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Here it says the MetaXR plugin has now being migrated to work with UE 5.3.1 - yet I can't seem to get it working there. I have the plugin installed and enabled, I have the project set to "start in VR" as well as "auto entry" in the editor settings - but still, whenever I go to run my build on my headset, it remains inactive in windowed mode - OR WORSE just quits back out.https://developer.oculus.com/downloads/package/unreal-engine-5-integration/Lemme guess, this isn't going to work with my original black chunky boi Meta Quest headset from 10 years ago?If that's the case, what Unreal Engine and MetaXR or OculusXR plugin should I be working with? What SDK/NDK/Java versions should I be working with? Are there any helpful pages for legacy developers like myself?P.S None of the links for Meta's Unreal Fork I've found are working.
Hi Guys,We develop a shooter on Quest 2 with UE 4.27.Every time we first launch the game and we fire, we spawn a FX made with Niagara and there is stutter the first time the FX is spawned. We have a stutter for every unique FX we spawn (one for hit, destruction…).I thought it was coming from the texture and tried disabling the texture streaming on each textures. This didn’t helped.Does anyone have a suggestion about what I could try ? Note : This is a duplicate for Stutter when using Niagara FX for the first time on Quest 2 - Platform & Builds / Debugging, Optimization, & Profiling - Unreal Engine Forums
After the update to branch ue4.27 v57 the function GetControllerState always returns 0%. I was trying to use GetControllerState6 as well as GetControllerState4 which I used earlier. GetControllerState6 returns a successful result. I have tested it on both quest2 and quest3.Am I doing something wrong?mt code bool UOculusFunctionLibrary::GetControllersBatteryLevel(int& OutLeftController, int& OutRightController) { #if OCULUS_HMD_SUPPORTED_PLATFORMS ovrpControllerState6 ControllerState; if (OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().GetControllerState6(ovrpController_Touch, &ControllerState))) { OutLeftController = ControllerState.BatteryPercentRemaining[0]; OutRightController = ControllerState.BatteryPercentRemaining[1]; return true; } #endif return false; }
Hello All,I frequently use the Quest 2 for productivity, and while the black-and-white passthrough is just fine for keyboards, I would much prefer the tracked option. However - and I am sure I am not alone in this - I am an avid mechanical keyboard enthusiast, so none of the supported tracked keyboards are even close to what I am using.Are there any development resources available to create tracked keyboard packages for the Quest 2? I cannot find any reference material on the subject, only instructions for connecting supported keyboards. Thanks,Alex
Hi, On a clean project, Unity 2022.3.10f1, with the "Meta XR Interaction SDK OVR Samples" v59.0 on a scene like "TransformerExamples".Everything work perfecly fine if I disable "OVRHands" (OVRCameraRig->OVRInteraction->OVRHands).But a soon as I re-enable OVRHands Unity crash witjh the edito.log I put in attached files. ;-(Can you please help me ?Everything was working fine on older versions of the SDK, hand-tracking was working perfecly but on the new version Unity crash when I hit play on the demo scenes with hand tracking.
Hello, I am currently looking for a way to independently capture controller inputs with my custom Unity application while VR games are active through SteamVR, communicating with a PC via Oculus Link. Specifically, I am seeking a method to continuously acquire input data from the controller (such as A, B buttons, and the joystick) while the VR game is in focus and my custom application runs in the background. However, at present, when my custom app goes to the background, the capture of controller data is interrupted. Is there a way within the Oculus SDK or Unity settings to redirect certain inputs to my custom app? Also, I would appreciate any information on whether the SDK has settings that support background input or any other potential solutions. I would be grateful for any hints on how to achieve such a setup or advice from anyone who has had a similar experience. Thank you for your cooperation.
Hi, the VR preview option is disabled, I am using Unreal Engine 5.2 and open xr plugin, which started a few weeks ago when I was trying to connect to Quest 2 to my PC. It connected I connected with the cable, and I can share the APK file from PC to Quest 2 but the VR preview is disabled, it's showing an error [ Oculus is not set as default openxr runtime. This might prevent some applications from launching correctly. Set as default ] When this error started to come from then vr preview option is disabled.
I have setup my space with walls and couch. I can populate the ScenePlane 2D actors with 2D/3D meshes (x scale gets set to 0 for all). Eg my COUCH has a plane object for the sitting surface. My issue is that none of the scenevolume static meshes are spawned. In device logs it says it finds the couch’s 2 anchors, but instead of a sceneplane and a scenevolume, it’s just two planes, and only one spawns. if I change the COUCH to OTHER in the room setup, the volume is spawned and works fine. I found in the code in AOculusSceneActor.cpp “// Populate default UPROPERTY for the "SceneVolumeSpawnedSceneAnchorProperties" member// For the time being, only "OTHER" semantic label is used for volume scene anchors.”so I tweaked the code in that file so that the other scenevolumes like COUCH get the same static mesh property as OTHER but it doesn’t change anything. The log still finds the couch as 2 sceneplanes, but OTHER gets a sceneplane and a scenevolume. Any ideas or help o
I noticed that if you run Quick Launch from Platforms Menu and drop it on the Quest 3 it will start both (or perhaps all) existing apps listed in Builds (on the Developer Hub), causing the application to hang.I was going back and forth between two projects, and noticed that my application was not starting properly after being successfully deployed.If you only have one build it ovewrites the previous one and runs fine. but if you have two different apks there, quicklaunch will try to start both.
HelloI am using Unity XR OpenVR because it does multiple controller ray interaction and hands. Oculus doesn't appear to do hands out of the box (or at least what I tested). Before I implemented hands I was using the Oculus system from Android (not OpenVR) and fixed foveated rendering worked using Utils. After switching to OpenVR and importing com.meta.xr.sdk.all I tried using the OVRManager to set foveated fending but it does nothing. I added the OVRManger to an empty game object in the scene and the app crashes now. I only need foveate rendering to get the Quest 1 running at 72fps. I have 2 questions1) Is it worth trying to get FFR working for the Quest 1 frame rate (Does Meta care about Quest 1 anymore)2) How do you get FFR working. with Unity XR, Open VR and Meta XR All-in-One. Ovr Metric tools just has FFR at 0 no matter what I try
I am working on a peer-to-peer vr game and looking into multiple options for multiplayer. I know Steam has steamworks, which acts as multiplayer servers for Steam-only games. I was looking into various OnlineSubsystems (I am on unreal engine) and I found meta/facebook supposedly has one. It is hard to find documentation so I wanted to ask if the multiplayer services can be used for general multiplayer with strangers, rather than friended or party users.
I have a suggestion/ideaI have multiple whatsapp groups. Can i set different profile picture for different whatsapp groupsFor example I have kids carpool whatsapp group, for that i want set my profile picture as my kid's picture I hv family group, so i want to set my DP as my family photoI hv college group where i want set my DP as my portrait photoI hv a sales group where i want to set my DP as non picture image
I am working on a peer-to-peer vr game and looking into multiple options for multiplayer. I know Steam has steamworks, which acts as multiplayer servers for Steam-only games. I was looking into various OnlineSubsystems (I am on unreal engine) and I found meta/facebook supposedly has one. It is hard to find documentation so I wanted to ask if the multiplayer services can be used for general multiplayer with strangers, rather than friended or party users. edit: wrong category, sorry
I'm wondering if anyone has any tips on swapping out a held object. I'm using version 59 of the SDK and I'm grabbing the object with my hand (not the controller). I'm looking to force release a held object and force grab or instantiate an object to a grabbed state.TIA
Hello,great that the depth sensor is now used to propose a boundary.However, while this is OK for some use-cases, it really needs to be improved latest when working together with scene data, space sense and the like.I tried to place touchable objects on planes of walls and the like, but the guardian kicks in before I can really touch that.The reason is that the boundary is a very round shape with notable distance from anything around and on the floor.Also it does not persist when you turn around while mapping and loses details it already had.Please, first, ensure that it does not forget details it already learned and perhaps also let in learn on the go to improve further while walking around.If there are objects detected surrounded by the floor, allow to ignore them and just have space sense for them/ extra planes in the scene.When you have some moveable chairs or the like it is really hard to place something with some size dynamically in the boundary.When one adds furniture near to th
Hi! I have an idea for an app I want to develop for the quest 2 but I’m not sure if there’s an age limit. I’m 13 and just want to mess around with developing an app but want to make sure there isn’t an age limit somewhere in the system that will prevent me from developing/publishing the app. Anyone know about a limit? Thanks!
Disconnect the cable from the computer.Disconnect the computer from the internet.Reboot into Safe Mode.Uninstall Oculus PC app using the Control Panel.Delete all Oculus folders from the following folder:C:\Program FilesRemove any Oculus folders from the following locations:C:\Users\YourUserProfile\AppDataC:\Users\YourUserProfile\AppData\LocalC:\Users\YourUserProfile\AppData\LocalLowC:\Users\YourUserProfile\AppData\RoamingC:\OculusSetup-DownloadCachestarted computer in normal mode.connected computer to the internet.Install Oculus PC app again using the setup tool from our website here.Reconnect the Rift/Link cable and re-test the headset.OculusClient.exe wont login says wrong password wrong email
As such I am unable to use many of the meta abilities, like Shared Spatial Anchors in my instance. The worst thing is that the app was working fine on my headset until I tried it again on 11/8/23. I have the User Profile and User ID permissions active in the app manager, and the correct app ID is in my build (never changed it). I have also uploaded a build of the app to the alpha release channel, and added my account as a user in the app manager, all to no avail.I have no idea what else to do at this point. I can't believe meta would treat us devs like this haha. I have contacted their support team and they turned me away. All we have is eachother it seems.
This page https://developer.oculus.com/downloads/package/meta-xr-haptics-native-sdk/is meant to give a download for haptics native sdk, but it does not work.Is a fix coming?
Hello!I am using URP, Unity 2021.3.14, OpenXR Plug-In and Passthrough. Any transparent materials will have Passthrough (on Underlay) shine through, even if it should be blocked by a solid object. It makes everything transparent look grey because of the Passthrough Not using any transparency is not really an option for me. Did anyone encounter this issue and/or has a solution for it?
Hello,Would anybody have any advice for "animating" meta avatar hands with custom, animated skeletons?I am trying to map Meta Avatar hands to a custom hand skeleton. But as you can see in the img below, the avatar hand is animating very incorrectly. The white hand is our own, is configured with OvrAvatarHandJointType components, and has a skeleton driven by an animator.I am using a OvrAvatarCustomHandPose to read from this skeleton.I have a feeling this may be related to the HandSkelLocalForward property in the OvrAvatarCustomHandPose?Thanks in advance
Oculus start application is not working, it is throwing irrelevant error saying An Error Occurred!Close MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDFWEGYW0bDPl
Hello, I have a question about the Oculus integration from the asset store. It has recently been referred to as Deprecated.I have many Toturials here that require adding this Oculus integration as one of the steps.hat should I use as an alternative here?Thanks for every tip Jo
https://www.aparat.com/v/Ic0rd
We have been trying for months now to get the company and admin verified.I am 99% sure the documentation is correct for the company, and I am quite sure the photo I am taking of my various IDs is correct too (after being knocked back a few times I paid very very close attention to the requirements).The ID keeps coming back as a fail, with no explanation as to why it failed and no further recourse.The company docs initially came back as a fail, but I dug around and found better quality company documentation and formation material (paid $100 for it from ASIC) and now the company verification has been stuck in "In review" for a few weeks.Is it me? Is it Meta? Has anyone else had issues with this, what should be quite a simple process?I feel like I'm going mad.
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