Developer Forum [Archived]
Recently active
AssertionException: If Physics.autoSimulation is false, InteractableTriggerBroadcaster.ForceGlobalUpdateTriggers must be called manually. Assertion failure. Value was False Expected: True UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <bae255e3e08e46f7bc2fbd23dde96338>:0) UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition, System.String message) (at <bae255e3e08e46f7bc2fbd23dde96338>:0) Oculus.Interaction.InteractableTriggerBroadcaster.OnDisable () (at Assets/Oculus/Interaction/Runtime/Scripts/Interaction/Core/InteractableTriggerBroadcaster.cs:134) UnityEngine.Behaviour:set_enabled(Behaviour, Boolean) Oculus.Interaction.CollisionInteractionRegistry`2:Unregister(HandGrabInteractable) (at Assets/Oculus/Interaction/Runtime/Scripts/Interaction/Core/CollisionInteractionRegistry.cs:73) Oculus.Interaction.Interactable`2:Disable() (at Assets/Oculus/Interaction/Runtime/Scripts/Interaction/Core/Interactable.cs:292) Oculus.Interac
Hello, this has been impossible to use the VR preview anymore since the last Oculus app update. Every time you use the VR preview for a second time, Unreal will crash. Please fix this asap, it's making debugging in VR a nightmare.The issue is on 4.27 but I already discussed with several persons having the issue on different versions of UE5.
If a new build is pushed to a release channel, is there any post update hooks that we can use to send updates to our companies Slack channels?
I can't find a Spatializer solution that is comparable to the Oculus Audio Spatializer package, in terms of flexibility or sound quality, that can ship on iOS via Unity. Is there any hope that Oculus might make iOS plug-ins available? Since Google Resonance is basically dead (and problematic in latest versions of Unity), the only option I have seems to be to extend the demo Spatializer Unity provides, which is not a great option (project scope, expertise, etc).
When attempting to use MQDH, after selecting my Release Channel, the 'Upload' button remains stuck on "Installing Latest CLI". This issue persists even after several hours despite multiple attempts to reinstall and update MQDH to its most recent version( I think my network shall be fine if I can update my MQDH). By the way, I tried utilizing the ovr-platform-util method but encountered another obstacle. Upon running the command line, I received the error message "[DEBUG] A network error occurred. The request will be retried." Stuck at Upload now
I have an ongoing issue where the OVR Platform Tool gets stuck on "uploading" and doesn't move for hours. Sometimes it works, but more than half the time it doesn't.This happens on both LIVE builds and beta builds that I try to upload.My project is a split binary with an .apk file about 200mb and the .obb file is 3.4gb. I cannot use the Meta Developer Hub as it doesn't accept .obb files.When I upload my builds to Steam, it is seamless and uploads take less than 2 minutes.The OVR Platform Tool gets stuck for hours until I cancel it. There's no bandwidth coming through after a certain point.If it does move passed the "Uploading..." stage, it will say "A network error occurred. The request will be retried." My internet is working just fine.I'm venting because this is extremely frustrating.
Android system allows to open a float window. I wonder if I can make such an app: it uses both steam vr plugin and meta xr plugin. It runs on quest3. There's a float window, main activity is to open and play the steam vr game I bought, and another activity is to show passthrough. Does it work?
My Quest3 is connected to my PC using Quest Link and it works fine. Then I use the Meta XR Core SDK in Unity3d to make a game, I turn on the passthrough, and package it into .exe application used by the PC platform. The app uses Quest Link to open the game's VR scene in Quest3 when it runs, but it doesn't show passthrough. I need high-performance rendering of my PC, so this software can't be packaged as a .apk and installed in Quest3, how can I make my .exe app use the passthrough feature of Quest3? (passthrough should be like that opens directly in Quest3, instead of the developer-only feature -- Passthrough over Meta Quest Link)
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu.I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause.Thanks in advance!
Hey there,I'm currently facing a challenge while attempting to combine the SharedSpaces and SharedSpatialAnchors Templates. The issue arises when trying to integrate the framework of SharedSpaces into the sharedspatialanchors template, or vice versa. Specifically, I'm unable to get the SharedSpaces framework to function properly within the sharedspatialanchors template. On the other hand, when I try to incorporate the sharedspatialanchors functionality into the sharedspaces template, I'm unable to get the Passthrough feature to work.Additionally, I've encountered intermittent compile errors with the OculusPlatform Plugin (OVR), particularly when compiling for Android. Strangely enough, I don't encounter any problems when starting the engine itself.I've been working on resolving this for quite some time, but I always seem to hit a roadblock. I would greatly appreciate any assistance you can provide. Thank you in advance for your help!~formulated with the help of ChatGPT
Hello, I am building a prototype using Lumen and hands tracking V2. I can not figure out how to see hands in VR preview or windows build / PCVR.For now I am running Ue5.2.1, I am able to build for Quest 2 and Hands are working. ( the Hands Interaction train sample works well )However with the same project, I can not see my hands in VR preview...1 . I have my developer account and I've allowed OpenXR Extensions Through the beta tab in oculus APP "developer Runtime feature"2. Meta XR API is set to "OVRPlugin+ OpenXR backend"3. I have tried several combination of Pawn, with or without skeletal meshes,Root |__Camera |__LeftMotionController | |__LeftOculusXRhand ( set with mesh and skeleton to left ) |__RightMotionController |__RightOculusXRhand ( set with mesh and skeleton to Right)none works in vr preview.Im I missing something? is there anything to factory res
After upgrading GPU from GTX 1650 to RTX 3060 the handtracking stopped working in Air link, it used to work normally. I have tried changing options, start with disconnected controls, use handtracking to access the airlink, but in all cases handtracking stops working after entering the Air link. I've tried using "Repair" from the Oculus installer, it didn't work. I need handtracking to continue the development of my game.
Hi! I got this as a message recently:"VRC.Quest.Asset.4 - Hero art must include the branding of the app centered in the image."Am i allowed to have a left or right aligned logo in the Landscape asset as long as its in the safe zone? Ive seen so many games using their logo on either left or right side of the safe zone. Do they mean center center, or just "not outside safe zone" center?Examples of games that are not branded in the center, but still inside safe zone:Assassins creed, creed, samba di amigo, space pirate trainer, light brigade, the grand getaway, yuki, anshar 2, eye of the temple etc.Also - weird naming in the app metadata assets - Hero cover should be 16:9 and landscape should be the ultra wide one. Anyone else agreeing on this or am I the weird one?
I've been testing the Cast 2.0 beta in the current Developer Hub version, and aside from a little bit more noticeable latency, there's just one big problem. I have a large high res primary monitor, and so for usability have the Windows display scaling on it set to 200%. Unfortunately, 2.0 Beta gets picked up on that, and the window actually only shows the top left quarter of the full view. It pulls up fine if I set my system level scaling down to 100% before launching the 2.0 cast, even if I then change my scaling back up, but if I start it at 200% it's zoomed in. Tried manually setting the overrides in the properties for both the cast exe and the hub exe but neither seemed to work no matter what I set it to. This is on Windows 10 Home, casting off a Quest 3.
How do you REPORT THE SAME BUG that LOCKED OUT your ABILITY TO REPORT the bug? That's the absurd situation I'm in now. Facebook Account Compromise -> Oculus Support with Valid Serial Number -> Month Long Investigation -> Reactivated -> Year of Nightmare Repair and Cybersecurity Integrity Tightening -> Software Trips Up Old Inaccurate Database Record -> Repeat -> Meta Support and EMail back to Last Year's Thread Now Dismissive Not Their Department I wasn't even posting anything, and it'd be a pretty extraordinary find for a new more isolated updated computer, new smartphone, etc, with FIDO/YubiKey 2FA, to have everything necessary to post as me without me being able to still prove who I really am. This isn't move fast, or breaking things. After a year of this nightmare, this is just utter incompetence. https://www.linkedin.com/feed/update/urn:li:activity:7138303413167046656/https://www.linkedin
Hello !Since the Oculus Integration SDK is being split into different modules and will only be available through the Unity Package Manager from now onwards (as show here), I'd like to know what's the difference between the Meta XR Interaction SDK and the Meta XR Interaction SDK OVR Integration packages ?
I saw in meta horizon workrooms/ immersed they passthrough certain places (not ar), like the keyboard.How can i do a similar thing, i would prefer being able to passthrough certain cubes, like around doors, beds and windows
I'm wondering why in my app the GPU level won't throttle above level 2 with my Quest 3 build (It does go above that in a Quest 2 build). I see that in other apps it will go above that but I'm wondering if there is a setting I'm missing in the OVR manager or something. Any help would be appreciated!
New drivers today (12/6/2023), but the bug that was introduced with the last driver update remains. Unreal 5.1 crashes every other time VR preview is launched. WTF!?
Hello, I'd like to know if Meta plans to implement HDR for the Quest 3 in a future update ?Thank you for your clear and precise answer on this matter.
Hi, i'm jacob i want to share an idea to go to first message of WhatsApp group. I have some groups that have tons of important business data and its almost impossible to check previous messages. if devs can make a button to check starting messages or to going to any date of messages, that will be great
Hi everyone! is there a way to make a select entered/exited grab interactable's events are only triggered by a controller rather tahn a socket interactable? Thanks!!
Hi! I was reading on line about the oculus quest being controlled by an iPad for use in helping senior citizens use VR. I'm trying to develop a VR experience for hospice care and that would be really useful. However, I can't seem to figure out how. All I see is the cast to a phone. Is there anything like that? I would like to know if I can pair it to a phone so that the phone controls the experience, so we can use it with patients on hospice. Depending on their stage in the dying process, some won't be able to use the controllers of the Quest 2 we purchased. I read of Rendever, which develops VR programs for seniors and uses Oculus headsets that can be programmed and managed by activities directors via an iPad device. Is there a way we can just have that app? Without having to pay another company? Just from Meta?
I am developing an WebXR AR (Argumented Reality) App and would like to start it via the Quest Link Connection in the Browser to harness the PCs rendering power.The WebXR app works in VR mode but doesn't allow me to open in the AR mode. I enabled the Passthrough option in the Beta Settings in the Quest Link App. The AR works without the Quest Link.Is this supposed to work?I am using the Quest 3 Headset (newest software, updated my PC, updated the drivers everything, tried to restart everything multiple times)
Since the upgrade to UE5 and with using the latest MetaXR plugin I’ve noticed that the Xbox controller isn’t recognized when playing on Quest 2.It worked on UE4. And if I remove the MetaXR plugin from the project and run it as an ordinary android application the Xbox controller is recognized.So what has happened here? It seems like the MetaXR plugin filters away the Xbox controller inputs.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.