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Hi there! Welcome to our discussion forum focused on accessible design in VR. Over the years we’ve been reading and learning from the Oculus developer and customer community about your needs in terms of accessible and inclusive content on the Oculus platform. We’ve created this forum discussion as a home for all developer conversations around accessibility.Here, you can post your ideas, share your challenges, detail your needs, ask for feedback, and find others to test your applications and features.We encourage all developers to create inclusive and accessible applications and try different things when it comes to building VR applications. We are still in the early days of building standards for accessible VR and are thrilled to see our developers implement interesting ideas and challenge themselves to solve difficult problems.We at Oculus are excited to explore the frontier of accessible design through the inclusive VR worlds built by our community. Together, we can build VR apps tha
I tried running the Meta Avatar Editor in the example Unity scenes included in the SDK samples (using the OpenAvatarEditor object + script) but it doesn't do anything or display any errors or debug messages at all. I have the 24.0.1 version installed. Has anyone encountered this? Is there some other way to get it working that I'm missing? The code in the OpenAvatar Editor looks like this (excerpt): AvatarEditorOptions options = new AvatarEditorOptions(); options.SetSourceOverride("avatar_2_sdk"); var result = new Request<Oculus.Platform.Models.AvatarEditorResult>(Oculus.Platform.CAPI.ovr_Avatar_LaunchAvatarEditor((IntPtr)options));
Hello! I would like to try the OVRLipSync Unreal plugin on my M1 Mac. Unfortunately I cannot build the plugin because the two Mac Third Party libraries (libOVRLipSyncShim.a and libOVRLipSync.dylib) are x86_64 architecture:$: lipo -info ./libOVRLipSyncShim.a ./libOVRLipSync.dylib Non-fat file: ./libOVRLipSyncShim.a is architecture: x86_64 Non-fat file: ./libOVRLipSync.dylib is architecture: x86_64Would it be possible to update the plugin to include universal or arm64 architecture versions of these libraries? Or to share them some other way?
The pro passthrough captures color, I wanted to know if there is a way to map all the green to be Unity scene, similiar to varjo XR 3 chroma keying (https://varjo.com/blog/blend-real-and-virtual-seamlessly-with-new-xr-1-features/), it doesn't have to be as good or professional as this one. Any ideas? Maybe how to apply shaders to the oculus quest pro camera?
Not sure if this is the right place to ask but I am interested in developing a game where NFTs are used. I would not be selling NFTs in-game, it would be transferred into the game via other means. I couldn't find any documents on what was allowed/not allowed on the Quest 3 store, can someone point me in the right direction? Thanks in advance 🙂
I am working on a Unity project here using version 2022.3.17f1 running, all of the the Meta all-in-one SDK, and the Meta starter samples github were imported. Everything is working fine.I have the project all setup and passthrough works well. The issue is I am working with AI images and they have a green background around the object, the mono to 3D converter I am using makes them work great in passthrough and they have a full 3D effect, but I need a way to chrome key out the green background for passthrough.Example:Above is original ComfyUI generated AI image with background removal node (also I tried to have it remove background completely with transparent background and saved as a png, but that didn't work either and was black in Unity in passthrough mode)Above is a through the lense photo of the image after imported to Unity and it does a realtime mono to depth estimation. I slightly rotated the object to show the 3D. The background with the green color is still there but I ca
Hello, I'm facing this problem from last four days. That is- I can't enable two factor authentication perfectly; when I try to enable it-it sends code to my email but when I paste that code it says that the code is error. Again, when I try to enable it from Facebook application then it says that I can't change it at this time and I have to use it for a while. But I have used this device to create my account on last December and I'm using it about 19 to 20 days still. As I'm engaged with voluntary activities, it's very important to enable two factor authentication. Kindly help me out ! I can submit my National Identity card and Passport copy if you want as security purposes. My account details: Kifayat Ibne Rahman Email: kifayatibnerahman@hotmail.com
Hello, We have an app that works fine on Quest 2, using Unreal 5.1.1 + MetaXR plugin version 1.82Our app works fine on Quest 2, in both development and shipping configurations, but when we install that exact APK on the Quest 3, we are getting this error from the development version[2023.10.20-15.18.55:526][ 0]LogHMD: Setting user focus to game viewport since session status is visible... [2023.10.20-15.18.55:526][ 0]LogAndroid: Display: Low Power Mode Changed: 0 [2023.10.20-15.18.55:532][ 1]LogHMD: Allocating Oculus 53 x 55 variable resolution swapchain [2023.10.20-15.18.55:542][ 2]LogSerialization: Display: IgnoreInlineDataReloadEnsures: 'false' [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: === Critical error: === [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: Assertion failed: Texture->GetFormat() == GRHIVariableRateShadingImageFormat [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanRenderTarget.
Hey Meta Can I ask to refund the headset?I've already setup the 2FA with google authenticatorbut it still greys the select organization drop menu.Why are you put so much **bleep**ty blockers for developers?-----------------------------------------------------------------------Update: Able to set the organization after setting up SMS receivingBut New problemsEven after I enabled developer mode in phone APP, restart quest 2 (v50) for several timesThe developer mode settings still not show up.What the hell are you doing to not let them showing up?
I am trying to set up a static 3rd party avatar with a custom hand pose. Using the CustomHandPose example scene, I was able to get the hand pose I wanted, but if I try it out in VR, it mirrors my movements and I want it to be static. However, if I turn off the body tracking, it goes back into T-pose. Is there a way I can just change the arm position to be vertically parallel with the body without it mirroring my movements?
Hello, UE4's architecture design isn't flexible enough and to extend the maximum number of dynamic light sources, we need to duplicate the code. For example, on the shaders side UE4's solution manually inlines lighting code for each available light source, which makes shader code unacceptably large even with 8 light sources. My solution is to replace that with a loop, which will traverse all given light sources data and execute the code for each. It appears to work but I've encountered a serious GPU performance degradation: the RenderDoc shows that my solution with a loop executes 20-30% more instructions in the fragment shader (for a few heavy drawcalls), and overall GPU time drops by 2-3ms. For a reference, here's a link to the generated shader codes for one of the materials: https://file.io/LTXtmHC9lQXv (original generated glsl code and generated glsl code with a loop).Does anybody know why loop affect performance that much? Are there any possible workarounds?
Before I start, I am not good at English. I hope you understand.I try to split camera for ui and others (3d object, environment, etc ...)I had split layer and create new camera and it works on editor play modebut it is not working on oculus quest 2 that using build apkIf you look at the picture below screen is brokenwhat i should? i search long time.. but solution can't find
墙壁或天花板是一个整体,不能被覆盖,否则不能使用透视。我怎样才能打破现实
Hey guys, does anyone tested eye tracking on PC (unity editor play mode) recently? I found it just doesn't works today, and I didn't changed my project at all. I tried loaded my archived project that eye gazing supported on PC for sure, and it still doesn't works as well. Even demo scene for tracking is not working (everything shrinks to the floors).Thing is, the eye tracking is still works on quest pro device. I tried re-enable the Oculus PC eye tracking configuration, reboot my machine and my pc, re-install Oculus PC, and both my machine and the Oculus PC and the sdk(60.0) is up to date.Then, on my same PC, I tried open a new, clean project with movement sdk only, not working as well.I wonder if it just me, or it is actually caused by a bad update from meta?Anything would be helpful, thank you!
Hello,I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below) Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again.Has anyone any Idea why this happens? Does this only happen to me?I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed.I am also getting the following errors in the console:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, b
Error fixed. I removed 'arm64-v8a', from build.gradle and I added libopenxr_loader.so to all directories containing libhello_xr.so (one of them was the culprit) So I'm trying to get hello_xr to run in Android Studio but it keeps failing and giving me this big error. I can't figure out why I'm getting the error. It shows that java.lang.UnsatisfiedLinkError: Unable to load native library "/data/app/com.khronos.openxr.hello_xr.opengles-tIYUBycymObNaVjujvzClw==/base.apk!/lib/arm64-v8a/libhello_xr.so": dlopen failed: library "libopenxr_loader.so" not found, but I can't find the directory that the error is referring to. Update: I added all the directories libopenxr_loader.so to all the directories that contain libhello_xr.so. Now I'm getting this error: I/llo_xr.opengle: Late-enabling -Xcheck:jniE/llo_xr.opengle: Unknown bits set in runtime_flags: 0x8000W/System: ClassLoader referenced unknown path:W/NativeActivity: N
Hello!My Unreal 5.2 editor window becomes frozen and no graphics when I try to enter VR Preview with multiple networked clients, after a couple minutes it'd stop the PIE mode automatically. It only occurs for the first time starting VR Preview in each editor session, the 2+ times work perfectly fine. The logs seem to indicate that the XR session is lost, is there a fix to this? Also I'm not sure why it doesn't happen after the first time.We are using the Meta Fork version of Unreal 5.2.Here are some related logs:LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.00, Realtime: 98.83. IpNetDriver_1 LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrWaitFrame(m_xrSession, nullptr, &frameState), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8134 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:318) LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().WaitToBeginFrame 1 failed (-1006) LogOVRPlugin: Display
I recently updated to Unity 2022 and saw this asset from Meta, my game is made for Oculus but I use HurricaneVR so I do not need avatar or anything like that but, does this asset, or any of the assets from Meta performance benefits without having to switch to their avatar and stuff?Thanks.
I am working on a unity VR application. Before starting the VR application, it is standard to set the player floor height and boundary within meta oculus guardian system. Once that is set you usually run the app. Usually once the app is running, if you want to change the guardian data (floorheight/boundary) you have to open the oculus menu to enable it. However, I want to be able to read/write to the floor height data from a unity3d script. Is it possible to do this?
We have an app that has passthrough enabled at all times so you can walk around your location and add virtual items to the real world. However, the player is required to travel across far distances in real life while using the app.Is there a way for the app to turn of guardian mode while passthrough is on?
Hello there, is there any way that I can turn off the all the degree of freedoms? I mean, I want to use Oculus SDK or Unity XR Interaction Toolkit to cast something from a Unity scene and do not want it to rotate or move either. I want to turn off HMD tracking completely. Is there any way that I can achieve this?Thanks...
Hello, I use the OVR Metrics Tool to measure the performance of my project.However, I recently (January 2024) realized that the ASW FPS in the OVR Metrics Tool is outputting at half.Up until some point in December 2023, I recall that the ASW FPS was outputting normally.For example, when ASW FPS was on, it was outputting 72 fps, and when it was off, it was outputting 0 fps.However, now it is outputting at 36 fps with ASW FPS on.At first, I thought there was something wrong with the project.But then I noticed that Assassin's Creed Nexus VR was also outputting half ASW FPS.Of course, when I played in December 2023, it was outputting correctly.This is very confusing because ASW itself seems to be working correctly.Did something new come out in the new year?
I am currently using C++ to implement LipSync Library to convert WAV audio files, but after running Unreal 4.23, this error is displayed in the LOG. I want to know which part is wrong with this error. Here is the C++ function code I use to convert WAV files: void AAudioCaptureActor::GenerateLipSyncSequence(USoundWave* LoadedSoundWave){if (LoadedSoundWave){FByteBulkData* RawWaveData = &LoadedSoundWave->RawData;int32 RawDataSize = RawWaveData->GetElementCount();const int32 WavHeaderSize = 44; // WAV header size if (RawDataSize <= WavHeaderSize){UE_LOG(LogTemp, Error, TEXT("WAV data is too short to contain a valid header."));return;} int32 AudioDataSize = RawDataSize - WavHeaderSize;int32 SampleCount = AudioDataSize / sizeof(int16_t); const int16_t* AudioDataPtr = reinterpret_cast<const int16_t*>(reinterpret_cast<const uint8*>(RawWaveData->LockReadOnly()) + WavHeaderSize); if (LipSyncContext.IsValid()){TArray<float> Visemes;Visem
Just curious what your future plans are for 360 Video Developers like me. I have hundreds of thousands of watch time on your platform, but you keep expecting content for free. Pico pays me for content, YouTube pays me for content, but I am thousands of dollars in the hole with you from ads, Oculus Launch, and other issues. Are you ever going to value us as creators and help us like Pico or YouTube? Your response would be greatly appreciated so I can know if I will continue to upload to your platform and what I will tell other 360 developers, or if I will delete my channel from your platform. Shauna from VRGetawaysUsing VR Headsets to Transport you on Adventures to Beautiful Places.肖纳历险记 shaunasadventures1@gmail.comWebsite ShaunasAdventures.com or www.vrgetaway.orghttps://creator.oculus.com/community/109816967492217/YouTube Linkhttps://www.youtube.com/@VRGetaway
Speakatoo API functions correctly in POSTMAN, but it's not working when integrated elsewhere. What could be the issue?
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