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I created a software to output eye tracking data as CSV files, and I want to access the internal folder of MetaQuestPro on my PC and extract the output files, but MetaQuestPro does not appear in Explorer even though it is connected via C-type cable and OculusLink.
I want my player to jump. In OVRPlayerController.cs, I commented out the following code. if (!Controller.isGrounded)MoveScale = MoveScaleFloatValue; After that I set my Gravity Modifier to 0.1, and I called the jump function from a different script using if (OVRInput.GetDown(OVRInput.Button.One)){gameObject.GetComponent<OVRPlayerController>().Jump();} Now my player jumps, but it is not smooth. The player falls down too fast. And If I try to move while jumping, my player moves too fast. Maybe 10 times faster than when I am walking. How to solve these two problem. Mostly the second problem. Can anyone help me? I am stuck in this problem for nearly 4 days.Thank You.
Hi,I'm on v59 PTC using the Quest Pro. I am running at 72Hz and prior to whatever the last update was (a few days ago I think) I was able to run without ASW at 72Hz in DCS, and was also able to control it when necessary using RCtrl-1-4 as needed. Since the last update, ASW is now stuck in Auto. I can't control it with the normal hotkeys (and I've checked not overlapping with DCS controls). I can't control it with Oculus Debug Tool. I can't control with OTT. ASW is a *disaster* in DCS probably because it doesn't give out the right data to the runtime for appropriate frame generation resulting in a nystagmus effect that is just sickening. It needs to be disabled. I tried opting out of the PTC which downgraded the desktop app but not the headset for some reason. Please help!
I have noticed the face / eye / hand tracking for the Quest pro is limited to only android builds when building with Unity or Unreal, and we have to use third party workaround hacks like OpenXRtoolkit to get it working. Meta can you please give proper PCVR support in the Movement SDK and Unreal so we can build for PC using these features?In addition it would be nice to get PCVR MR support. I feel this will create a trickle down effect, some of us are trying to push the boundaries of PCVR but can't since it doesn't work natively, only for standalone builds.
Hi, I don't know if anyone has had any similar experiences, but I wanted to just have a little play with superimposing some text over the top of the passthrough mode on the quest 2 using web xr.I tried to use the examples from here: Mixed Reality Support in Meta Quest Browser | Oculus Developers My quest is on version 51 PTC software and I find the passthrough mode and text is only visible if your head is in exactly one position. If you move your head the screen goes completely black. My code is: <html> <head> <script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script> <script src="https://mixedreality.mozilla.org/webxr-polyfill/build/webxr-polyfill.js"></script> </head> <body> <a-scene xrweb="arMode: true"> <a-text value="test" color="black" position="0 1.5 -2" background-color="white"></a-text> <a-camera></a-camera> <script> // Get the
Hello!Ive just set up my Quest 3 with UE5. But if i start my test level, the textures are getting blurry in the distance. Also i have a massive aliasing on some objects. Ive gone through all the associated project settings, but nothing changed. Ive tried it with 4k quixel megascans but its still blurry. Any advice?Thank you!
Does anyone have documentation on correct versions to use when deploying from Unreal Engine 5.2 Oculus branch to Meta Quest 3 for the Android SDK, Android NDK, Android Build-Tools, Android Command-Line tools and cmake?What about Unreal-specific settings? Anything I should know there too?Any help is appreciated, thanks in advance.
Thank you ahead to whoever is reading this and offering helpI have been trying to follow the documentation of Oculus Integration and imply Oculus Integration onto my app for Oculus For Business made with Unity 2020LTS.I've been following the documentation guidance step by step and just add a cube and drag the OVRCameraRig prefab into the scene. Also, I have followed the guidance in the Oculus setup screen indication and finished setup like adding OculusXR plugin and setup minimum API level to 29 (Android 10). That's just all what I have done, basically following this page in the official documentation: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ But when I build and run the app on my Oculus For Business device. All I can see is 3 dots with a black screen. After several secons the 3 dots are gone and there's just a black screen. If there's any guidance on what went wrong and how to solve this problem. Or better, if anyon
Hi,I'm currently trying to figure out how to list all versions of an Core App via the GraphQL Api (or some other api).I've found the app ids of the Core Apps (e. g. 519080484913803) However the normal requests you'd use for an app like Beat Saber (2448060205267927) do not work on Core apps. Would appreciate it if someone could share some more information on this.ThanksKind regards,ComputerElite, OculusDB developer
My team is performing a study utilizing the Quest Pro eye tracking feature. Many of our participants are new to VR and we don't want to make them traverse through many menus outside of our experience. Is there a way we can start the eye tracking calibration pop-up prior to starting our demo? It is trivial for us to load our game via an ADB call. Is there a similar method for calling the eye tracking calibrator?Can we otherwise call the eye tracking calibrator via an in-game API call?Are there any options at all to solve this problem aside from manually guiding each of our participants through to start the calibration themselves?
product.formattedPrice is always returning $0.00 no matter what cost i set in the addons.Am i missing something here
Every object has extraordinary sharpness and that is specifically compromising the quality of the overall quality. Look at the bookshelf lot of Sharpening from a distance.using Unity Version 2021.3 URPafter applying all optimization render setting also likeAnti-aliasing x4render scale > 1
Hey everyone,I've encountered an issue with my project and was hoping someone could assist me. I'm currently working on a project in Unity where I'm trying to load a personal avatar and pass the entitlement check. Initially, everything was running smoothly, but all of a sudden, I started encountering the 'oculus.platform.models.error' error.I took the step to update the Oculus app, and the issue seemed to resolve itself, as it started working again in the Unity editor. However, when I created the APK and tried it on my Oculus device, the same error popped up again. Strangely, this error now only occurs on my Oculus device, while it's still working fine within the editor.And this doesn't not happens at all to my friend.Here's the code snippet I'm using for the entitlement check. Could someone kindly assist me in debugging this?Thanks!public class UserEntitlement : MonoBehaviour{[SerializeField]private static ulong OculusID;[SerializeField]private Action OnEntitlementGranted;private void
Does Passthrough function when tone mapper is enabled? When I set r.Mobile.TonemapSubpass=1 my passthrough components don't render as expected. I'd like to be able to color correct elements with tone mapper while running passthrough without any effects on the passthrough texture. I know that the passthrough component has its own color map function, but I don't want to change the color of the passthrough. Just some 3d rendered meshes. Anyone run in to this? Or have a solution? Using: Oculus Branch 5.2.1
I'm working on an app where users will be able to fill a cart with real, physical items. I'm trying to figure out how to perform checkout, it would be great if there was a one-click solution. Is there a way to use the built in quest checkout for physical items? It looks like it's geared towards digital, in-app purchases. What are my options here for allowing users to pay/checkout? The best I could find was to use paypal, although I'd really prefer an option where the user didn't have to type in login info.
Hi,I'm trying Depth API so I must enable experimental features on my Quest3 using "adb shell setprop debug.oculus.experimentalEnabled 1". I got surprised this morning to see that, after shutting down the helmet, DepthAPI wasn't working anymore because I had to execute the adb command again ? Can't this feature be definitely enabled ?Thanks
In the days of the Integration SDK, it was possible to upgrade all the materials using the Unity Built-IN to URP converters. It was frustrating as this had to be repeated every time you upgraded the package, but it was manageable. However, with the move to the newer UPM package delivery, the materials are all read-only due to the nature of UPM packages, and thus cannot be upgraded, making UPM built projects (which I prefer) can only be built with the legacy "built-in" pipeline.Could we have a variant of the XR.Utilities Package (or preferably move the materials to the Standard assets package and have two variants there) for BI-RP and URP, please.I did try just copying the package to a project, but due to the nature of URP, but due to the nature of UPM, that did not work. Moving the package to the Unity projects "Packages" folder did work, but then creates an upgrade issue again. Ideally, the UPM packages need to support a maintainable path for URP and non-URP pipel
Hey there!I need to change the payout information (like the holder name) but I’m unable to do so. How can I change it? Regards,@projectblazeadmin
I have an Oculus Rift S headset, and I would like to send the video from a picamera to the headset, but I have no idea how to do it. Sorry for the stupid request but I just got into the world of headsets, so I'm still a novice
Hi !I'm using OVRHand (in addition to OVRSkeleton, OVRMesh and OVRMeshRenderer) to display finger tracking locally, and then to display the same for remote users, in a multiplayer app.It works well (for remote users, I made an equivalent of OVRHand but which handle serialized data of the local hand), but I have one small issue so that it is fully clean. Currently, for remote hands to appear, the local user hands haver to appear once. It is due to a check in the initialization code of OVRSkeleton and OVRMesh, in their ShouldInitialize method, that only occurs in the editor: if we are in the editor, in addition to all the normal checks, the scripts checks that OVRInput.IsControllerConnected(OVRInput.Controller.Hands) is true before initialzing, blocking the hand rendering for remote users using their hand if the local user is not using their hand. In a built app, it will work, and I can fix easily this localy by editing this editor only check.But when I'll get the package
Hi,We are using the Quest 2 microphones to detect tone. However the recordings are not consistent with reality :If someone speaks quietly, the mic seems to natively push the audio to make it clearer.On the contrary, if the person speaks loudly, the audio will be tuned down.We end up with very similar audios from people speaking in completely different tones. It seems like the function of enhancing the captured audio is native to the microphone's audio source?Is there any way to disable this audio filtering? Or to capture the original audio without any tunings?We are working with Unity and so far this problem is messing up our VR App.. I've been looking around for a year now but can't find any solution.Thank you very much for your help.
Ok, here's what would be THE quintessential Rift experience for J Carmack and Oculus to bring to the world.Many people have experienced the phenomenon called Sleep Paralysis. It deals with the body not fully emerging from deep sleep properly, so you're stuck in a state between wakefulness and dreaming. You cant move and you feel an ominous presence in the room. Imagine recreating that Horror for the Rift. Complete with kickass story and revolutionary game mechanics. You start the game in the darkness of your ordinary bedroom on a stormy night, stuck in the world between sleeping and awake. You see your body under the covers as the lightning cracks. But there is something...else...there to. As the lightning cracks again you see 5 Malevolent shadows standing around your bed. Each one the keeper of one of the 5 dream states. The bargain is, fight to wake up, defeating each one of the (keepers) of the 5 dream states or forfeit your soul. You can imagine the gameplay/story possibili
Hello,I passed few hours trying to make the following work:https://developer.oculus.com/documentation/native/android/mobile-studio-basics/I have my IDE configured, my quest 3 correctly detected.I downloaded the mobile SDK https://developer.oculus.com/downloads/package/oculus-mobile-sdk/. (why not github?)But the project is so out-of-date, I lost few hours trying to make it work.Has someone working app samples in native mode, which I'd like to try first?thanks and regardsLudovic
Hey! I made a Meta Quest Org for my game called Omny Tag and I had to delete it due to privacy reasons. However, this issue has now been resolved. What are the steps to recover my account/org?Regards@projectblazeadmin
Hello, I have a game that was built for Quest 2 and I am now trying to make it also works on Quest 3.To update it for Quest 3 I need a 3d model of the Quest 3 controllers, does anyone have it? has it been released officially?Thanks!!
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