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Dear community members, I'm reaching out for help with a visual tearing issue I've encountered in a PCVR application when streaming from a PC to my Oculus Quest Pro (same as Quest 3).Issue Description: I'm developing a digital twin of a factory environment using Unity 2021 (same as 2022) and the Oculus Interaction SDK. Upon upgrading to computers equipped with RTX 40 series cards, I started experiencing visual tearing issues. These issues are absent on lower-end systems with RTX 30 series cards even at very low frame rates. Specific Symptoms: In the scene, there are two cameras: a VR camera (CenterEyeAnchor) and a tracking camera, the Main Camera (which outputs high-definition images to a PC monitor), thereby doubling the rendering load.The visual anomalies occur within the display screens of the VR headset.walkwayWithin a factory setting, there is a predominantly white floor texture and a green walkway on the ground. When the gaze lingers at the intersection between the green and
Cant verify developer mode i added 2fa
Hello, I have encountered a bizarre, seemingly android level bug while developing a social application in Unity. A user's microphone will be working normally and then during load sequences, there is a small chance that it will stop working. We have dealt many times with the microphone being stopped for some reason, and normally it is just a matter of making sure UnityEngine.Microphone is recording and Photon voice is connected. HOWEVER, this is different. All measurable stats in Unity read that the microphone is connected and running, except for the fact that it is receiving no sound. The wild part is that the problem stays with the user after leaving the app!Making an oculus screen record video does not capture the audio from the mic. We launched multiple other apps and non of them were able to properly use the microphone. The mic on the headset was essentially useless until a system reboot. This sounds like a hardware issue but it is not, we have had it happen to sever
I have UE 5.3.2, the Meta XR Plugin v60, the Oculus App (No Dev Hub) running, the headset in dev mode and I've tried both the Oculus cable and AirLink. The headset it showing up in Unreal, and all the OpenXR plugins are disabled. I have the Meta XR plugin in the engine plugins folder. So I think its all good. However, Unreal doesnt seem to be pinging the headset when I try to launch in preview mode. and I get the following start up errors: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2086 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)LogClass: Error: EnumProperty FOculusXRFaceState::DataSource is not initialized properly even though its struct probably has a custom default constructor. Module:OculusXRMovement File:Public/OculusXRMovementTypes.hLogAutomationTest: Error: UO
Hello, I have a development issue, cant disable audio permissions on unity. None of the tutorials for that helped. Is there an easy solution?
I am getting this: GraphQL server responded with error 1675030Error code: 675030Trace ID DzPivAnC0pgDid anyone experience something similar? This only happens with certain code words I am trying to use, others work but we need a specific one since we have used said word for all marketing materials already.
Hello, i am using the OVR Metrics tool with a Quest 3 and Meta Developer Hub.I've recorded metrics of my game and i would like to import the CSV files in my data sheets but i can't.I can see the files, but if I try to copy the file from Quest 3 to my PC i obtain an Unspecified error. It seems something related to permissions or 0x80004005 error.Even Meta Quest Developer Hub and SideQuest can't copy or access the files.Inside the quest, opening the OVRMetrics tool i can see that files are there and i can open them.From PC I can access any other files inside the Quest 3 such as videos, photos etc. and i can copy the other files without any problems. Only the metrics .CSV are affected by the issue.Please help me. Thank you. P.S. with Quest 2 everything works as expected.
Hi! Yet 2 months I can't fix this. Spatial anchors local saving doesn't work on Oculus Quest 2, but great works on Meta Quest 2. It's the same code but Oculus Quest 2 doesn't want to save anchors. It gives me -1000 error code. I don't know what is this code. Who knows what is this?
Hello!I'm a developer working in QA for an application built in Unreal Engine. I have helped implement an E2E tool that relies on the autodriver file that records user inputs. We just upgraded from OculusVR in UE4 to MetaXR in UE5. The documentation on Meta states that autodriver is not supported on OpenXR currently. We noticed that the autodriver file is not generated as it did in OculusVR so we assume it's not supported on MetaXR either. Is there a workaround to get this to work or when is it expected to be supported?
I'm trying to use the Share spatial anchors provided in the oculus repository:https://github.com/oculus-samples/Unity-SharedSpatialAnchors But when I start the app and enter the Share Spatial Anchors scene, it shows on the log window: "You are not authenticated to use this app. Shared Spatial Anchors will not work."Reading the code it seems that the application is not getting the oculus user id correctly, but everyone is saying on forums that the project works, so I don't know if im missing something related to the user on the quest 2 or something...
Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both controllers.The velocity/position works well.I'm using Oculus Integration package v47.0 and Unity 2021.3.17f1.
Hello, following feedback from an assistant who brought me here to talk about it. On my store I don't have access to the all filter And I don't have access to the try before you buy category. How can I unblock this situation? Sincerely
Device : Oculus quest proUnity version : 2021.3.26f1Using the Oculus Intergration(54.1) plugin supported by meta in the asset store.Built an .exe file targeting Windows.On PC, Oculus is linked to Oculus software and C-type cables. This app has 5 to 20 minutes of playtime, and as long as 2 to 3 hours of wait after play.And I've always had Pass through enabled, including wait times.I blocked Oculus from going into sleep mode during the wait time. It worked well for a month or two without any problems, but now the link with Oculus is disconnected after 5 to 30 minutes of running the app.I found a log called 'Server Closed Connection' in OculusClientError and tried the contents of the forum below, but the problem was not resolved.(https://communityforums.atmeta.com/t5/Get-Help/Server-Closed-Connection-Error-can-only-play-for-5-minutes/m-p/702413/highlight/true) Please let me know the cause of the problem or how to solve it.
The app store is asking to justify some permission my app ask as shown in the first picture but the manifest but the manifest we are uploading doesn't ask for storage permissions. Is there a way some config are overrriding the manifest?
Hi I'm very new to MR development, working with the Meta XR SDK and could really use some advise. After making some simple blocks and having some fun with Passthrough and the Depth SDK I wanted to add some game assets. After importing a few from the Unity Asset Store they are pink so I installed the Universal RP and convert them. That works fine but now I can't use the Oculus Shaders like Depth / Occulusion Standard and Oculus Sample / Alpha hand out for my materials. Is there a way to solve this or a better way for me to bring in other game assets?
Hi all. I have successfully uploaded the app to Alpha channel and passed all the test. But it will crash or only show black screen if load via store. However, there wont't be any problems if I install the same build via Developer Hub. Developed using Unreal Engine 5.1Any help would be hugely appreciated!
I'm experiencing issue when releasing a grabbed object with a rigidbody responding to gravity.A quick grab and release will work as expected, but the longer your hold the object in your hand, the higher is the object's falling velocity when your release it.I'm gonna try to bypass the issue by disabling gravity when the object is grabbed, hope it will work but I wanted you to know about that.
I am getting the following error when I try to install the Meta XR SDKs through the Unity Package Manager:[Package Manager Window] Error adding package: com.meta.xr.sdk.platform. An error occurred, likely on the server. Please try again later.Unable to add package [com.meta.xr.sdk.platform]:Request [GET https://download.packages.unity.com/com.meta.xr.sdk.platform/-/com.meta.xr.sdk.platform-59.0.0.tgz] failed with status code [502]UnityEditor.EditorApplication:Internal_CallUpdateFunctions () I was able to install "Meta XR Core SDK" by name but all the others fail including the "Meta XR All-in-One SDK"As a workaround I am able to install the failing SDKs successfully when I download the tarball and install locally Unity 2023.2.3f1 using the 3D URP Template
Why dose it say i need to turn on tfa for dev mode when it is on already
Hi, when i used view PDP button for see webpage application,A message error appear now : This page is not available The link may be broken or the page may have been deleted. Verify that the link you are trying to open is correct.(for unpublished app)
my device is quest pro.when I try to change the level, I can see these errors like below.even it's not happens always, but very highly percent.does anyone know that how to fix it? [2023.05.10-06.08.42:327][340]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6515 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:327][340]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().EndFrame4 1339 failed (-1006) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_CALL_ORDER_INVALID]: xrWaitSwapchainImage(swapchain, &waitInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:9087 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: xrWaitSwapchainImage() failed: XR_ERROR_CALL_ORDER_INVALID (arvr\projec
We have project for Oculus VR headsets which connects to external BLE devices, receive sensor data and represent it in VR. Recently Bluetooth and Location permissions were prohibited on Oculus so our functionality with BLE devices was broken and doesn't work on v59. Even if Location permission is enabled in app settings in logs it says that this permission is disabled.Documentation says we should use CompanionDeviceManager API for that purpose as alternative solution. The problem is that CompanionDeviceManager also doesn't work on v59. It shows system dialog with ProgressBar but after waiting for a short time it closes without finding Bluetooth devices. In the logs can be found a message from com.android.companiondevicemanager with a text "No adapter attached, skipping layout". It looks like internal bug with RecyclerView implementation on Oculus side.The same code works perfectly on Google Pixel 7 with Android 14 but on Oculus our project doesn't work for both approaches – B
Hey,no matter what I do, the Quest 3 Hand Tracking only works when using Quick Launch (which takes a long time, not suitable for rapid development), not via VR Preview / Oculus Link.I'm on Windows 11 using Unreal Engine 5.2.1.Anyone know how to fix this?Thank you
Hello, I recently have been working on adding In-App-Purchases into my game, and I've earned a pretty nice amount of money off of this that I was hoping to use to pay my team with. I recently got a monthly statement, the amount looked just about right, however, no actual money has been sent anywhere. What do I do about this? How can I get the money? I've crossed the $100 required to receive my payout, so I should have received. Is there some kind of delay that occurs? Thanks!
I can't find a way to contact the developersupport.I wanted to upload my game to Applab, but first I have toperform the Organization verification.When uploading the ID card, I always get an email that my photo does not meet the requirements.(Name, photo, date of birth)I have already uploaded a photo 3 times and within 2 minutes the email is always rejected.And I can't find a way to contact support.NiergensWho can help me?
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