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I have a project made in Unity 2019 which uses SteamVR toolkits for controls. I need to see how possible it is to upgrade and port this for use on a meta quest (built to it).Looking online, Unity needs to at least be in 2022 to use Oculus toolkits, so I've managed to upgrade the project to 2022 version.What I'm wondering is, how easy or possible do people think it will be to try and build this to a meta quest. What do I need to do? I assume I need to remove all uses of SteamVR and use Oculus toolkits? Anything else to consider considering this was made in 2019?I don't think the project itself is too important to explain, but happy to answer further questions without going into detail about it.
Are there any plans to work on subscription webhooks where our servers could subscribe to subscription-related events such as subscription cancellation (cancellation reason, date canceled, etc.), subscription purchase attempt (used promo codes, subscription type, success status, etc.), and similar?With that in place, especially in terms of cancellation events, it would allow us to better understand why the users are leaving and it would also give us an opportunity to win them back.
Hello, I'm writing to you about an issue I'm having with the In-App Purchase and Asset File APIs on the Oculus platform. I'm using Godot Engine and PCK files to implement downloadable content for my app, but I'm unable to access the files after they are downloaded.Here's what I did:I followed the instructions on https://docs.godotengine.org/en/stable/tutorials/export/exporting_pcks.html to create PCK files for my DLCs and uploaded them to the Oculus Developer Dashboard.I created SKUs for each DLC and associated them with the corresponding PCK files using the In-App Purchase API: https://decacis.github.io/godot_oculus_platform/functions/in-app-purchases/I used the Asset File API to download the PCK files after the user purchases them: https://decacis.github.io/godot_oculus_platform/functions/asset-files/The problem is that I can't access the downloaded PCK files from my app. They are stored in a location that I can't read or write to, and I can't move them to another location either. Th
Is there a plan to move the users who enrolled in the subscription tier that is no longer on the PDP or sold in store to the active subscription tier?The main issue is that the users who subscribed prior to the price change will be charged more than the new users who subscribed later at the lower price (or vice versa, depending on the price change).For example, you have a yearly plan in the inactive_sku tier that costs $50 and, down the line, you decide to adjust the subscription cost, so you make an active_sku tier and set the price of its yearly plan to $25. The old users, who are subscribed to the yearly plan of the inactive_sku, will be charged $50 every year, as opposed to the new users who will be charged $25 every year because they have a yearly plan of the active_sku.This can get complicated when there are multiple active tiers. However, one way around that would be to give the option in the Developer dashboard to map a subscription of the inactive tier to a subscription of the
I build a PCVR application using the meta all in one SDK. It was supposed to be running on a Windows 10 computer which is capable of running the vr applications. We have set up the oculus link software and Have successfully established a connection between pc and the oculus device. In the headset we can see the link lobby with the gray grid. When we run the exe after this connection the exe runs and is visible in the computer but nothing happens in the oculus link lobby. There are no pop ups and no executable visible. Other oculus link applications are working such as Google Earth.Second thing is that this application uses hand tracking which comes along with the meta integration package.
Hello,I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this?Thank you kindly.
Hi, I'm trying to get hand skeleton position data from quest3.I'm following https://developer.oculus.com/documentation/unity/unity-handtracking/ and https://www.youtube.com/watch?v=DR60_TCkmAY&t=305s this video. But when I return handSkeleton.GetCurrentStartBoneId(), even though I added the hand skeleton(OVRHandPrefab) into the script explicitly, it gives me start bone id is FullBody_start. The thing weird is end bone id is Hand_End properly. Is there anyone else who struggled same problem with me? Any suggestion or solution?
I've noticed that the new Movement SDK seems to include leg IK support as I saw in the Unity3D v60 demo. The Unreal Engine Movement SDK sample provides a GitHub link for the Movement SDK, but there appears to be no content when accessing the link. I would like to inquire with the official developers about when the new demo for the Movement SDK for Unreal will be released, and whether leg IK support is already available in the v60 for Unreal Engine. I couldn't find any related APIs in the v60 UE5 SDK documentation.
I'm currently developing an app using Unity. I would use the virtual hands to interact with objects/button. I aim to implement a scene where there is an object/button and upon pressing it, another object changes color. I'm wondering how I could achieve this. Any insights or suggestions on how to go about implementing this interaction would be appreciated!I did some with HTC Vive and Leap motion using Interaction Button (i am looking for something similar)
I am trying to set up a Ready Player Me avatar in Unity with Oculus lip sync to animate mouth movement. I have multiple audio sources for multiple audio clips because I want to be able to manually cycle through the audio clips one after another using the keyboard. However, 'OVR Lip Sync Context' seems to only work on one audio source whether I try to hold the audio sources on multiple game objects or the same one. I tried adding an 'OVR Lip Sync Context' script for each audio source but again only the first one will work (any audio sources after the first will play the audio with no animation). Does anybody know a way around this?
Hello there!I've been working on implementing PlayMode tests for my Quest app using the Unity Test Runner. I can successfully execute all the editor tests without any issues. However, I've hit a roadblock when attempting to run these tests on my physical Quest device, as I'm encountering some errors stemming from the entitlement check.Specifically, the error message I'm seeing is: "Unable to find AppId for package (com.UnityTestRunner.UnityTestRunner)." I've made several attempts to rectify this issue, including adjusting the properties of the APK build to use a valid package name that would hopefully resolve these errors. Regrettably, none of my attempts have been succesful so far.Has anyone managed to make something similar work?
The OVRPhysicsRaycaster file provided in the Meta XR SDKs have a bug by the line 153.for (int b = 0, bmax = hits.Length; b < bmax; ++b){var result = new RaycastResult{gameObject = hits[b].collider.gameObject,module = this,distance = hits[b].distance,index = resultAppendList.Count,worldPosition = hits[0].point,worldNormal = hits[0].normal,};resultAppendList.Add(result);}Those two [0] should be [b].
What external piano keyboards are compatible with the Quest 3 programs?
I wanted to verify my account as a meta developer, but when I enabled 2FA it still said I needed to verify, what do I do?
I am working on an object recognition function that requires real-time acquisition of the Quest3 camera image on the PC during runtime and transmission to my object recognition engine on the PC. I searched for some information online, and some posts said that it is impossible to achieve this, but I found a developer option on the Oculus PC application that can obtain camera images on the computer through passthrough over link. It seems that this can be achieved, but I don't know how to call it. I am using Quest3, wired streaming, win11x64, ue5.3.2, the latest version of the metaXR plugin.
With the Vision Pro out I know Meta does need developers and I do see Quest 3 as a better value for money. I am curious to know if it is possible to develop Quest 3 apps on the Mac or is WebXR the only path? Tons of developers that are non-game devs are on Macs so I am curious to know if it is possible or if Meta will issue an update in the future on this!
https://developer.oculus.com/documentation/unity/unity-build-android-tools/#ovr-quick-scene-preview- Using oculus Quest 3- Unity v2022.3.16f1OVR Build APK And Run works fine.But when I try OVR Scene Quick Preview, it launches my initial app, but when I make a scene change and save and press Build and deploy Scene(s), it reloads the app, but still shows the old version.Any idea why it never loads my changes?
I'm trying to use the text-to-speech on WebGL. It seems the code does have defines for WebGL so it is supposed to work, but when I build I get the error:Oculus\Voice\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs(360,13): error CS0103: The name 'StartUnityRequest' does not exist in the current contextThe code that throws the error:#if UNITY_WEBGL && !UNITY_EDITOR StartUnityRequest(uri, headers);#elseIt seems StartUnityRequest is not defined anywhere. Did they forget to include some code in the newest version?
Hi! I'm honestly going insane over this, I've been wanting to get a proper workflow into developing my XR game using Godot.What I'm currently doing is, Godot initializes a webserver with TLS enabled (though I don't have a certificate for it so it throws a bunch of certification errors) on port 8060 on my computer. I also bind it to the IP address of my computer (192.168.1.245).The browser loads the page as intended by putting in 192.168.1.245:8060, yay, but when I go to chrome://inspect and look at my device list, quest pro is seen in the list, however there is no prompts for debugging.I've tried using `adb kill-server` to see if its ADB conflicting with chrome but that hasn't changed anything.I'm unsure on how adb reverse works exactly but even if I call `adb reverse tcp:8060 tcp:8060` it still has no impact. I just need some help regarding this. Dev mode is enabled, I have development hub connected, still doesn't work if I don't use it. Does anyone else have the same problem wit
Hi! Two of my apps have lost the ability to take screenshots in-game using the Quest 3 screencap utility. Have new restrictions been added to AppLab games with regards to screenshots, video recording and casting?Thanks!
Hi, I hope to use quest3's camera to identify objects in the current environment and create mixed reality effects on it. I don't know if I can run the model on quest3 to identify images.
How to recenter camera view in oculus meta quest 2 in unity3d manually?
Hi all! I'd like to be able to save the boundary for multiple rooms and have the user walk around in mixed reality mode and not have to redo the boundary every time the user enters a new room in the house. Right now it makes the user re-draw the boundary every time the room is switched. Is there a way around this? Meta devs can you please let us know. Seems like a problem many have run into.
So, we have a project in development with shared anchors, but we cannot save or retrieve anchors from cloud.This work in quest2 but not in quest3.There is something else to configure to work with the quest 3?We are using: Unity 2022.3.4f1 and oculus integration v57.0.Thanks
I am following the example tutorial for a basic app in Unity. https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ I have followed the example, but when I get to Step 7, adding an OVRCameraRig, the Packages folder is empty. There does not seem to be any prefabs at all.I have restarted Unity and my pc more than once. I have started a new project and made sure I follow each step. After installing the all in one package, there is just nothing new. BUT after downloading the examples for the Meta XR Core, I opened the "Cubes" example, the scene seems to have a prefab "OVRCameraRig". If I look at where this comes from its in ..Oculus\Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Prefabs How do I get these prefabs to show in the Unity editor ?
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