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Hello everyone, I’m using the MetaXR Plugin in Unreal Engine 5.3.2. I'm trying to get a behavior back: I was able to see the console commands window in VR Headset but not anymore. It shows on the computer screen only but not in headset. Also print string messages are not showing. What should I do to get this back? Thanks.
our game is 500MB max reduction in size I could do by reducing the texture size, and lots of other tweaks, still, it's loading for ages. when launching the game, the sounds are playing properly but the graphics are loading forever. please give me some suggestions how I can solve this. thank you!
I'm using OculusSubsystem in Unreal Engine 5 and I can't get login to pass. Every time it prints out a message "LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." I added OculusAppId in DefaultEngine.ini, and have Developer Dashboard UserID and UserProfile enabled, but still couldn't get pass this one. And to continue on this, the Verify Entitlement failed every time I start/test game. Any ideas on this one?
Hi.Is anybody using the new Meta XR All In One package yet?I am currently working on a Project and wanted to start from scratch with the latest OVR version, to have the option to implement hand tracking, spacial anchors, etc. at a later point.In the past I mainly used VRIF and XR interaction Toolkit, so I wanted to learn OVR from scratch using the quite good documentation.But now it turns out, that the documentation does not seem to be up to date:I wanted to add locomotion but neither is there an "Active State Finger Visual" on the "Locomotion Hand Interactor Group" nor do I have the example scenes mentioned in this tutorial:https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/Can anybody tell me how locomotion is done in the latest iteration of the package? Thanks in advanceTH
I am currently producing the project using the XR interaction Toolkit.The problem is that the Spatial Anchor function doesn't seem to work. So here is my code : private OVRSpatialAnchor _spatialAnchor; ... /// <summary> /// UI callback for the anchor menu's Save button /// </summary> public void OnSaveLocalButtonPressed() { if (!_spatialAnchor) return; _spatialAnchor.Save((anchor, success) => { if (!success) return; SaveUuidToPlayerPrefs(anchor.Uuid); }); } I looked for the "Save" method because the save method did not call the defined callback.So I searched for the method and went into it. Save(Action<OVRSpatialAnchor, bool> onComplete = null),public static void ContinueTaskWith(OVRTask<TResult> task, Action<TCapture, TResult> onCompleted,TCapture state),public void ContinueWith<T>(Action<TResult, T> onCompleted, T state) The problem is OVRTask.ContinueWith public void ContinueWith&l
Hi I am trying to synchronize avatar poses over the network. For this I send the byte array I get from OvrAvatarEntity.RecordStreamData_AutoBuffer(lod, ref tempArray);When I try to apply this to the avatar withOvrAvatarEntity.ApplyStreamData(in slice)I get the error: "[ovrAvatar2 OvrAvatarAPI_Streaming] Operation (ovrAvatar2Streaming_DeserializeRecording) failed with result (NotFound)". This seems to be because the result returned from this external callovrAvatar2Streaming_DeserializeRecording(entityId, sourceBuffer, bytes)to the oculus api on line 87 in OvrAvatarAPI_Streaming.cs is NotFound. Does anybody know what this result code means or what could cause it?As far as I can tell my byte array gets transferred correctly and the entityId is set as well.
Hi there !The documentation states that it would be beneficial to use a 16bit depth buffer and no stencil, but doesnt tell us how to achieve this.Does anybody know how ?I am using Unity 2019.4 with URP 7.4 & Oculus Quest 1I tried brute forcing the depth buffer to 16 bit by editing in UniversalRenderPipelineCore.cs function: static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha)Just add this line before return : desc.depthBufferBits = 16; // Override to 16 bit depthAnd it clearly works in Editor as i get a lot more z-fighting with big camera clipping planes, but when i use ovrgpuprofiler or renderdoc it still shows me DepthBuffer with 24bit and 8bit Stencil.I really hope someone from Oculus c
I bought the Meta Quest 3 expecting to be able to watch, through the streaming platforms im subscribed to, different live sport leagues such as the NFL, NBA, champions league, etc. I’m from Mexico and I usually watch this sporting events through HBO MAX or Star+ but this platforms aren’t supported by the Quest’s browser, so I don’t know if there’s going to be an update for this or something.
We are working on a Unity MR application for the Quest 3 using the new OpenXR Meta Feature Group (Unity OpenXR: Meta | Unity OpenXR Meta | 1.0.0 (unity3d.com)), we hereby use the XR Interaction Toolkit to create an app using hand-tracking and passthrough. We made android builds, and those work fine. We are however running into 2 major issues1. When using Android as the build platform, Oculus Link is not activated so we cannot test from editor2. When using Windows as the build platform, Oculus Link works, but the eyes are extremely corss-eyed, and passthrough is not enabled (as its not available for windows). Is there anyway to run/test the app from the editor with passthrough? Preferably using android as the build platform? Thank you very much for any support you can provide
Hi. I have a demo on Applab and want to add a button to the UI that sends you to the full game PDP.I am using Unity 2020.3 and Application.OpenURL("www.oculus.com/experiences/quest/4905803746141022"); doesn't do anything in the built demo.Is this possible?Cheers!www.oculus.com/experiences/quest/4905803746141022
I have native app on android. I am working in the Android Studion ans use Android SDK. I don't connect oculuse quest native library. I have two problem. First - I can't change windows size on Oculus. I want the user to be able to drag a corner of the application and change the window size. I learned information about AndroidManifest Manifest -><uses-feature android:glEsVersion="0x00030001" /><application... android:resizeableActivity="true"... > <meta-data android:name="com.oculus.intent.category.VR" android:value="vr_only"/> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|cambria"/><activity.... android:resizeableActivity="true" android:screenOrientation="landscape>....Theme -> <style ..... parent="Theme.Material3.DayNight.NoActionBar"> <item name="android:windowFullscreen">true</item> <item name="android:windowNoTitle">true</item></style>My applicatio
Any VR devs here? I'd love to hear more about your experience using Unreal, why you prefer/dislike it over Unity, performance or compatibility issues you've run into, etc. I always hear that Unity is the best path for VR dev and it's predominantly been the engine of choice for VR game studios. Will this still be true in a year or two? I've seen a lot of devs complain about compatibility issues. And Unreal has received little support from VR/AR SDKs in the past I'm new to VR and UE5, but have been using Unity for a few years for 3D game dev and AR. I recently started using UE5 and I love it. It's such a beautiful engine. Long-term Unreal feels like a good investment with the direction Epic is taking. But I'm not sure that's necessarily true for VR/AR at the moment.
Hey all - Just getting in to Quest development on Unity. Having great fun so far, but running into z buffer precision issues. I'm working on a flight sim, so we have a very large depth range. I'm noticing that the Quest's z-precision feels a little below that of most mobile GPUs. I'm getting a lot of z fighting on Quest where I wouldn't on most mobile chips. Are there depth buffer precision options I have access to? Is there perhaps some other issue a novice VR developer is missing here ;-)
Hello,I want to get into coding in Unity for the Quest and want to buy a Quest 3. I own a Surface Pro 9 Laptop that can't do PCVR, but I thought I could develop anyway by creating something in unity then building it, connecting my heart via cable, then putting the .apk file on the quest and unplugging the quest, so testing the app in standalone mode.I wanted to try this with my friend's quest 2 to be sure if it works before buying the quest 3. We didn't get it to work, but multiple sources suggest it can work. Can anyone of you tell me if it is theoretically possible so I know if I should buy the quest 3Thanks a lot!
Hello,I'm trying to create a nearby connection between a Unity VR application on Quest 3 and another Unity app for my android phone.It works between two phones (older phones, both below Android version 11) but not between Quest and the phones. This is my code so far: [SerializeField] private TextMeshProUGUI MessageText; void Awake() { UpdatePermissions(); PlayGamesPlatform.InitializeNearby((client) => { Advertise(); Discover(); }); } private void UpdatePermissions() { #if UNITY_ANDROID string[] permissions = new string[] { "android.permission.ACCESS_WIFI_STATE", "android.permission.CHANGE_WIFI_STATE", "android.permission.BLUETOOTH_ADMIN", "android.permission.ACCESS_COARSE_LOCATION", "android.permission.ACCESS_FINE_LOCATION", "android.permission.BLUETOOTH_ADVERTISE", "android.permission.BLUETOOTH_CONNEC
Hie everyone! I need help in setting up my new workstation for VR development and creation.I am considering following specs:Processor- Intel(R) Xeon(R) Silver 4210 CPU @ 2.20GHz 2.19 GHz (2 processors)RAM - 256 GBStorage - 7TBGraphic Card - Is what I need help with. Should I go with Quadro or GeForce? Which one will work best for link cables and everything? Thanks in advance.
Hi there. I am trying to launch and use the com.oculus.os.qrcodereader package, which I assume is the one being used during the initial setup for WiFi setup. It listens to the android.intent.action.GET_BARCODE intent, but it crashes immediately from inside some native code in libqrcodereader_jni.so.I am a Unity developer and do not have a lot of experience with native Android applications, so I'm struggling to figure out how to approach this. Has anyone had success with launching this activity and reading a QR code?Here's some more context from logcat: 11-22 10:49:20.208 4767 4767 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 11-22 10:49:20.208 4767 4767 F DEBUG : Build fingerprint: 'oculus/eureka/eureka:12/SQ3A.220605.009.A1/49743630046900510:user/release-keys' 11-22 10:49:20.208 4767 4767 F DEBUG : Revision: '0' 11-22 10:49:20.208 4767 4767 F DEBUG : ABI: 'arm64' 11-22 10:49:20.208 4767 4767 F DEBUG : Timestamp: 2023-11-22 10:49:19
RequestSceneCapture does not scan the room. It only asks me to calibrate the floor and walls. I am using:Unity 2022.3.13f1Meta XR All-in-One SDK 59.0.0 The only way I can get the game to work is to scan my room with First encounters beforehand.Here is the difference between my application and First EncountersMy code: var classifications = new[] { OVRSceneManager.Classification.Floor, OVRSceneManager.Classification.GlobalMesh, }; var sceneManager = FindObjectOfType<OVRSceneManager>(); sceneManager.RequestSceneCapture(classifications);
Hi all, I have loaded an apk built in Unity (2020.03). project works perfectly in editor. I load the apk via Oculus Developer Hub, which reports being successful. I can launch the app either from ODH or on device from unknown sources. However... The app's splash screen will load (oddly just mine, not Unity's) and then a quick second flash of my app, then black, three moving dots, and the guardian. for ever. have to hard reset the device. pressing the oculus button will bring up the quit app screen, but only for a quick second and back to black. Any suggestions? Thanks!
1. set up developer account and turn on all the developer stuff2. download and add metaxr to engine 5.33. Create a VR Template4. make sure metaxr plugin is on ( if openxr is on or off, it doesn't make a difference I think )5. in settings, meta xr, make sure Hand Tracking Support is set to Crontrollers and Hands or just Hands6. create a new BP_VRPawn7. add a camera, motioncontrollers and oculusXRHands while making sure both skelton and mesh type are set to hand left or hand right accordingly8. change game mode default pawn class to BP_VRPawnafter doing all this, i get the same result as I do using quest link desktop - no hands but I see the palm buttons and everything tracks accordingly.Where are my hand meshes?this is the error i getLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7513 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:315) &
It's a bit crazy that if you move something in your room, you have to draw up everything again.The wizard to set up furniture is ok for beginners etc. but it definitely lacks that little bit more of editing capacity for skilled users.
Does the meta app manager / developer dashboard support referrals/utm codes? For example, https://www.meta.com/en-gb/experiences/section/7377313005632169/?ref=uploadvr.com I see uploadvr as the source. Is there a way for me to create/manage/track my own referrals or utm codes so I know who is referring my app?
If I want to use any shader affect on an object in AR I can't use the Depth Shader and then you see the objects through my arm. What is the best way to combine two custom shaders? I want to use another shader that creates an invisible material that still receives shadows. I will probably need to combine multiple shaders with the depth shader one in the long run. Here is the link to the depth shader: https://github.com/oculus-samples/Unity-DepthAPI/tree/main
Our team is working on implementing 3D buttons using PokeInteractable on a World Space Canvas that has Mask and RectMask2D components. The problem arises when the buttons are not visible due to the mask, as they still remain interactable. We are seeking guidance on how to ensure that the interactivity of the 3D buttons aligns with their visibility, specifically within the defined boundaries set by the Mask and RectMask2D components.
My team prepare presentation + game Demo (build). We just finished extensive testing and we're ready for the next step. I already have Developer account and our Demo in App lab. What's my next step?
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