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Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build).Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.
Hello readers!.i am working on a medical project that uses VR for rehabilitation of people with certain kinds of traumas, physical and emotional (cant reveal more info about it).I would like to know if there is a way to pair an Arduino or Raspberry with a Bluetooth module, so when i hit an object or do something in VR, the raspberry or arduino can read a 1,2,3,4 or a couple of chars.My guess is 1) Pair the oculus quest android to the arduino (can this be done?, or is it only for gamepads)2) Use a wifi server and send messages over HTTP or OSC.3) connecting directly to USB if possible, a long usb cable wouldn't bother that much.To me, bluetooth would be the best one because it wouldnt require to use an external wifi , router, and extra program.Any ideas? someone tried this already?.Im working with Unity and Oculus SDK, but this is a platform agnostic solution, and there are many people already asking about this.Also, can the arduino be seen as a "gamepad" somehow? so i send and rec
Hi,I am working on a project that connects BLE Gatt devices ( heart rate, FTMS, Power, speed, cadence profiles... ) to Oculus Quest headsets .I've been using the alpha and release channels to regularly upload and distribute the app with a test user group.I got this error message the last time that I uploaded a build : " DO not use location permissions to scan for nearby Bluetooth devices. Update your app to use the COmpanionDeviceManager API to make and manage connections...." I need help using the CompanionDeviceManager API on Oculus Quest. I've been trying A LOT of things and permissions, but I can't make it work on Quest. The device scan seems to silently fail.I made it work seamlessly on my Android phone ( the COmpanionDeviceManager API BLE device scan & bonding ), but it doesn't work on Oculus Quest. Also : there are these 2 valid permissions in the Quest VRC checks, BLUETOTH_SCAN and BLUETOOTH_CONNECT . The problem is tha
So I uploaded a new build to my game but it's getting stuck on the Malware Review Test. Since it's stuck on the test It's not being published so my users can't access the new update. It has been stuck on the test for about an hour and I don't know what to do. I already tried uploading another build but it just also gets stuck. Any ideas on why this happening and how to fix it? Thanks
I'm running a simple test in Unity, playing frames of a 2D texture array over time with a shader. The frames play correctly in Unity editor, and with Oculus Link on device. But when I sideload an apk of the test on device, the fames do not play. I'm wondering if anyone else has experienced this, or does Quest2 not support 2DTextureArray format?
Hi so with this project, i would love for the controllers to work, ie: grabbing the cubes while in VR Preview. It does not though. Why is that? When I package the project the controllers respond perfectly. If I can fix this or just toggle between a vr preview and a packaged controller option that would be great.
So. I want to take a 20x20 room and turn it into a world or room in VR or MR. And Would like to test on my Meta Quest 3.I am looking for the simplest solution to get started where I can use 3d Assets, and materials to build out VR rooms.I want to turn simple object (e.g: table) in the 20x20 room into a different table or structure.In the future, I would like to make objects that can be interacted with in the VR world (e.g: Clipboard, etc)How can I get started. What should I focus on? Any sources for a newbie?I am current a web programmer so I know the foundations and fundamentals about coding. I am also a designer and I know some about design and 3d programs (sketchup, etc).
Hello is it possible to obtain a CAD file of the Meta Quest Touch Pro Controller, maybe even as a STEP file?
Hi, Firstly I am not an experienced developer but I have messed around a bit in Unity with VR in the past.I have just put together a simple mixed-reality demo that essentially gives me an RC car that I can drive around the room. I am using the SceneManger with the Plane and Volume prefab loaded so the car hits the furniture.But currently, when I start my demo the car is spawned in mid-air and then falls to the floor. I would like to actually spawn the car at floor level and in the center of my room. I've searched around for sample code but haven't found anything that matches this requirement yet.Good someone point me in the right direction of querying the scene manager to get information about the floor plane so I can get the coordinates of the center and then spawn my vehicle in this location? Thanks in advance for any help 🙂
Hey team. For unknown reasons all objects on scene (even static ground) are moving down. files.fm/f/xsuh4sm2pqOculus Quest 2, latest updates, OVRPlayerController are from DebugUI (btw debudUI sample is never moving)Unity 2022.3.10f1Any ideas why??
Hello I am facing with a problem with OVR Virtual Keyboard, it is only working on build but not in Oculus Link and Meta XR Simulator, anyone has a thought or idea on that?
https://developer.oculus.com/documentation/unreal/unreal-mrc/#mixed-reality-capture-with-unrealI was following this docs to get mixed reality capture to work on out game in unreal engine. It says to add this line-<uses-native-library android:name="libOVRMrcLib.oculus.so" android:required="true" />into the <application> tag inside androidmanifest.xml. But I cannot find this file in my intermediate folder as suggested in the unreal docs. I have packaged game once, but there is no such inside intermediate. If anyone has tried this meta's mixed reality capture, any help is appreciated
Hi there, was hoping to do a quick prototype of a sword (right hand, controller tracked) and spell (left hand, hand tracked) game, but have found out the multimodal/concurrent feature is only for the Quest Pro.Are there any plans to bring this to the Quest 3 controllers in the next few months? If not ill scrap the idea for now, thanks 🙂
I interact with "ovr_platform_sdk" in the UE4.26 VR application and use the IAP function, in which the "ovr_PopMessage" function is called in the tick; Everything works fine when running under quest2, but running on quest3 can cause a crash due to calling "ovr2PopMessage".
I use Quest 3, In Unity XR plugin management I used OpenXR and the app just shows blackscreen and loads forever, when I use Oculus everything works fine.
After the oculusVR/Unreal Engine branch version 4.27.2-1.81-V49.2, meta’s technical team responsible for maintaining the engine has deleted support for quest1 in the code. I very much hope that my game can always support this first generation. quest, I tried to add the code of quest1, but I failed. Developing quest1 brought me great challenges, but thinking about Carmack’s suggestion, I hope developers will not give up support for quest1. Thinking about this helmet, Saved the entire industry when virtual reality was on the verge of death, and I still want to continue supporting it!
Using unity MetaXR depth API with Quest 3, I have a requirement to enable depth API inside a particular place in real room (For Anchoring Im trying to use Controllers) For context, I have a real life object which I do not want to be occluded but others i do. If we can define even something simple like occlude over 1m on real world y axis.
I am using MetaXR Unity SDK with passthrough and hand tracking, now I need to have the controller set as well so that I can use it as a real world anchor, however when i enable both SDK fails to differentiate transforms, It detects controller when I pick it up in hand but that's not as its own.
Bonjour, j'ai entré sur l'application meta quest une carte de crédit prépayée Mastercard Joker et lorsque j'achète un jeux il y a un message qui s'affiche me disant que la carte a été refusé pourtant, la carte est belle et bien activer et elle comporte assez d'argent pour acheter le jeux.
The current problem is this. I use It is the distribution version of Unreal Engine 4.27.2 of oculusVR. This version of the oculusVR plug-in is 1.89. I have seen the source code of this plug-in and there is no quest1, so I cannot add support for quest1 through the packaged meta quest target. I tried to modify this code, but, I failed, I think it is a very easy thing for the technical department to modify the meta of Unreal Engine, I would like to get help, tell me how to add, or report this issue to the maintenance team of Unreal Engine oculus distribution Colleagues, ask them to fix this problem by updating the github version. I really hope to support quest1, because he brings me hope when the virtual reality industry is on the verge of death.
HII have developer mode enabled, i have parental supervision on an account (13-17) and whenever i enable developer mode for them, whenever i change accounts and go back or restart the quest, developer mode is turned off again. For my main account as an administrator developer mode always stays on. Any advice?
I am experiencing frame skipping in panoramic videos within the game, especially when the video depicts movement, and the game's framerate is quite low. I have followed various recommended parameters for the video source file, such as encoding format and resolution, in creating the video. However, I believe that the video format and resolution have a minimal impact, as playback is smooth when using the default video player on Quest, as well as other video playback software like Skybox. My concern is whether the issue stems from the panoramic sphere rendering on the same pipeline as the game, which might be causing performance issues. What could be the best approach to address this? I would greatly appreciate any solutions.
UE: 5.3.2xr simulator: 59.0.0meta xr plugin: 59.0.0 If you look at the documentation for unity's xr simulator, you'll see content displayed in the game room and living room.https://developer.oculus.com/documentation/unity/unity-passthrough-tutorial-with-blocks/ https://developer.oculus.com/documentation/unity/xrsim-unity/ So I'm wondering if it's possible to do the same with unreal engine,https://developer.oculus.com/documentation/unreal/xrsim-unreal but I can't seem to display the passThrough content on the simulator.If you install the apk file directly on the meta quest device, passthrough will start normally, but only the simulator will not work properly.Path settings such as meta_openxr_simulator.json etc. are done normally. Maybe UnrealEngine doesn't have enough support for the XR simulator?
Man super disappointed that the glasses can’t connect to my PC. My old razor did but the sound wasn’t great. I work from home and thought it’s perfect for meetings. Prob going to return it now. So stupid to limit it. Is it capable for over the air update? Wonder if it can batch an update to allow PC use. Then I def would buy it again or keep this one.
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