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My Kickstarter for our in-shoe "virtual treadmill" system is now up and running!http://www.kickstarter.com/projects/84362967/shoehaiku-game-vr-controllers-that-fit-in-your-shoWe've built a system consisting of a bunch of sensors that you slip into your shoes that hook up to a controller box which recognises "foot gestures" like running, walking, jumping (yes! you can jump!), leaning in all four directions, stomping a foot, etc. The controller box converts these "gestures" into keystrokes or mouse clicks & moves which it sends to the host PC as a "HID" keyboard/mouse. This means that it'll work with almost all games on almost all computers.We have stretch goals to add a bluetooth capability to get rid of the USB cable and Zigbee controllers to allow the controllers to be clipped onto your shoes for a completely wireless solution.Anyway, check it out! -- Steve
I implemented a 360 video with media player. I would have high resolution so the video has 5760 x 5760 pixels (stereo over/under) with 30 frames and 50 Mbit.Through the wohle video its jerky, it does not play smooth. If I open the same file with the native video player everything is fine, but not in my self implemented player.A collegue says it could have to do with vulkan but since quest 3 does not support openGL vulkan is the only possibility.Has anyone had the same experience and been able to solve the problem? Or does anyone have a tip what I can do to make the video run smoothly?
Hey guys, im unable to access developer mod and the meta page makes it kinda impossible to verify my account and create an organization, i've tried everything, payment and phone code method wont work and the verification app isn't accepted as real verification by the page sooooo im totally stuck, also meta support wont answer my PM's anymore... there go my hopes and dreams. 😞Is there any workaround or maybe some org i could join to access Dev Mode?any help it's greatly appreciated! ;3
I have a mixed reality app on quest 3 and would like to use the space-setup as collisions. I want objects I put in my project to collide with real-life floors and walls. How do I set this up?A link to a guide would be helpful also.
Bonjour,j'ai un soucis a faire la mise en miroir de mes casque VR. j'ai le message suivant:
I have my build on three Quest 3 devices.Two are running: 59.0.0.163.706.533208642The other is running: 57.0.0.297.669.526237896All devices are using the same login account.When running GetLoggedInUser it returns the correct Oculus ID on v57, and Oculus Id=0 on v59.---- I have confirmed this by updating the v57 device to v59 and now the Oculus Id=0 using the same build and account.Too the best of my knowledge all required permissions are provided.
We cannot obtain Oculus Platform UserIDs on headsets running software v59. Unity integration Oculus.Platform.Users.GetLoggedInUser() returns a user object with an ID of 0. Headsets on earlier software versions (v57 and below) can successfully obtain the User ID. We have access to necessary Platform Features through the meta developer dashboard.
(post moved to dedicated Unity section, no idea where the option to delete this is)
Hi,I'm trying to use the simulator to do a simple automation of certain tests in my project and find the experience a bit lacking.1. First big thing is that I would really love to be able to record inputs directly from my Quest connected through Link. There is a few complex two-handed gestures that are really hard to execute using mouse and keyboard (and I doubt the XBOX controller would change much)2. Choosing the record/replay file is very confusing. Especially when I want to replay several different files in a row. When I select the file to replay (after pressing press the ... button), the dialog asks me if I want to overwrite the file, which I obviously don't, but I actually have to select Yes to proceed.3. Another big thing. The recordings don't seem to be 100% repeatable? Or do not store data in absolute format? Or actually do?The thing is that I want to replay a sequence of recordings. So Rec1 is selection and pressing of START button in main lobby, which would load a new scene.
Hello! If I build my unity game and push it to applab the update downloads the whole game instead of just update the necessary files. I'd like to ask if someone could tell me why?
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I have an UE5 standalone application for Quest2. I need to open pictures that are stored in the "Pictures" folder. Can someone show me an example of how I can get the correct folder path.
Hello, I wanted to find a solution for this problem, my quest 2 do not appear on my PC, and yes they are connected, more precisely on the file computer, but they do appear connected in the oculus app and so on, all the solutions that I saw It is with the developer mode, where a USB Dialog Box option appears, however, this option does not appear for me and I HAVE the automatic developer mode, I spend a lot of time researching and I cannot find a solution to the problem
Hello everyone!I'm super new to VR development and trying to set up both hand tracking and control support in my Unity project. I've downloaded the latest Oculus Integrations v46.0. When I'm adding "InputOVR" to my project, no pre-configured settings are applied or components added to this prefab. Please help me how to configure the same.Thank You
Packaging went fine, dozens of times. Sdk and ndk have been checked from previous builds that were operational in the headset. Even Adb confirms successful. Now any new builds refuse to launch in the headset. I have device Logs from the most recent crash.Part of me is wondering the OBB is 4gb so is that the issue?Device Log in Comments as to not bloat the main post.
I'm not clear on what the current state of the Oculus SDK is. I have read they switched over to OpenXR and discontinued the native SDK, but then I see documentation on a PC SDK here:https://developer.oculus.com/documentation/native/pc/book-gsg/My immediate goals:Oculus Rift supportPC-powered Oculus Quest support (streaming from PC to the headset)Later goals:Native Meta support (running on Android)I've used Valve's OpenVR before with good results. I believe it supports the Rift, but I am not sure about the Quest. After working with it for a week, I have a very bad impression of OpenXR.In order to meet the immediate goals stated above, where should my focus be?
Hello, I am trying to fill in my app metadata but whenever I put an image into any field that is above screenshots and I click save changes, all of the fields I filled images in disappears.
Besides the documentation, this is my config which works finally:Download via Android Studio (Tools - SDK-Manager)SDK Platforms (check "Show Package Details"): Android 12L -> Android SDK Platform 32, Sources for Android 32, ARM 64 v8aAndroid 10 -> Android SDK Platform 29, Sources for Android 29, ARM 64 v8aSDK Tools (check "Show Package Details"): Android SDK Build-Tools 34 -> 32.1.0-rc1, 32.0.0, 29.0.3NDK -> 25.1.8937393Android SDK Command-line Tools -> Android SDK Command-line Tools 11.0, 10.0Android EmulatorAndroid Emulator Hypervisor DriverAndroid SDK Platform ToolsUnreal Engine Project Settings:Android SDK:Min SDK: 29Target SDK: 32NDK: 25.1.8937393 (26.x doesnt work)JAVA: JAVA SE 8 (https://www.oracle.com/de/java/technologies/javase/javase8-archive-downloads.html)SDK API Level: android-32NDK API Level: android-29SDK Paths:Location Android SDK: C:/Users/[Username]/AppData/Local/Android/SdkLocation Android NDK: C:/Users/[Username]/AppData/Local
In App Submissions/Assets, we are experiencing an issue with saving our uploaded artwork. All uploads are accepted with a green checkmark, but when we click 'Save Changes,' the uploaded artwork disappears.
Anyone here has tried to develop for Quest 3 MR by any chance?I am not a developer (yet... still learning Unity). I am just curious to what we can expect of future MR games and business applications. Currently most MR apps seem to focus on projecting complete objects instead of over leveraging on surroundings objects (beyond simple large surfaces like walls, tables, etc.), I am curious if it is possible to do more with complex objects IRL? What I mean by complex IRL objects are say for example,A real toy pot that has raw or cooked MR food objects put perfectly inside it and NO clipping, even if you move the pot around?An 3D printed, completely white scale model city on an irl table but colourized with MR using Quest 3, complete with road traffic, weather etc. (kind of like projection mapping, but better, as you won't block anything and is 3D)?Be able to have MR aircraft skimming just barely above, fly in-between, or even underneath, furnitures?I just think that while showing virtu
I am trying to push my rift build on oculus store and. I am getting API_Error. I am building on mac and trying to upload it from Meta Quest developer Hub.. Please help
Whenever I try to add assets, for example, the logo or the cover art, it all uploads fine and I see it uploaded, but then when I click "save changes" it just doesn't save them and instead deletes them, when I try again, it does the same thing. I can't upload my app to applab because of this reason, because it says "Please complete all metadata sections before submitting" Does anyone else have a similar problem?
I set up authentication through an authenticator app, but that is not triggering the expanded options for me to access developer mode through https://developer.oculus.com/manage/verify/I cannot add authentication through text message because after I put in my phone number I get This Page Isn't Available Right NowThis may be because of a technical error that we are working to get fixed.BACK TO MY PROFILE
I'm developing an app and I'm encountering a problem.When I hit the Oculus button, the main camera seems to stop tracking and the entire image is frozen and it caused me motion sickness.I'm not sure how to fix itI'm using Unity 2021.3.1f, Meta SDK 49, and XR interaction toolkit 2.3.0-pre.1.
I'm in the process of getting up to speed with Quest/Unity development and have discovered that Unity projects compile and run an order of magnitude faster on Apple Silicon Macs vs PCs.Although I'm able to use the Link cable to shorten the compile/run feedback cycle on PC, there is no support for this on macOS.meta please consider prioritising Link cable support on macOS. With the current status quo, it's tempting to leap-frog the Quest/Meta SDK learning curve and invest the time in another up-coming platform instead.Thank you for your time and consideration.best reagrds,Andrew
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