Developer Forum [Archived]
Recently active
I want to use the Depth API to copy the depth image to a PNG file on Quest 3.https://developer.oculus.com/documentation/unity/unity-depthapi/#depth-apiI'm modifying the Depth API sample:https://github.com/oculus-samples/Unity-DepthAPII'm getting the RenderTexture from Util.GetEnvironmentDepthTextureId() and XRDisplaySubsystem.GetRenderTexture.RenderTexture. However, when I save the RenderTexture to a PNG image, the image is entirely gray. Each pixel color is CDCDCDCD. The image is 2000x2000.My problem is very similar to this reddit thread:https://www.reddit.com/r/oculusdev/comments/17lwzvz/q3_depth_api_accessing_depth_sensor_data_directly/I looked at the OpenXR Depth API Overview page and I noticed that it says:"Depth maps should only be accessed between the xrBeginFrame and xrEndFrame calls"https://developer.oculus.com/documentation/native/android/mobile-depth/#acquiring-depth-mapsThe Unity Depth API page says:"RenderTexture can then be used in rendering or in compute shaders."Is this
hey guys so i’m building a project for uni , a real estate marketplace where u can inspect properties through VR , any advice for tools i can use to build and implement this feature ? any advice would be helpful.
I don't have a massive house, but have found it rather annoying having to remap every time I use the Meta Quest 3 in a different room.Is it possible to either have multiple boundary's (as it often will recognise if you are in the same one) that you can label as such, or even be able to map your entire house with the room scan feature (including upstairs) in one go that you then can be free to move around? Would open up possibilities to mixed reality apps as well.
Hi.I am back developing in VR after a year and I am finding it difficult to set up my project in Unity with the new updates.For example, I am following the official guide on the meta website here but I can't even seem to find the OVR camera Rig? Can someone advise me what is the best procedure to follow or if you have any good learning materials, either website or YouTube channels, to suggest? Thank you.
Wondering if anyone here has seen this? I have an XR Rig that starts you in the middle of an area in my app. When I changed the XR Management from Oculus to OpenXR, that same XR Rig suddenly starts in a slightly offset position from before, BUT only in the Quest, not the Editor. There are no other changes other than OculusXR to OpenXR including using the exact same XR Rig. Anyone have some insights on what may be causing this or how I might go about identifying the cause?
Hi there,I'd like to expand the use of Scene actors to be able to replace Scene elements with any Blueprint and not be limited to static meshes (eg. I want to be able replace the user's table with a table BP that I can control to open drawers, place things on it, etc.).I'm hitting a wall with the provided OculusXRSceneActor not being expandable (nothing in it is virtual) and I can't duplicate it because it uses API entry points which are in the private section of the plugin (specifically OculusXRAnchorManager set of static functions). At that point, I feel like I have to switch to source in order to get what I want (which I'd rather avoid at that stage), because nothing is allowed beyond the (quite restricted) options showcased in the demo projects.I guess another thing I could do is spawn the anchors as they are by default (with an empty static mesh), then collect them and spawn my own BP based on their location / scale, but that's quite dirty to begin with, and since there are no ava
I am trying to do playtesting using release channels.It is working fine for most of my users, but some cannot install the game. When they go to their "preview apps" section of their account (which is nearly impossible to find), it shows nothing, even though they have accepted it.Some even see the ability to switch from LIVE to "Preview" in the release version, but once in their headset or app, still cannot install the game.Please advise. Or let me know where they can go to get support.
With Oculus Quest it is possible to achieve exact plane detection, automatically obtaining the angles of the physical object?
Hello, I'm developing a game for the Quest 2 as part of a small indie studio. We submitted our game to be reviewed for the oculus app store, and it's been stuck in review for over 7 months. I understand the average is 3 months, so what's going on? We have had no communication from Meta, no emails, no activity, and there's no way to contact them. We also can't resubmit our game for review, so there's literally nothing we can do.Is anyone else experiencing this issue? How are you dealing with it?It's been so long that we're about to release the game on Steam in early access. We wanted to release on Steam and the Quest at the same time as we have cross-platform multiplayer, but we can't release on the app store until Meta's review is complete. The game's optimised and ready to go for the Quest, it's just this review process that's stopping us, and it's about to kill the company. We're at a loss here, what do we do?
According to the Unity XR Interaction Toolkit docs, Quest Pro doesn't implement the XR_EXT_hand_interaction OpenXR extension needed to use eye tracking with the OpenXR Plugin-in Provider. As instructed in the Meta Gaze Adapter Sample, I have to use the Oculus OpenXR plug-in provider to use eye-tracking on Quest Pro. However, my project requires using the Unity OpenXR plugin. When will Quest Pro support the XR_EXT_hand_interaction OpenXR extension?
We are using version 1.37, download address:https://developer.oculus.com/downloads/package/oculus-lipsync-unity/XCode Version:Version 10.2.1 (10E1001)We put libOVRLipSyncShim.a under Link Binary With Libraries.Place libOVRLipSync.dylib under Embedded Binaries.This is Apple's feedback email.--------------------------------App Store Connect Dear Developer,We identified one or more issues with a recent delivery for your app, "XXXXX". Please correct the following issues, then upload again.Invalid Bundle Structure - - The binary file 'XXXX.app/libOVRLipSync.dylib' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure.
Hi all,I am looking to apply to Oculus Start with a game I recently published to the App Lab, but am looking to continue to develop further. Upon attempting to submit my application, the submit button is greyed out with the message "You already have a pending application to oculus start". I remember making this submission around late 2019. Unfortunately I deleted the game's page in question, as I never pushed to port it from PCVR to Quest 1 at the time. And now I can't find where to possibly delete my old, stale Oculus Start application so that I can send in a new one. Any guidance here is immensely appreciated. thank you.
Hello Support and everyone,We tried to complete the Organization Verification process by uploading new legal document, we selected contact method as "Email". However, it always gives error message "There was a problem saving your changes. Please wait a few minutes and try again."Is that any way to make it work please? Thank you.
I'm part of a small indie studio and we submitted a game to be reviewed for app lab 7 months ago. Nothing has happened and the game is stuck in review. We've had no communication from Meta, and we fear that something has gone wrong during the review process and the game will be stuck in review forever. How do we contact Meta support as a developer? Is there an email, phone number, website, ANYTHING we can use to contact them? What are you supposed to do if you have issues during the submission process if there's no one to contact and you can't do anything while the game is being reviewed?
When I try to do the admin verification for uploading my game onto applab it gives the error message in the photo or it says " To prevent any misuse, we limit how often you can do certain things on Facebook. Please try again later."
When I try to do the admin verification for uploading my game onto applab it gives the error message in the photo or it says " To prevent any misuse, we limit how often you can do certain things on Facebook. Please try again later."
Hello, can you remove TextMeshPro 3 dependecies from Meta XR package?TextMeshPro 4 is now built-in and it conflicted with TMP3 on Unity 2023.3alphaSee screenshoot:
I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem:"Consume Lower Priority Enhanced Input Mappings" - which was working as intended before the switch (and does work again, once I switch back) - breaks. The input is no longer consumed and all Mappings get executed.I have a rough workaround for now (removing the lower priority Mapping Context entirely), but I'd much rather utilize the Consume Input functionality as intended.Is there any fix for this, or do I just have to wait for an update?UE: 5.3.1MetaXR Plugin: 1.92.0
Do you know slack/discord/telegram groups about VR developing? I found only channel in slack in Unity Devs but it looks like dead. There is no any new messages in this channel.
Problem Description: The UE4 project uses the Terrain Landscape element, and the project is packaged into Quest 2 for testing. After running for a while, it often crashes (we have tested it ourselves, and there is no such problem when the terrain element is excluded. This problem occurs when the terrain is added). Question added: After our test: the following optimization settings are enabled for the project. If there is terrain in the scene, it will be packaged to Quest 2 for testing, and it will crash immediately after opening and running (you can see the picture for 1-2 seconds). Turn off the following settings, if there is terrain in the scene, the problem described above will appear.Above screenshot URL: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Rendering/HowTo/AutoInstancingOnMobile/Our project must use the terrain elements in UE4. Now this problem has troubled us for a long time. I hope some friends can help me, thank you very much!UE4 de
I am using WebXR to develop a VR experience that allows the user to walk into a room and interact with it. However, the glasses detect the application as if it were augmented reality and therefore, The Oculus Quest 2 changes to AR mode in the process, making the application unusable. The project is being developed in Unity 2021.3.2 and using the Simple-WebXR package for Web deployment, along with the Mixed Reality Toolkit (MRTK). It has to be an Oculus Quest 2 problem, because it also affects similar projects I developed with WebXR, older projects worked correctly, and they break too. I experimented this problem in all of them. I will show you images of how the application it should look like in VR and another one that shows the AR mode error. My Oculus Quest 2 Version is: 47421700667400000 Is there a mode switch for VR/AR that I'm missing? Is it related to the most recent update or the version of the oculus quest 2 that I have? I need urgent help
Hi everyone, our product is developed using the UE4.27 engine and is packaged as an apk+obb file, with a total size of about 1.8GB. After releasing new versions to AppLab or any other testing channels, users have to update the entire 1.8GB each time.However, I remember there was a period when incremental updates were possible, meaning users only needed to update the parts that had changed. But later, it became necessary to update the entire package every time.Has anyone else encountered this problem? Thanks
I'm unable to get collision to happen when using a custom hand mesh in the Oculus XRHand Component. Collisions work fine if I use the built-in default hands. I have added a physics asset to the skeletal meshes and added physics bodies to the bones. I've tried all kinds of configurations for the Collision settings in the XRHand component and the physics settings in the physics bodies (Kinematic, Simulate, Default), but nothing gets it to collide. Is there something I'm missing? I even tried parenting the same hand mesh as an Skeletal Mesh component to the XRHand Component and that one does collide, but not the one assigned to the XRHand Component (see image below, the second right hand is the attached one). Note: I need this to be working in VR Preview mode on Windows 11 Desktop.
Hey folks,I am looking into adding a feature to clear/reset the scanned room data on Quest 3. The intent is to be able to trigger this as part of a live update which will be updating room setup login from in game to avoid existing room data being modified, corrupted, offset etc. Does anyone know of a direct API call to clear that data or if its in a particular location/format that can be cleared through other means?Thanks
How about doing some research into some of the VR anime like the original dot hack series and then also Sword Art Online and the Gun Gale series I think if the VR world was you know more like that that would be cool I just can't find any games to interact with enough I mean honestly there's only two games I honestly play and one I only play as a warm-up I played pistol whip to warm up and then I jump into population one other than that I don't play Nothing Else and population one's not a big thing but it's the only one that seems to be the most exciting and Interactive but I think population one has two small of a world or need to set it up to where you can play one game for hours instead of you know 15 minutes and I'll eliminate the restrictive zones just have a full open world where people can just continually run around or you know set up camp so that way the game can be played for hours you know where you've got a hunting fine people instead of everybody getting pushed into a small
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.