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Good day, I have an issue regarding the "VRC.Quest.Functional.2", aka, Single player apps must pause when the user removes the headset or opens Universal Menu. Question #1: Does this apply to a single player "mode" in an otherwise always multiplayer app? Question #2: If it is: our team is unable to implement this due to us requiring the "runInBackround" flag, and thus not recieving the required callbacks. How can we request a waiver for this requirement? PS: I have searched for a technical private support ticket option but have failed so far. Where can I find this?
Currently when you uninstall or delete a game it still shows up on your library with “install” on it.can you please do an update that when you uninstall a game or app it removes it from the headset and does not show it in the library
I would like to start a MR freeroam project using the new Spatial Anchors, but I'm still wondering how best to proceed.As far as I understand it, Spatial Anchors make a lot of sense to pin individual game objects to the most accurate realworld position possible, but what is the best way to go about it if you want to overlay a large, contiguous scene with the anchors without drifting with the real world.Imagine the scene is 20m by 20m and I want to recreate the entire real environment and use it as MR space. Each area should overlap with the real world as accurately as possible and without drift. Is there a typical workflow how to do this best with the anchors or would I have to build a system of several anchors myself, which correct the scene whenever there is drift?If so, what would be the best way to set this up?
Hello everyone,Has anyone tried using the https://www.hyperate.io/api? I'm curious to know if the HypeRate API and SDK are compatible with the Oculus Quest 2 SDK, or if there are potential issues that one might encounter. Alternatively, does anyone have a better solution for tracking a user's heart rate from a smartwatch and displaying it in a VR application created with Unity for the Oculus Quest 2?
Hi All.I am playing with passthrough and the Virtual Furniture Scene. I can get it to work fine. Now I want to replace the standard furniture items with something else (a rock for instance). This is so that I can build a scene that uses the objects in the real world as scenery (and the user wont bump into them - in theory).The problem:* I can add a rock (for instance) as a child to the original prefab (the table) and it appears in my scene but is unscaled. So I know that there is no problem with the actual prefab (the rock) itself* When I create a new scaleable prefab (i.e the rock prefab with the added 'Pivot' game object and the 'Simple Resizable' script) - adding it to the Plane and Volume runs the apk happily but my new object (the rock) doesn't appear in the Scene.I am stumped. I cannot see any problems. The Resize script is - simple! It should just be scaling the object that it is attached to but doesn't seem to want to for some reason(!)
First: The main game/app library page should only show the games/apps based on the filer option you have set rather than every single game/app [including uninstalled apps] no matter what you select to filter it by.Second: If you're going to force us to go into the search sub-menu to filter by say installed games/apps, then at least let us choose to display them in the same format as the current default game/app library screen, where you actually see all the games/apps in a larger view with four or whatever per line.Third: Why not actually let us also move games/apps around the menu to organise it as we choose. You sort of make it appear like we can by allowing us to grab them out of the menu, but then we can't really do much with that.Forth: Let us properly delete games/apps, including some of the ones you just assume we all want permanently installed on our device and wasting precious storage space. Other than probably only the Store and Settings apps, which are basically essential, w
[2023-11-01 09:44:12.324] Config::Config:212 - Checking for global config file...[2023-11-01 09:44:12.324] wini_parse:172 - No config file found at C:\Program Files\IL-2 Sturmovik Great Battles\bin\game\opencomposite.ini[2023-11-01 09:44:12.324] Config::Config:231 - Checking for app specific config file...[2023-11-01 09:44:12.324] wini_parse:172 - No config file found at C:\Program Files\IL-2 Sturmovik Great Battles\bin\game\opencomposite.ini[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_D3D11_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_D3D12_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_opengl_enable[2023-11-01 09:44:12.671] DrvOpenXR::CreateOpenXRBackend:104 - Extension: XR_KHR_vulkan_enable[2023-11-01 09:44:12.671] DrvOpenXR:
Now that the passthrough API is available I was hoping I could use it to scan a QR code or AR tag,however, the camera layer is not available to us as developers, which I can understand but this limits so much on the AR front. Why wouldn't there be an option that asks this app can see your environment do you want to continue?Rather than have it blocked by default. To get to the point, what would be another way to track an external object? for example, I have a box in my real-world environment and would like to be able to track its position in-game. Are Bluetooth trackers an option?Any ideas are welcome, the main goal is to translate a real-world object to an in-game position. Greetings, Smoothy101
Pardon for me if it might be a stupid question but i have no idea to fix it.I did add Oculus Sdk to android studio by this guide: https://gayanediriweera.github.io/code/2021/04/06/how-to-run-helloxr-on-oculus-quest.html, then it's find. But after a while when I opened and built my project again, this trouble happened:C++ build system [configure] failed while executing:echooff"D:\\Sdk\\cmake\\3.22.1\\bin\\cmake.exe" ^"-HC:\\Users\\Admin\\Downloads\\ovr_openxr_mobile_source" ^"-DCMAKE_SYSTEM_NAME=Android" ^"-DCMAKE_EXPORT_COMPILE_COMMANDS=ON" ^"-DCMAKE_SYSTEM_VERSION=24" ^"-DANDROID_PLATFORM=android-24" ^"-DANDROID_ABI=arm64-v8a" ^"-DCMAKE_ANDROID_ARCH_ABI=arm64-v8a" ^"-DANDROID_NDK=D:\\Sdk\\ndk\\25.1.8937393" ^"-DCMAKE_ANDROID_NDK=D:\\Sdk\\ndk\\25.1.8937393" ^"-DCMAKE_TOOLCHAIN_FILE=D:\\Sdk\\ndk\\25.1.8937393\\build\\cmake\\android.toolchain.cmake" ^"-DCMAKE_MAKE_PROGRAM=D:\\Sdk\\cmake\\3.22.1\\bin\\ninja.exe" ^"-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=D:\\Android Project\\TvAndroidV2\\smart-tv
hello. I'm having trouble turning on dev mode for my project in UE5.2 for some reason i cant port my project as a sdk to my headset since my headset wont shop up in in the platform setting in UE5.2 i was attempting to sign into the oculus app on my phone to see if i could turn dev mode on for my quest 2 headset. but the app wont let me login. i sign in with my passwords and my to factor auth for my organization. everything is fine until it brings me to the continue as user screen. i click the blue bottom on my phone and it does nothing. wont log me in, no errors or anything. please help because as far as I'm aware, this is the only way to turn on dev mode. i don't understand why i cant just do this through the pc app that works? why does it need to be the phone app?
I want to create files which the user can see when they open the native Files app. Is this possible in Unity?
Hello everyone! I'm seeking advice from someone well-versed in using adb with Oculus apps. Specifically, I'd like to manage tasks such as initiating video recording, capturing photos, and other interesting functionalities. While I've gained some understanding through reverse engineering and analyzing logcat, I'm still searching for the core resources. Is it best to analyze the .apk using tools like ClassyShark, or is there official documentation available? I'd prefer to avoid the "hacker" route for simple tasks. ➜ ~ adb shell 'pm list packages | grep "com.oculus" package:com.oculus.assetdeliverypackage:com.oculus.avatareditorpackage:com.oculus.updaterpackage:com.oculus.statscollectorpackage:com.oculus.systemdriverpackage:com.oculus.websafetypackage:com.oculus.captionservicepackage:com.oculus.preshutdowntaskservicepackage:com.oculus.browserpackage:com.oculus.os.vrlockscreenpackage:com.oculus.cvppackage:com.oculus.accountscenterpackage:com.oculus.identitymanagement.
Hello developers,I am working on a Meta Quest 3 project in Unity 2022.3. This Unity version needs Android Target SDK version 33 for some video plugins I am using. But, when I try to upload my project to Meta Quest Lab, I get this error: "ERROR: Android Target SDK version is 33, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml)."The issue is, if I change the Android Target SDK version to 32, the video plugins can't be built on Unity 2022.3; they would need Unity 2021 instead.Has anyone else had this problem? How did you solve it? I would really appreciate any advice or solutions you might have.Thank you for your help!Best,Jose
Hi!I'm experiencing an issue with debugging where the only thing that shows up in Android Logcat is a gigantic stream of errors.Here are a few of the highlights - there seem to be no ends to the new errors it will throw:Error | Tracking | AnchorCacheHelpers: Nearby anchor does not exist in shared memory!Error | SyncBossHAL | [error ] syncboss_hal_input_helpers.c(177): Failure reading cache data when attempting to check if input is awakeError | [CT] | SpatialAnchorPipeline: [Throttled count=49] checkStateEq: getActiveGuardian Called in an invalid state. IDLEError | AppOps | java.lang.SecurityException: Specified package system under uid 1000 but it is notError | SensorService &nb
Hi,I'm trying to use OVRInput.GetControllerBatteryPercentRemaining() to get the controller battery percentage but it always returns 0. I guess this is a bug in the OVR plugin.Does anybody know a workaround?
I did add a second account on my meta quest 2 then a popup with message appeared: Something is wrong, pls try it later.I have no clue how can continue with that trouble, is there anything that i need to notice?
You need to connect to the BLE device that takes the heartbeat measurement to Quest2 and receive the data. Please teach me the way.
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store.Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?Now is there a version of Oculus LipSync for Unity that supports Ios App Store?
Hello guys I gave the ownership of my page to another one by mistake and they don't want to give it back to me so please help me in this case as soon as possible
I need signature which leads to this URLhttps://dashdevs.com/
Hey, had my quest 2 for about 2 years now and i drop it around early April 2023 and i think that when i drop it, it move the battery from its spot in the vr. Can you help me
Just an idea where you can passively display your headset’s power in the corner of your screen.
Hello - I am search of the Terms and Conditions OR Agreement between developers and Oculus. Can someone send me a link? The only thing I can find is the Software Development Kit License Agreement, but I am using Unity so I don't think this applies. It also doesn't mention anything about what Oculus charges when you post an application. Where is this? Thanks,
I am trying to build an application for the Meta Quest 2 where I have a 33 million point cloud of a building and I need the player (avatar) to interact with it and other object that I keep there. I have successfully imported the point cloud but I am facing issues with the placement of objects in the point cloud as it seems I need to maintain the axes of both to make it seem like the real world. I would appreciate any suggestions on how I can perform the scaling and aligning the axis to make it seem like the real world. Thank you.
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