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Hello,I'm trying to package our Quest app with an AppID to connect with Oculus's online systems. I've followed the instructions here:https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unreal-gsg/And now, upon packaging for Android_ASTC, we're seeing the following line in the output:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Could not find 'RiftAppId' key in engine config. Trying 'OculusAppId'. Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away.GetSignatureToken get_signature error: Missing entitlement for 2174122759369539 (1971031)GetUserID failed: Must call get_signature first (1971051)OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (1971051)Failed to fetch FBNS credentials from OAF: Must call get_signature first (1971051)requestOafRoomUpdate response error: Must call get_signature first (1971051)requestOafLaunchDetai
At the moment, at the beginning of the scene, the initialization of the platform and IAD connection is taking place, it is being performed successfully. From DefaultEngine.ini, I select Oculus Email and OculusPassword for the user, in this case the ovr_GetLoggedInUserID query returns 0, just like there is a line in the log stating that "Warning LogOnlineIdentity Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." Inside the application, the dashboard has all the necessary, up-to-date permissions to request data, however, as I wrote above, the login does not pass under any circumstances, at the moment I am at a dead end, if someone knows how to solve this problem, please write here.
Had my quest 3 for over a month now and ive been attempting to get it to work in unity via Open XR. the issue i am having is the game simply does not launch in the headset from Playmode. I followed all tutorials on how to set it up correctly (and all of these tutorials have it working in play mode not build) When i create a brand new project with Open XR and set it up, when i press play it does indeed launch into the headset, if i hit stop and play again i get an infiite unity loading screen in the headset but the game is actually running as i can see it on my pc screen.I turned sleep mode off the headset doesnt go to sleep. I get no error message or warnings. I gave up on it and switched over to the Meta SDK, i never oince had a single problem with that, everytime i press play it lauches straight into the headset. The issue with the Meta SDK is there are next to no tutorials. So im obviously gonna have to
Hello.I am working on a new project for my thesis in VR using Unity (version 2022.3.13f1).It's been 1 year since I have not worked on XR. I am finding it difficult to catch up with tutorials that are now too old for the development of new applications in Unity (e.g., the tutorials I used to follow to create VR apps were using this Oculus integration that is now deprecated and if I would upgrade I cannot make the player move).Can anyone advise me on what new tutorials are out there to build VR applications in Unity? I have an Oculus Quest 2.Thank you!
I’m trying to create a developer account for modding, but I’m stuck in the 2 Factor Authentication step. Even though I entered my phone number correctly, I’m not receiving the 6-digit SMS code. It’s been over an hour.
Hi All,We are currently encountering an error: "GraphQL server responded with error 1675030: Error performing query" (Error Code: 1675030) when attempting to upload images (Cover Art, screenshots, etc.) for any of our new app submissions through the Developer Portal. Any ideas on how to fix this?
I am trying to use Horizon Workrooms as developer environment for VR development. I can edit scene and source code in Horizon Workrooms. But when I start the app in Unity IDE, it starts in flatscreen mode instead of VR mode. PC Oculus Home runs VR apps from Unity IDE in VR mode, but it cannot track Logitech K830 keyboard, Is it possible using Horizon Workrooms to start the VR app from Unity IDE in VR mode?
Is it possible to create my own widget for Oculus Home in Unity or UE4? I mean, the windowed app I can turn on in my Oculus Home PC environment. I didn't found any information about that. I need the widget for my own developer purposes, without the distribution.
Hi. I'm a Unity developer. In May 2023 I read"We are beginning to roll out stereo audio for video recording."???On Quest 3 in December, there was a period of a few days where it workedand it made all the difference in my case. I have tried it and it works well enough for my needs,I just manually resync by about 320 MS - 160 MSBecause its disabled at the moment, I need an ADB command to enable recording stereo sound please?Perhaps some info on how many users have this feature enabled, which users,why its not released? Why its a secret? Thanks
Hello, everyone.I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it.I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset?Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch.Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out.Thanks!
For the few of us here who are using real time spot or point of lights, the Meta Avatars now sort of support using the AvatarSdkManagerLibrary in the body tracking input field (which BTW is odd that this is what sets the shader). It is barely passable for me at this time due to this glitch shown here where no matter the settings of a real-time spot or point of light, it will flicker on an off when moved away or towards a character and not in a gradual increase/decrease of light as would be with any other object with a real time shader. It is making it hard to implement but it is a step in the right direction at least. If you figured out how to make this shader light gradual, I would love to hear from you. If Meta is reading this, please update the avatar shaders as I really need realtime lights as I have hundreds of them in my title and the current implementation is not really cutting it. Light Issue Example:https://drive.google.com/file/d/1DmaX9hkYrK7hVVbsZn_CO2VigCAsY
Is it my issue or global bug? It looks foggy , no colors.
Hello fellow developers,I'm using GPT to draft this post, so I apologize for any quirks in the phrasing.I'm currently developing a multiplayer game using Photon, and I've encountered a perplexing issue with the Meta Avatar system. When transitioning from the Main Menu to the Lobby, we have logic in place to instantiate the Meta Avatar for each player. However, during our team tests, we've observed inconsistent behavior:Some users have their Meta Avatar correctly instantiated and animated.Some users find their Meta Avatar stuck in a T-pose in the Lobby.Interestingly, users whose avatars are in the T-pose also experience issues with Photon Voice, making them inaudible to other players.Here's a brief overview of our setup:We're using the latest versions of both the Meta Avatar SDK and Photon.Photon handles all network synchronization, including avatar instantiation.The avatar animations and poses are meant to be synchronized across the network. Has anyone else faced similar challenge
Developing on the Quest with Unity. Everything worked fine using Air Link to connect to my PC to then test my game in the Unity Engine through its playmode. After the update when I enter playmode I get a blackscreen. Then headset drops back to its native operating system. I can press the Meta button on my VR controller and the pop up window will come up that says "Quest Link" which I can resume. It then connects me back to the PC Meta environment where there is also a pop up window that lets me resume my Unity test, once I close the main menu in the PC Meta environment. Then everything works as it should.
Has anyone else noticed or found a workaround for the huge overhead during FromOVRControllerDataSource.UpdateData? I was doing some profiling on a build and it seems it's entirely due to these `AssertUtils.Nicify` calls. If anyone knows how I might be able to strip out these expensive calls it would be greatly appreciated.
I am looking to capture and save eye-tracking metrics like gaze vectors and pupil dilation data from the Quest Pro device. I have already set up eye tracking and enabled cloud backup, but I am having trouble with the actual data saving process. I attempted to follow a tutorial on the Oculus developer site but didn't achieve the desired result. I wrote the script below to record and save eye-tracking data, but this does not work.Any help would be appreciated. using UnityEngine; using System.IO; using UnityEngine.XR; using Unity.XR.Oculus; public class EyeTrackingDataRecorder : MonoBehaviour { private string dataPath; void Start() { // Define the data path where the eye tracking data will be stored. dataPath = Application.persistentDataPath + "/EyeTrackingData.csv"; // Write the CSV header WriteData("Timestamp,LeftEyeDirectionX,LeftEyeDirectionY,LeftEyeDirectionZ,RightEyeDirectionX,RightEyeDirectionY,RightEyeDirectionZ\n"); }
Hi!I'm having a little problem using the OneGrabTransformers from the Oculus SDK.I want to be able to move and rotate an object, but constrain it to y axis rotation only. As i understand, the OneGrabRotate Transformer component constrain the rotation on one axis (and stop the movement), and the OneGrabTranslate Transformer component constrain the movement on any axis you want (and stop rotation).The Grabbable component only accept one OneGrabTransformer on its "Optionals", i can't seem to make multiple OneGrabTransformer components work together.So, as I would like is my grabbed object to be able to move freely in any direction and rotate only on the y axis, how could i achieve that, do you have any examples ?Thanks a lot!
I've been trying to figure out how to replace the passthrough video ceiling with a VR scene like in the First Encounters demo or the Discover app on Github. I've tried working with the layers and copying the shaders from the Discover app, but haven't made any progress. Does anyone by chance know how to mask the passthrough video to reveal the VR scene underneath? I would be super grateful for any advice. Thanks!
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?
Hello, Adding this line to the manifest disable the guardian while in passthrough: <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />But for the Shared Spatial Anchors sample from github it doesn't work. Here is my full manifest :<?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"><application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"><activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"><intent-filter><action andr
DetailsUnity Version: Set-Up: Meta Integration: Meta XR All-in-One SDKUsing Oculus Quest 2Hello!I am not new to VR development but I am for some reason struggling to build this new app I am currently working on. I have three issues.1. I am trying to add a Menu/intro scene in my app but the Canvas I have created is not responsive. The UIHelpers are working on hit-target, but the buttons are not.E.g., a button that should bring you to the start scene does not work. I have checked and re-checked the script and all the steps of this tutorial that I used in the past for other projects, but I cannot understand why it isn't working.2. The Menu Scene is not showing when loading the build - I am automatically redirected to the main scene. It only works when I remove the Main scene from the list of the scenes to load. Any suggestions for this issue? 3. Grabbable props I am using are not showing in the scene.I am following the official Meta guideline to build this app, althoug
Hey guys. I'm having an issue of pulling the SceneModel (Room that I have Setup) from any of the scenes in the The World beyond that use the OVRSceneManager to load the SceneModel. I've been using TheWorldBeyond (https://github.com/oculus-samples/Unity-TheWorldBeyond) to try and get this running. I have also created several new projects on many different versions of Unity (2020.3.18f, 2021.3.18f & 2022) and tried the VirtualFurniture Scenes from the Oculus Integration SDK - receiving the exact same issue as below. I've tried default/different combinations of Build Settings, Package versions and Platform types (PC/Mac/Android) and still had no luck. I've attempted some of the solutions in this thread (https://communityforums.atmeta.com/t5/Unity-VR-Development/OVRSceneManager-can-t-query-scene/td-p/98...I tried this on Windows 11 and Windows 10 and got the same error message. Anchor support is set to Enabled as per the project default. No matter what I've tried, I
Hi, I tried following the tutorial for hello_xr on the website. However, whenever I try building I get errors. I have checked multiple times to make sure I follow the instructions exactly, but it keeps happening. I have attached the error codes. CMake Error at src/api_layers/CMakeLists.txt:75 (add_library): Target "XrApiLayer_api_dump" links to target "OpenXR::headers" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED target, or an ALIAS target is missing? CMake Error at src/api_layers/CMakeLists.txt:143 (add_library): Target "XrApiLayer_core_validation" links to target "OpenXR::headers" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED target, or an ALIAS target is missing? CMake Error at src/tests/c_compile_test/CMakeLists.txt:19 (add_library): Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" but the target was not found. Perhaps a find_package() call is missing for an IMPORTED
Hi all,I am trying to implement DLC download in Unity. These are my environment details: Unity: 2018.3.6f1, Oculus Integration 1.35.I am able to get the list of DLC files that I've uploaded and also able to download them. However, I am not sure how to get the progress of the download. The documentation suggests subscribing to notifications. https://developer.oculus.com/documentation/platform/latest/concepts/dg-dlc/Can anyone please share some sample code on how this can be done? I'll share what I have so far below.Core.AsyncInitialize().OnComplete((Message InitMsg) =>{ AssetFile.GetList().OnComplete((Message msg) => { if (msg.IsError) { Debug.LogError("Error fetching DLC List: " + msg.GetError().Message); } else { var assetList = msg.GetAssetDetailsList(); foreach (var item in assetList) { Debug.Log("AssetID: " + item.AssetId); Debug.Log("AssetType: " + item.Ass
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