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Hello World!I am working with the Quest 2 and recently I am seeing this error in my Unreal projects. This triggers every alternate time I play (VR Preview) from Unreal Editor.Seems to be something related to the OpenXR Stereo rendering device.Has anyone also recently spotted this or knows how to solve it??
Hey all,I've been encountering a rather frustrating issue with Quest 3 (not on Quest2), and I'm hoping that someone here might be able to provide some guidance.We are seeing a random micro stutter where our frame rate drops from 72 to 1 -- this stutter happens randomly and the strange thing is the frame rate always drops to 1. The screen freezes but resumes back after a fewWe've updated our OVR Plugin to v57 and the issue still persists. Attached are two profiler screenshots from MQDH and Unity -- on unity profiler we can see the stall is in Gfx.WaitForRenderThread.Anyone else seeing this ? We've seen reports from players who have seen in it other games as well
Having a lot of trouble getting alpha blending (alpha or additive) working with URP. The built-in Unlit shader actually works and blends fine. But I'm working with some simple Shader Graph shaders downloaded from the asset store that aren't doing anything fancy, have Surface set to Transparent, and Blend to either Additive or Alpha. They don't blend with the passthrough underlay at all, rendering as ugly black backgrounds instead. It's almost as if they are not rendering out their alpha values for subsequent compositing but I don't see why. Has anyone found a fix? Are there some special considerations to take into account when using the passthrough layer? Note that when I re-enable the skybox, the objects blend just fine over it.
what is wrong with Meta? after years they finally made the ipad app to work in landscape mode, now with the latest update they broke it again? who is at the quality control there? how can a company so rich fail at developing a decent app? what is wrong with these guys? it is such a basic thing… most people use their ipad in landscape mode, if I launch the app I have to take the ipad off the stand, rotate the **bleep** thing and disconnect my power cable? that is so stupid! this is just sloppy programing and/or not giving a **bleep**… wtf guys? can’t you get your **bleep** together already after all these years? 🤦🏻:male_sign:
Does anybody know where to find the 3D Assets for the new controllers? somehow I was only able to find the old ones 😕
When trying to run the sample project provided in the Oculus PC SDK for Windows, I get the error that it is unable to start the program due to LibOVRKernel.lib as it is not a valid Win32 application. Does anyone have any advice on how to get the sample project running? I am attempting to use Visual Studio 2022 if that helps, while the files provided are VS2017 and VS2015.
Hi there, I am making a demo that has a portal in it. I am using a stencil buffer for it. Everything looks great in Unity but when I load it onto my Quest Pro the objects do not get cropped to the portal edges. It's almost like there is no stencil buffer or it's disabled on the Quest. Is there a way to turn it on? Thanks
Hi,To add "real mirrors" and "portals" to my Meta Quest 2 application, I need to use stencil buffer masking; however, the stencil OpenGL ES functions (glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xff); ...) have no effect.Desktop platform : Debian/GNU/Linux BookwormDevelopement IDE : Android Studio Flamingo 2022.2.1VR platform : Meta Quest 2 v 57.0.0SDK : OpenXR SDK Source 1.0.27 + ovr_openxr_mobile_sdk 54.0After digging in the hello_xr, I've found the problem and add a solution :in src/tests/hello_xr/graphicsplugin_opengles.cpp, the function GetDepthTexture(...) create an texture as the depth buffer and this can't manage a stencil buffer; it must create a renderbuffer to support stencil.Here is my working patch :antoine@pcantoine:~/AndroidStudioProjects/Bille2_VR$ diff ~/Téléchargements/OpenXR-SDK-Source-release-1.0.27/src/tests/hello_xr/graphicsplugin_opengles.cpp OpenXR-SDK-Source-release-1.0.27/src/tests/hello_xr/graphicsplugin_opengles.cpp 263,269c267,269 <
Hello,I'm looking to setup everything to work on unreal5 for a VR/AR game.I just want to be able right now to launch the game in my Quest3 but I have an error when building/launching the appLogPlayLevel: Error: UAT: ERROR: Stage Failed. Missing receipt 'D:\Unreal\Project\Starter_521\Binaries\Android\Starter_521.target'. Check that this target has been built.Does anyone have any good step by step tutorial for the setup of android and everything, I think I did it properly but doesn't looks like it 😥I followed this tutorials:https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ https://www.youtube.com/watch?v=xYc2ZpSc7LAhttps://www.youtube.com/watch?v=bSS1P_ABamc&t=1259sNone of them are really following the same exact steps unfortunaly and it's for Quest2. I've setup everything from Meta Quest Developer (working) I can see my headset and see it cast.I've installed Android Studio (this is the most confusing things with all the needed version
The Quest Pro passthrough video feed lags considerably when entering Play mode in Unity and using the Link cable. Virtual objects render at > 72 FPS (reported in Stats window), but the video underlay from the real world feels like ~3 FPS. Additionally, the passthrough often does not work at all over the Link cable---specifically, if I remove the headset after running the scene (but leave the device plugged into the Link cable), the next time I put the headset on and run the scene results in no passthrough video (black background) or a warped still image of the passthrough video that does not change as I move/rotate my head. The tedious fix for this issue has been disconnecting and reconnecting the Link cable, and then re-enabling the Link in the headset.The same scene works fine (consistent, no passthrough lag) using a Quest 2. I am using a desktop computer with an RTX 3090 and a USB 3 connection with >2 GB/s throughput. As indicated in this post the passthrough works f
Is there any method I can retrieve players' items status? From a developer perspective, I want to know why items from players are gone. There is an API to retrieve a list of items that the user owned (Retrieve Items Owned - https://developer.oculus.com/documentation/native/ps-iap-s2s/). However, if we called that API at different points of time, some items might be gone due to refund, chargeback or other reasons. Is there any way for a developer to know why items are gone? If this API does not exist, is it possible for meta to implement it?
So I've gotten the whole spatial anchor photon multiplayer to work, and it works pretty well, however I would really like to have the whole application be able to run on a local network. I've set up everything but I run into the problem that OVRSpatialAnchor is not serializable and cannot be converted to byte array or json for transport. I've even tried sending the OVRSpace and UUID seperately but OVRSpace is not serializable either and doesn't seem to contain the actual data just the ID to access the data (probably from the cloud). Now it has to be possible to serialize this data as there is an option to store the data locally. (unless that can be saved even though it isn't serializable?) Does anyone know what data format to use to do this manually?
I've got a yellow triangle with a black exclamation mark and the text 'Blocked Quest Devices : Oculus Quest' at the bottom of Dev dashboard -> Release Channel -> Alpha -> Details (below Build ID, Platform, Permissions, Max Android API Level etc).Does anyone know what causes this warning triangle, or how to get rid of it?The app runs on my Quest2, but not on the Quest1, and I'm thinking that this is the reason, but I can't find any documentation to troubleshoot this.(Unity v2021.3.31f1, Oculus Utilities v1.88.0, OVRPlugin v1.88.0, SDK v1.0.27; app has passed DUC and company/developer is authorized.)Thanks for any help.
I'm making a game that moves with my body using Passthrough. It is difficult to use IMU sensors for all objects. So I want to attach an AR Marker to an object so that the virtual object follows the movable object. Is it possible?Or is Object Detection available on the SDK?
I was trying to publish my VR app into meta app lab and came across a site which lists many criteria's that should be satisfied by the app inorder to publish the app into app lab. https://developer.oculus.com/resources/publish-quest-req/My doubt is whether my app really need to meet all the criteria inorder to get published into app lab (Not speaking about alpha, beta channels. main production). Many criteria's are like you need a website link for your app, and you need to generate link that points to the privacy policy and all. Is that all necessary and or just for the sake of it. Also the specifications about the logo, cover photo need to be precise as it is mentioned in this site. Looking forward for the help from you community because I could not find many resource about publishing the meta app into app lab in production stage.Also one more doubt was that I am using linux and oculus developer hub is not supported on linux. Web upload is deprecated. I created my application in
Hi, I have been messing around a big with creating an MR app with passthrough and the Scene API in UE5.2.1. One thing I have noticed is that even though the scene has been set up the user is still prompted to make a guardian when stepping outside the zone.This however makes no sense as "First Encounter" works fine and has no guardian system in place.How can we disable the guardian system for our MR application?Regards,A few developers.
I am trying to figure out how to get a shared session to remain spatially anchored in place that will work within a bus or airplane where the whole environment will be moving, but the space visually will be stable. I know the headsets track off of IMU as well as spatial points from the cameras. Is there a way that will leads to tracking off of the cameras only, or that my spatial anchor will stay put on the platform?
I updated my Oculus Quest 2 to the newest version (49.0.0.207.357) 5 days ago and since then my device does not recognize my Room Set Up anymore when I start the editor with my headset plugged in, Oculus Link on and the headset active. I am getting this message:"Scene Capture does not work over LinkThere is no scene model available, and scene capture cannot be invoked over Link.Please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the HMD is connected via Link and that is is donned."Please help, it makes it incredibly slow to test anything related to the MR Room Setup in my game because I have to make a build for each iteration.
I'm using Quest 3 in Unity (XR plugin) with a cable Link. Just upgraded my project from BRP to HDRP and the game view is not shown in Oculus anymore. It worked fine with BRP. Is it generally possible to run HDRP via Link? Anything special to consider? Thank for help!
I’m looking to explore typography in VR with the Oculus Quest. Are there methods to upload different typefaces to the Quest and/or specific drawing and design apps like Gravity Sketch and Tilt Brush?
Hi There!I'm working on a standalone app for Oculus Quest 2 that uses the OSC protocol. When the app receives an osc message it crashes but I have some Internet permissions enabled in the Android Manifest. I think I'm obviously ignoring something.Any advice is well accepted, thanks!
One of our customers is seeing this kind of freeze, where the VR image stops updating but you can still look around and past the edges of the last render. The app itself isn't reporting a crash, so I'm wondering how to begin to debug this. Could the app itself be in an infinite loop, with Oculus async reprojection allowing them to look around without the app itself cycling? Or must the app still be cycling for them to be able to look around, with perhaps the renderer having crashed somehow? This build uses Unity 2020.3.35, but I posted here thinking it was more relevent to Quest than Unity behavior.
I have created a PCVR title that uses Cesium to stream global terrain data at runtime.to the users PC. In reviewing AppLab requirements, it appears that content may only be streamed from the users PC, and not from a cloud server. Can someone confirm that this requirement effectively disqualifies my title from being approved for AppLab? I don't understand the rationale for this test, but if I have correctly understood the requirement, I'll save myself the trouble and find another way to distribute my game.
Hello everyone, I urgently need a help, the project is the use of UE4.27 version development, when packaging android target Sdk32 apk package, installed to Quest2 can not write any files in the "Android\data" sandbox directory, what is the more effective solution?
I am trying to get my account verified for a developer under:https://developer.oculus.com/manage/verify/The text instructs that I need either to enable 2fa or to add a payment method. Mind you both have been configured for my normal Oculus account, but it seems for the dev section it is yet another location and it seems only credit card is accepted.However, I did enable 2fa from that view and it still does not show it as enabled, despite me logging in using it.Then I tried adding a credit card and the site briefly shows an entry before errorring out and removing the entry. The error is non-informative at all stating "An Error Occurred!", in the body it just says the word "Message" and I have the option to Cancel or "Report Bug". Now guess what "Report Bug" does... it does NOTHING. Literally! You click it and nothing happens.As a final straw - in my bank statement I see as many 0 USD transactions as the number of attempts I did to add the card. And I know for a fact the card is not rest
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