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When trying to upload an app via 'App Distribution' I receive this error message:Upload FailedThe build you were trying to upload has failed.ErrorNETWORK_ERRORgetaddrinfo ENOTFOUND graph.oculus.comMy internet isn't amazing but should be able to get the job done. Any ideas?
Is it possible to support Vuforia or AR Foundation image tracking feature in the future? Or the QRCode function is also available, is it possible to open it in the future? I apologize for my poor English, I am using DEEPL for the translation.
Hello everyone, my company has a social app on Quest 2. There is an intermittent and unpredictable bug that happens where 100% of the sound from the app cuts out and the user hears nothing. We cannot find any consistent way to reproduce the problem but it happens somewhat regularly for users in normal conditions. Taking a look at some debug values, no audio sources are muted and the audio listener is also not muted. The device volume is up and the audio listener volume is also full. I was trying to determine on what level the device was muted when I found that setting up an android listener to check if we had audio focus CAUSED the problem. This is the command called:var unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");s_mainActivity = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity");s_androidAudioManager = s_mainActivity.Call<AndroidJavaObject>("getSystemService", "audio");int result = s_androidAudioManager.Call<Int32&g
Hey, I'd like to get/export the 3d model of the environment of the user. The one that is created by the quest. Is that possible?
In our app we create and save locally spatial anchors.when we load the anchors sometimes they lose their position and became bind to the point (0,0,0). Even if we restart the app, those spatial anchors never come back to their initial position, and we need to delete them and make new ones.We think the cause for this may be we start loading the anchors before the space recognize as completed, but we aren't sure, and we don't find any function or property to know if the space is already "recognized".Is there such a function? Using scene capture API maybe a good workaround?
We cannot install nor remove our own app updates. Inviting and accepting leads to receiving version update BUT still does not change access issues/denials. Who to contact to get this fixed ASAP?
Greetings, fellow tech enthusiasts, In our ever-evolving world of laptops, the choice of the right processor can be a game-changer. Today, let's embark on a quest to explore the top i7 processor laptops currently available in the market and examine how they compare in terms of performance and features. We all know that an i7 processor is synonymous with power, but how does it manifest in different laptop models? Let's share our insights on the cream of the crop and the standout features that make these laptops unique. Here are some points to guide our discussion: Performance: Which i7 processor laptops are delivering top-notch performance in 2023? Share your experiences with specific models and how they handle demanding tasks, from gaming and content creation to business applications. Form Factor and Portability: How do the top i7 laptops balance performance with portability? Are there slim and lightweight options that pack a punch in the performance department
Hi, quest link is properly connected and running the home view (with infinite empty space and QL panels) but when I hit the play button on Unity the app try to launch since I see a half sec black screen then it immediatly returns to QL home and computer view displaying Unity in play mode. Tested with different apps of my own and other templates. Everything was working fine before last oculus updates. Same issue occurs on Quest2, Quest Pro and Quest 3 headsets. Please help!
Hi,Can we access to camera of headset in our application ? How we can perform this ?For developping a mixed reality application for one of our clients, we etudying the possibility to track an object in space by using some visual markers in real world to match position of a virtual replication of this objects in the simulation (it's an medical simulation).But I didn't see any entries in documentation that mention the possibility to access cameras to apply our image computing algorithm. I see trougth this forum that's camera access was blocked for privacy reasons, but I wonder if with the releasing of Meta Quest 3 headset this rules could be changed ?I see we could use shared spatial anchors instead, but in case of my client have to setup his experience in differents rooms, it's not way quicker and easier solution.Thx for your help !
Hi, I am developing app for Quest 2 on Unity. After one of spring Quest OS updates performance had degraded at times. The most frustrating rainbow noisy pixels on the right side. I uploaded demo apk file in which you can see this problem. I tried to change tones of Unity settings, but nothing helps. I see a lot of posts about this problem. Hope you find solution. My team is very demotivated with this issue.Some technical details.I use compute shaders and Unity Graphics.DrawMeshInstancedIndirectMaybe this problem is related to translucent materials, I have a larger number of transparent particles being drawn. Before update app had good performance with 150k particles, after problems begin after 50k particles.With OpenGL framerate better, on Vulkan performance loss worse.Rainbow pixels problem have both, but seems Vulkan slightly less.For some reason, when I try to record a video through the Meta Quest Developer Hub, the problem disappears, so I uploaded the APK with problemhtt
Passthrough works fine on host player and shows him his room, but when connecting as a client the client's room is black. I am using Mirror in Unity 2021.2.7.What might be the source of the problem? Is it possible to connect to someone in multiplayer and use passthrough at all?
HelloI am writing on behalf of our development Sugar Mess - Let's Play Jolly Battle VR-game team. We've faced a problem. We are getting an error in the console:DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null) ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:50)Have you ever faced such problem?Using Meta Quest 2, connected via a type-c cable, Android platform in Unity. I tried to reinstall everything possible: Unity 2022.3.10f, Oculus Integration, separately Oculus Spatializer Plugin for Unity.
Hi,I can create a Development build, install it to my Quest 2, and run it just fine. But when I make a Test build, install it, and attempt to run, it crashes early on during our game's loading video, kicking me back to Oculus home. Test builds are important for performance profiling. Our CTO said that doing a factory reset fixed this issue for him, but it did not resolve it for me.There's a lot of log spew, but this seems to be the most relevant output from what I could glean:XrApp GL error at vendor/oculus/libs/libxrapp/src/utils/GlUtils.cpp:172: GL_INVALID_OPERATIONI'm happy to provide a full log from Meta Quest Developer Hub if it would be helpful.I also experienced a similar issue with the Development Build if I launched it via Unreal's Project Launcher, except that it froze on the loading movie instead of kicking me back to the Oculus home. Unreal info:Unreal Version: 5.1.1-0+++UE5+Release-5.1 (locally built)
The project strictly follows the operation of the development documents, and the backup file size does not exceed 100M. When executing adb shell bmgr backupnow xxx.xxx.xxx in cmd, the following content is returned ----------Log---------------2023-10-19 02:38:56.587 MQDH executing "adb shell bmgr backupnow com.xxx.xxx"... Running incremental backup for 1 requested packages.Package PM@ with result: SuccessPackage com.xxx.xxx with result: Transport rejected package because it wasn't able to process it at the timeBackup finished with result: Success
I have an issue and I am unable to find anything posted about it in the forums. Me and my wife have the exact same meta quest 3 but when we set them up somehow we have a different UI when it comes to the explorer window. I love how hers is like an extended window with a side menu on both sides. One shows the categories and the other side shows friends. Mine is like a condensed version of the same window. I am trying to get mine to look like hers. Any idea where this setting can be found?
Hi all,I'm very new to the whole VR headset thing. I'm trying to have a workflow where I render in V-ray and present the images on the Meta Quest 3 headset.From V-Ray I can export either VR cube map or VR Spherical Panorama. But in which app can I view them on the MQ 3?Thanks in advance!Maarten
Hi, Is there anybody who succeeded using AR with Unreal Engine 5 ? As far as I see from the Unreal forums as well as from youtube, there is pretty much nothing on it. For example, look at this thread on Unreal Forums (from fall 2022): OculusXR Passthrough Layer - Platform & Builds / XR Development - Epic Developer Community Forums (unrealengine.com) I followed the META instructions using the OculusPasstroughLayer in Reconstruct and Underlay. I can enable the pastrough but I can not make virtual objects appear inside the real world. As far as I can see all around,, everybody wants to know how to do but nobody sems interested in sharing. No clear documentation. It sounds as a national security secret. On the other side, there is alot of tutorials for AR using Unity-Oculus. I wonder if there is a particular reason. It souds like a political thing between META and Epic Games. Is that possible that META decided to concl
Is there a way I can see the passthrough working in the Unreal Engine editor before I make a package of the game? Or is the only way to visualize it in the package. I just want to make sure it's all looking and working properly before wasting time waiting for a package to finish cooking.
Morning Everyone,For my project I'm using Unity 2021.3.8 with Oculus ingration v56 Wwise v 2022.1.8I've recently integrated Wwise in my project to add sounds with the Oculus Spatializer.Here is a list of the steps i've taken:Download Wwise launcherSelect integrate on my unity project downloaded Oculus Spatializer for wwise plug-in and copy/pasted the two file (dll and xml )in the audiokinetic Authoring/plug-in repositoryafter integration ended succesfully i've added some sound to my experience via the newly created wwise project (following the documentation guide in order to use the spatializer pulg -in)added the soundbanks Results:Audio in Unity Editor are working fine but upon building my experience for Android the build does not play any sound and unity is debugging that the ddl and the .so file of the Oculus Spatializer Plug-in cannot be found i've already tryied to: modify the wwise integration in order to update it, removing the wwise folder and reintegrate i
First time trying to grab the app on windows and looks like it's linked up to the macOS version. Was able to download the exe for 4.0.0 Figured I'd let you know 🙂
When connecting Quest3 via airlink to Unity (play mode), head rotations are not visible in the headset. The tracking works ok in the unity desktop game window, but in the headset is no tilt. It seems the scene is always centered. Eg. a cube will not tilt when I tilt the head. Tracking the head sideways and up/down works but rotations seems to be deactivated. Maybe there is a kind of billboard function that prevents tilt rotations? Any suggestions?
Hi, when connecting Quest3 via airlink to Unity (play mode), head rotations along the Z axis are not tracked. The tracking works ok in unity on desktop, but in the headset, the there is no tilt. It seems the scene is always centered. Eg. a cube will not tilt when I tilt the head. Tracking the head sideways and up/down works. It seems there is a kind of billboard function that prevents tilt rotations. Any suggestions?
Hello,Im developing an Oculus game and i tried the bouncingball demo that came with the Oculus Integration in UNITY. before i ran the demo, i use the Oculus OS Guardian to specify the floor, and the walls of my actual real life room. Then i ran the bouncing ball demo.In this demo Im supposed to be able to throw a virtual ball and it should bounce off the walls in my real life room, but the ball just falls thru the floor and passes thru the walls and never bounded off anything.Does anyone know why this is happenning? has anybody gotten this to work.I tried using Oculus Integration version 57, and 50 neither one works.Thanks
I am currently conducting user experience comparative research related to virtual keyboard input interaction in VR environments using Oculus. To facilitate my research, I am looking to make some modifications to the virtual keyboard provided by Oculus. For example, I would like to implement changes like inputting special characters when holding a key for an extended period. Therefore, I have a couple of questions: 1. Is it possible to modify the Oculus virtual keyboard? Are there editable assets or prefabs available for this purpose?2. If modification is possible, where can I access and edit the code related to input actions and outputs? If you have any experience customizing the Oculus virtual keyboard or any guidance to offer, please assist me. Your help will be greatly appreciated.
Would like to match lighting for AR objects to real-life lighting data gained through AR passthrough. Is this possible somehow? Piping AR passthrough to reflection spheres or something would probably be neat.Thanks
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