adb always shows "iobt": false and I get IK body tracking instead. In my logcat I see:Info XR_FB_body_tracking ------------ xrCreateBodyTrackerV2FB -----------Error OVRPlugin [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrRequestBodyTrackingFidelityMETA(m_xrBodyTracker, fidelity), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:8151 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:302)Warn Unity [OVRBody] Failed to set Body Tracking fidelity to: HighWarn Unity OVRBody:StartBodyTracking()Warn Unity OVRBody:OnEnable()It appears BodyTracking is failing to initialise to 'high' fidelity (IOBT) but I don't know why? How can I debug this? Can I find out what CompositorOpenXR.cpp:8151 is doing?
StereoKit has been successfully using the official Khronos OpenXR Loader for around a year now, but v62 seems to break apps that use the Khronos loader. I've tried with OpenXR Loader v1.0.30 and 1.0.33, and both fail the same way. If I swap out to the OpenXR Loader included in the Oculus SDK, the same app does still work.Here's the logs I get when trying to initialize OpenXR:02-07 17:55:49.106 20464 20489 V OpenXR-Loader: Verbose [GENERAL | xrInitializeLoaderKHR | OpenXR-Loader] : Entering loader trampoline 02-07 17:55:49.106 20464 20489 D StereoKit: Runtime OpenXR Extensions: 02-07 17:55:49.106 20464 20489 D StereoKit: ___________________________________ 02-07 17:55:49.106 20464 20489 D StereoKit: | Usage | Extension 02-07 17:55:49.106 20464 20489 D StereoKit: |-----------|---------------------- 02-07 17:55:49.106 20464 20489 V OpenXR-Loader: Verbose [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Entering loader trampoline 02-07 17:55:49.107 807 19682 I MRS
Hello,I am currently developing an application under Unity 2019.3.8.f1. Device target is Oculus Quest (1 for the moment, 2 then). .Net framework is 4.0.In my application I need to open a websocket to my own server in order to send some data. Problem is : on one side, when I launch the application directly under Unity on my PC, the connection to the websocket succeeds ; when I do the same with the .apk installed on the question, the connection fails. However I have no reason why because my application doesn't crash, doesn't throw any exception, it just stays stuck when the websocket is called.A part of the code I use is the following one :public async Task<bool> Open() { await OpenWebSocket(); return true; } private async Task<bool> OpenWebSocket() { ws = new ClientWebSocket(); Uri serverUri = new Uri("ws://X.Y.Z.W/mywebsocket"); await ws.ConnectAsync(serverUri, source.Token); return true
Hi guys @OculusSupport , I'm implementing the multiplayer in my app using the Group Presence / Destinations APIs + Photon, using Unity 2020.Problem: - I can't find a way to let the users accept an invitation without going to the Notifications panel in the Oculus menu. This is horrible, because most of the users cannot find the Invites after the Toast is hidden.I've seen that in the old (to be deprecated) Rooms API we had the "Rooms.SetRoomInviteReceivedNotificationCallback", but I can't find anything similar for the Group Presence API. Also, I can use "GroupPresence.SetInvitationsSentNotificationCallback", "GroupPresence.SetJoinIntentReceivedNotificationCallback", but there is no "GroupPresence.SetInvitationsReceivedNotificationCallback". Does anyone have a clue about this?? Thanks in advance
Is there a known limitation whereby enabling passthrough disables IOBT? Perhaps because both subsystems need to access the cameras?
Hi,Whenever I try to create a session using xrCreateSession(), it takes about ten to fifteen seconds for the function to return. During that time it outputs the following messages:16/02 13:59:46.100 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] Event buffer size (client): 8192 16/02 13:59:46.100 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] TryToGetIPCResourcesFromServer: RPC_CONNECTOR_CONNECT_TO_SERVER SUCCESS: Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer) 16/02 13:59:46.100 {WARNING} [RuntimeIPCClient [RUNTIMEIPC]] GetClientStateHandle: Failed to find entry: Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer), State: __IsRemoteClientInitialized 16/02 13:59:46.202 {INFO} [RuntimeIPCClient [RUNTIMEIPC]] InitServerStateBuffer: SUCCESS. 0, Client: WindowsPackage:WindowsProcess:8528, Server: WindowsPackage:WindowsProcess (HapticsServer) 16/02 13:59:46.204 {INFO} [RuntimeIPCClient [RUNTIMEIPC]]
its may firstime to create this account..i need some one to guide me how to learn more about this..
Users of our simulator have been reporting a visual artifact with their Meta headsets.I've been able to reproduce here. It seems the issue happens indeed only on Meta headsets, only while ASW is triggered (due to low fps), and amusingly, only on the right eye.A recording of the visual artifacts: https://www.youtube.com/watch?v=piAaylulZ84Our custom proprietary engine uses OpenXR directly (this is not based on Unity/Unreal/etc). Our engine is currently building against OpenXR-Loader v1.0.30.The problem has been replicated at least with a Quest 3, using wired Link connection (official fiber usb cable), and setting Oculus as the default OpenXR runtime.Is there anything I can do on my side to help solve the issue? Thanks!
We are developers from China who want to publish an app on Quest. However, during the Organization Verification operation, Verify Business followed the prompts to upload the business license and phone number proof associated with the business, but we were unable to pass the review.
Hi guys, I'm new to the world of oculus. I just recently customised a gesture and want to generate a cube from a gesture. I do it once to generate it, but how do I get the real-time position of my hand? I'm kind of stuck!
Does anyone know if developing PCVR app is covered by the New "Meta Quest for Business" license? Because for PCVR the installation of the Oculus PC app is mandatory. I cannot find any EULA for this app. Thanks in advance. I want to develop a PCVR app in Unity for a customer including the Meta Quest 3 and a PC and I'm curious if I'm allowed to preinstall the Oculus PC App. The customer is also a company, so using the Oculus PC App would need an allowment for commercial use anyway, right?
Apparantly I had not and it looked horrible, so I was trying to figure out why it looked horrible. SSOA was still on. Should have listened to the project setup tool I guess.
Dear Meta Community,I am reaching out to seek guidance on a specific issue I encountered while working with my Meta Quest 3 headset and Unity environment.Recently, I developed a 3D Unity environment that I'm excited to explore using my Meta Quest 3 headset. I successfully downloaded the SDK Meta package and connected my headset to my PC running Windows. Upon entering the Unity environment through my headset, I found myself fully immersed.However, I now find myself wanting to adjust the screen size within the Unity environment. Rather than the current setup, where the Unity environment covers my entire field of view, I am seeking to have the environment displayed as a smaller square. This adjustment would allow me to maintain immersion in the Unity environment while still being aware of my surroundings.Could someone please provide guidance on how to achieve this? Any assistance, tips, or resources would be greatly appreciated.Thank you in advance for your help and support.
Has anyone tried to re-write the avatar SDK for unity ECS?
We, eaglefit GmbH from Germany, are a leading manufacturer of EMS systems for studios and private end customers. We find the combination of EMS training with VR technology very exciting and would like to include VR glasses in our product range. Furthermore, we would like to have training applications developed for our EMS suit. Who can give us valuable tips or contacts here? Many thanks - Jochen Borner, CEO of eaglefit*********@******.de
Hello,Are there any tutorials or doc on how you can create an app that just exists within a set Window like Apple Vision Supports?I'd like to make a simple passive companion game (think pets) that can accompany you on the Quest in a small 3D window that can be with you while you are in other full screen apps like Horizon.Are there any examples of this being done? Is it possible with the current Meta tech? Or is this only possible with AVP?
I recently implemented achievements in the game I'm working on. Everybody else sees Meta's notification of an achievement when they get one. However, my account does not receive a notification when I earn an achievement, even though I have seem to have all notifications turned on in the headset. Furthermore, if I go to my account's "View Your Information" page, it says I was awarded the achievement.What might cause a user to not receive notifications about achievements after successfully earning them?
Hey I'm curious if anyone else has had this issue.I am working with passthrough in a quest app and I have a movable passthrough window as a tool for the user. It looks great and its rendering just the way I want it, it is based off of the oculus demo scene "Selective Passthrough" which uses a material to mark things as passthrough or not.The issue I have found is that every material that is unlit and transparent (which are used quite often in the scene) are rendering as a passthrough material. I have some quads for little fake drop shadows that are passthrough, peoples name tags, transparent logos on the way and even users glasses are all passthrough. I am using basic unlit/transparent shades for these objects. The standard shader doesn't seem to exhibit the problem. Why is this happening? I would appreciate any help. Thanks
I want to make an application where one of the steps is to make sense of the items around me, I initially wanted to use the self contained scene understanding but I found out that it has to do a spatial scan first which doesn't meet my expectations, I want him to be real time so I want to get the camera information to use to implement the item recognition function myself.How to get data from quest3 color camera, or get data from passthrough, but in video streaming form?If not, is there an appropriate solution for my need?
Hi, I have a question about Building Blocks in Unity. Is it possible to modify them (e.g. change the defaul mesh to my own) in order to create a project for Meta Quest 3. I'm mainly asking if the scripts of these Building Blocks can be modified. It's not entirely clear to me from the License Agreement. For example, 1.2.1 says: You may not modify or create derivative works from any SDK or its component (other than sample source code described in this Section or expressly authorized by the documents accompanying the SDK);
What are people's development environment like? I'm using oculus-5.3 branch with Quest 3, with Vulkan preview enabled. Meta Quest Link app is at version 62.0.0.235.346, and Quest 3 is at Version 62.0.0.260.343.566123828 and runtime version 62.0.0.257.341.566161015 and OS version SQ3A.220605.009.A1. And I have a ton if issues now causing my inner dev loop bloat and I can't seem to find anyone else having these problems, so surely everyone else must have an environment that isn't broken. I had none of the following issues in December, and the only thing that has changed about my environment is the Meta Quest Link app updates and Quest 3 updates which are outside of my control. Here are my issues with VR Preview (PIE):If I have the headset on before I initiate the VR Preview, I get an access violation and crash.If I have the headset off before I initiate the VR Preview, more often than not, my game is not following the controllers, while the Oculus
I used Unity Netcode to build my multiplayer for my game in Meta quest 3 but when I select host, another player comes on top of it even when another player has not used the room code to join. how do I fix this??
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