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The MQDH 4.0.1 windows download link downloads the mac version.
I've looked all over, but haven't had luck. ex link : https://graph.oculus.com/user_nonce_validate
The build runs fine within the editor no issues at all. But when trying to build for the Android/PC, Mac & Linux Standalone/Universal Windows Platform unity throws about 30 errors at me all belonging to a range of scripts within the Unity Audio Spatializer. I have not touched these scripts I don't even know what they are. Does anyone have a fix? The errors mention no suitable method to override and type/namespace cant be found. I've tried setting the spatializer plugin within Project Settings > Audio to OculuSpatializerI've tried the 'Build audio geometry for current scene' and 'Rebuild audio geometry for all scenes'
Hello, We are currently developing an app using the Oculus Platform SDK on Unreal Engine 5.2 and we are already approved for the Data Use Checkup. We once were able to make manual builds and still be able to use our personal accounts to login (which is required to play) and test our game and put up scores for others to see. However, all of a sudden certain accounts are able to login using their meta account and other accounts are not able to, which prevents them from being able to play our game. Would you know why some accounts are now not able to login to test the game but not others.
As I understand it, if I wanted a different mixed reality experience to happen depending on which room Im in - this is not possible right now?For context, Im wondering about mapping out an area, importing into Unity and then when the user is in a certain area X will happen. I suppose ARFoundation could be leveraged somehow to recognise a marker and play an experience, but wanted to be sure its not possible to pre-map an area and have MR perform like a traditional 'level' would.
Hi, dev.App Space Warp is such a good feature, but at the current stage I have to switch from OpenXR plugins to Oculus plugins to enable that.From my understanding, for OpenXR plugins, Meta features are enabled by extending the Unity OpenXR feature and calling function from the UnityOpenXR dll. For instance, Meta FoveatedRendering feature makes the native calls FBSetFoveationLevel, FBGetFoveationLevel, etc.Without the knowledge of UnityOpenXR entries, I don't know how to get App Space Warp working with OpenXR plugin. However, I do notice that App Space Warp extention has already been included.Can I expect an official update or is there any API document I can turn to in order to know what are included in UnityOpenXR dll and how to call the native functions.
Hello there! I compiled the 5.2 oculus branch and have been working on my project using the vulkan subpasses enabled. Everything seems to work great except I have noticed the very very right corner of the display seems to hang/flicker? It's only noticeable in the right eye on the very edge. It's very apparent on the quest pro. On the Quest 3, it almost appears as black dead space. Has anyone encountered this issue?
OK so the Vive XR Elite does mixed reality in Blender. I also use other software, not built on Unity or UE - the Vive XR Elite does mixed reality on that too - both Blender and the other app are PC based - I can do them over cable or WiFi. Speaking to some of the developers of these apps they believe it's because of what I said in the title of this thread. I and others also have the question here: https://communityforums.atmeta.com/t5/OpenXR-Development/PC-VR-Passthrough-AirLink-OpenXR/td-p/1015758 which nobody seems to want to answer. Please can we get some answers from a Meta developer? Many thanks.
Hello fellow Oculus Quest 2 users, I recently encountered an issue with my Oculus Quest 2 after the latest update, and I'm wondering if anyone else has experienced something similar. The problem is that when the user removes the headset and puts it back on, the player's position seems to reset or shift, this makes it impossible to use the application I'm developing as intended. Has anyone else noticed this issue? If so, have you found a solution or workaround to address it? I've tried searching for information online, but I couldn't find any specific solutions. I'd greatly appreciate any insights or assistance from the community regarding this matter. It's quite frustrating, and I'd like to enjoy my VR experiences without this hiccup. If you have any information or suggestions, please share them here. Thank you in advance for your help!
Hi. Are avatars inside Unreal available? They said this feature would release this year but no annoucement yet. Did I miss something or there isnt anything? Any idea when will come?Thanks
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works?Thanks in advance,PicoPlanet DevelopingBelow is my pause script, attached to a separate gameobject:using System.Collections;using System.Collections.Generic;using UnityEngine;public class MenuPauseControl : MonoBehaviour{ public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVR
Is Meta Avatars SDK support available for Unreal VR development to Oculus? I see from the documentation, that Meta Avatars SDK has been rolled out for Unity development, I don't see Unreal mentioned anywhere. Last I knew was that Oculus had separate build of Unreal for the support of Oculus Avatars, but now that it's been deprecated and Meta Avatars being the new norm, how is the support being given to Unreal? Someone, please help me out. Any clarification would be appreciated. Thanks in advance!
All of the OVRSpatialAnchor cloud methods seem to require explicit UUIDs to load or erase each anchor.How can I load/browse all cloud anchors so that I can clean them up, in the event I lose their UUID? Or can I rely on them to safely expire and clean up on their own?
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder.I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest?Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndRele
I have added achievements to my dashboard. They show as published. They are 'client authoritative'. They also show up under my app's details page (View Achievements) as achievements that can be earned.In my code, I am calling Oculus.Platform.Achievements.Unlock( "WATCH_AND_LEARN" ). This seems like a great, super simple API. But it doesn't do anything.Do I have to do something else? Something to link the app with the Oculus account that is running it? Some kind of authentication? I am not calling any other 'Oculus.Platform.Achievements' methods.
Hello, i'm using a Quest Pro with WebXR, it works well, but i cannot find a way to acces depth sensing.When intializing the context "immersive-ar" with requiredFeature "depth-sensing"i get an error 'XRSystem': The session request contains invalid requiredFeatures and could not be fullfilled.Feature 'depth-sensing' is not permitted by permissions policy According the WebXR specs https://www.w3.org/TR/webxr/#feature-descriptor "The depth sensing feature is subject to feature policy and requires "xr-spatial-tracking" policy to be allowed on the requesting document’s origin." Yet, when I access the remote debugger, under "Application" tab > frames > top, I get :Permissions Policy Allowed Features accelerometer, autoplay, (...) , xr-spatial-tracking Is depth sensing available on Quest Pro through WebXR ? if so, what I am doing wrong ?Thank you ! Matt
As described in the discussion title. More often than not does Oculus Link crash out of existence when entering Unity´s play mode. The setup is as follows. I use an official Oculus USB-C cable to connect my Oculus Quest to my Windows10 PC while using any Unity version past 2019 (prev. versions not tested) with the Unity build in XR Oculus package (not the Oculus Integration from the AssetStore).The idea now is that when I press Play in the Unity editor I will be able to test my app in a similar way as if it was installed on the Quest directly. This worked without any issues until some recent Oculus update (can´t tell when exactly) which apparently let´s the Oculus Link app crash very often regardless of Unity Version or complexity of the scene. The Quest itself gets thrown back into the standard Quest homescreen, Unity will just be stuck on a black screen and the Oculus app will restart anew after its disappearance. That by itself is annoying enough. But the main problem is that I cann
Will there ever be a dashboard created with Facebook Messenger, Instagram DM’s and Whatsapp combined? Since Meta owns all these platforms will they ever combine all messages in a singular dashboard for easy access? Instead of opening all the different platform in different tabs you can simply cross share messages without problem. Could be a really cool idea, but are there any limitations since they haven’t created it yet to my knowledge? kind regards,
I'm using the DistanceHandGrabInteractor from the Oculus Integration v57 to grab objects that are far away. These objects have the "Grabbable" and "Snap Interactor" components. Each object ends up in a different orientation in my hand, and I'd like to apply an offset to correct its position and rotation in my hand. However, I couldn't find a way to do this with Oculus Integration's hand tracking. How do I do that?
I cant delete a reel. It apearse me like "this post cant be ing deleted" can u help me? My account is medicinaespasion
Hi, it's been a year now since Quest Pro was released. I bought mine originally to develop, amongst other things, dynamic foveated rendering in my PC VR game. Now, I was told previously by johnkearney that Quest Pro over Link only supports XR_FB_eye_tracking_social, which is heavily filtered so the gazes are stable and can be used for gameplay or social stuff (obviously), but that that XR_EXT_eye_gaze_interaction, which isn't supported over Link, would the correct extension to use for dynamic foveated rendering. It's not exposed through Oculus OpenXR runtime on PC, and it appears will never be at this point. Can we get a confirmation on this either way? Or am I hoping for nothing.The reason I ask is because I just became aware that Virtual Desktop and a special SteamVR plugin now indeed support the generic XR_EXT_eye_gaze_interaction extension to work over OpenXR, which makes using SteamVR's OpenXR runtime plus Virtual Desktop superior to what Meta pr
Can I connect the HDMI connection of the Oculus Rift DK2 to the camera and the USB (power) to a non-PC power source to project the real-time video from the camera onto the display?
I have been getting the error below in my Unity 2022.3.11f1 project with the Oculus Integration v57, Oculus XR 4.1.1 and v20.3 of the Meta Avatars. I just created a fresh new project and only imported the above and am already getting the same error which indicates it was not my project in particular, but rather a bug in the Meta Avatars Library shader. Looks like sampler3D_float is not supported in this version of Unity based on my limited understanding of shaders. I have included the project where this error is occuring as I am hoping someone on the Meta Avatars team can look into this as it is causing me a lot of issues and crashes when I build. https://drive.google.com/file/d/1z_M8UTlkG7qhQRe9mtgTg1e-vO9V-XAO/view?usp=sharing Shader error in 'Avatar/Library': unrecognized identifier 'sampler3D_float' at Assets/Oculus/Avatar2/Scripts/ShaderUtils/OvrAvatarVertexFetch.hlsl(25) (on d3d11) Compiling Subshader: 0, Pass: <Unnamed Pass 0>,
There's an article saying they support hand tracking on windows through unity, Hand Tracking in Unity | Oculus Developers (We support the use of hand tracking on Windows through the Unity editor, when using Oculus Quest + Oculus Link. This functionality is only supported in the Unity editor to help improve iteration time for Oculus Quest developers.).So I tried to see my hands but nothing shown, the only way to do so was build to apk and execute from native.I'm planning to use hand tracking feature on my college thesis, so I need to see console messages directly and thus enabling hand tracking feature while on play mode is necessary. any thoughts? I'm using unity 2021 1.18f1 and Oculus Quest 2.
For around a month, whenever I fullscreen then unfullscreen a video in the Meta quest browser, it resets my position. This is extremely annoying, especially when watching shows. Please fix.
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