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We tried rolling onto the UE branch 5.2.1, and on a fresh engine setup and install, when we use the latest UE5 Platform SDK, our APK crashes before running. Has anyone had success with setting up their leaderboards? We're building for Quest 2. https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/
i just got a second hand quest 1. i factory reset it and added it to the app. i then downloaded hyper dash and tried to play it but i got a warning saying this app requires the latest oculus software version. please leave you headset on, connected to wifi and plugged into a power source. your headset will restart when the update is complete. I have done this but it doesn't seem to do anything.please help.
Trying to setup account but oculus is registered by someone else
Meta fixed this issue! Thank you guys! I have posted about this before, so I don't wanna keep harping on this topic, but before the quest 2 eventually loses support I have to voice my concerns and disappointments in the update that allows users to rebind controllers.Some quick background: I have one hand, I am missing my left. I can strap a quest 2 controller to my left hand and press one button (either the left grab or the left trigger) I can not press 2+ buttons. I was hoping to find in the new update that I would be able to, for instance: rebind Right controller's "A" to Left controller's grab. But, no, I can not. I am only able to rebind local controls, meaning only the left grab can be bound to the left A button not the right A button. This is very sad as I have complete ability in my right hand meaning I don't need to rebind anything there to assist on the right controller. I am sure this update has helped a lot of people who have different circumstances, but it still l
Hello,This script woks just fine. I have it in another project. I was using it in my current project and it too was working just great, but today, suddenly when I collide with the GameObject that has the script on it instead of launching the app (Real Fishing VR) I am sent to the Meta homeroom. Almost like my app just crashed (the one I'm working on, not the Fishing app). Could I have accidentally made a simple change to anything essential? idk. Seriously I'm dumbfounded. All my settings are the same and of course the Oculus SDK is installed. It was working just fine for the past week. This is a new project and all I really did was create a few UI's, basic menus with dropdown's. Idk, I'm not sure that more information is necessary here. It's a simple room, a few assets, 1 grabbable item with a respawn script. A basic UI with Play/Pause/Stop buttons for audio, and a Scene selector (script) on a menu. Again I'm dumb founded as it was working just fine and I made no changes to any project
Hey guys We are looking to boost image quality and performance of our DeoVR player and we are not sure where to start. Would be really appreciated if you can help us out realising the most efficient rendering engine in our case. Mail ivan@deovr.com We use AVPro that is integrated with ExoPlayer and other media engines. We are primarily looking into 8K 60FPS playback with videos like https://deovr.com/tevrud on Oculus Quest 2, Pro and Windows headsets.We are thinking of pixel based rendering to get a better performance.Our immediate plan is to proceed with:- Oculus new SDK integration with new sharpening feature- A/B test different image settings - new sharpness shader, saturation, etc.- Play with eye texture scale - but this could degrade performance (HS has it optional)- Pure native implementation on Oculus SDK for testing 180 video, to see if Unity is the bottleneck- Playing with shaders and other image adjustment settings- Custom render pipeline in C++ for UnityWe are look
I try to create application hand tracking like barber app and I dont know how to start to control scissors
Hi,I tried uploading an dlc file via add-ons and the CLI ovr-platform-util (newly downloaded today)./ovr-platform-util upload-add-on --app-id 123123123--app-secret 123123123123--sku test_sku_001--file the_file_pathBut I'm getting this error message in the command prompt. Retrieving app info... Platform: ANDROID Uploading... ERROR: This platform has been discontinued. Contact Oculus support. (translated so might not be 100% accurate to the english version) What could be the reason here?Is the platform really discontinued=?If so, how do I upload add-ons and manage things for the app?I'm using this: https://developer.oculus.com/manage/applications/{id}/platform-services/add-ons/
I need help because the foveated rendering render in the PC is ruined the VR experience. i have a good PC I dont need foveated renderingwith the new update everything looks horribleI've been playing VR for years and foveated rendering is giving me a headache Necesito ayuda porque el renderizado foveated en la PC arruinó la experiencia de realidad virtual. Tengo una buena PC. No necesito renderizado foveado.con la nueva actualización todo se ve horribleLlevo años jugando a la realidad virtual y el renderizado foveado me está dando dolor de cabeza
Hi, is there any documentation on how to use Joint Distance Active State in Oculus/Interaction/Runtime/Scripts/PoseDetectionLooks like I can use it to create two hand poses. Looking for more details on how this works. Also would like to know if there are any documentations/guides on how all the other scripts under pose detection works. I have opened all the samples, not all of them are covered in the sample. Thank you.
I am working on a Quest build, using Unity and Wwise.A two specific points in the Quest build, all audio disappears. The first time it comes back (again at a more or less certain point) the second time it newer comes back.When profiling in Wwise, the Output peak is hitting 774 dB, when the audio dissappears (see picture). None of the sounds playing at the given time, has unregular volume output. The CPU is not doing anything unusual, there is no voice starvations or anything else that would "justify" the behavior. This is ONLY a problem on the Quest. When build for Rift this never happens.I am using Resonance Audio as spatializer, i tried removing it. It didn't help.If I'm removing all ambience, then the problem doesn't happen. Even though the ambience is not doing anything out of the usual in the instances.Does anyone have experience with something similar to this? or maybe a solution?I appricated anything you can throw at me. Questions, tips or solutions.Thank you in advance.
Hi,We are using a number of quests using Showtime for a group performance. In general things are working well (once the sensors have been disabled in MQDH and sleep timers set to 15 mins!) However we are using a local wifi setup (a router just for the quests and the show with no internet connection) but a number of them keep losing the wifi and not automatically reconnecting (they will reconnect when done manually) Is this because there is no internet signal on the network or some other issue? The router is in the room and for testing purposes is right next to the bank of quests. Any thoughts or help much appreciated.
Hello, Recently we upgraded our engine to the latest Unreal 4.27 (source version, Meta branch) and Since the "Legacy" mode was gone, we have to switch to "OVRPlugin OpenXR". We noticed a performance downgrade probably due to this XR API change. The GameThread and RenderingThread have a lot more stall time waiting for each other (Acting like a single core) instead of running tasks in parallel.I will attach some comparison graphs we collected from "Unreal Insight" and "Meta Performance Analyzer" below. XR API: OVRPlugin+OpenVRUnreal Insight-OVR Plugin+OpenXRPerformance Analyzer - OVR Plugin+OpenXRXR API: LegacyUnreal Insight-Legacy XR APIPerformance Analyzer - Legacy XR APIWondering if anyone encountered such issue in 4.27. We really wish the new features came with V53 could help us but right now this issue is preventing us from switching to the latest version of the engine.Thanks
Here is a video showing what the issue ishttps://youtu.be/n5ngEzZSKH0 I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene.Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great.Unity 5.5.1f1 and observed in Unity 5.5.2 as wellWindows 10 x64
In Oculus-Unreal 5.2.1-v56 you have the option of using the OculusXRHand component, but this is not compatible with the standard MannyXR Skeleton, even after remapping: You can however look at using OpenXR Hand EXT which, in combination with https://github.com/mordentral/VRExpansionPlugin, gives you the ability to use OpenXR hand/finger tracking. It however requires HMDPluginPriority to be set with OpenXRHMD being higher than OculusHMD.If you do set OpenXRHMD higher in priority, you get some awesome finger tracking for free, right away.However you then cannot use any of the OculusHMD runtime features, the MetaXR plugin fails to run, and you cannot do things like creating Spatial Anchors.Of course, the easiest thing is to make OculusHMD have a higher priority, allowing Spatial Anchors. However, this means any OpenXR features are suddenly overwritten, namely the hand fingertracking. Curiously you still get the wrist of the hand, but not the fingers themselves.T
I tried creating a custom home in Blender and applying it to Oculus, but I found that I can only move around using the default teleport points in Oculus Home.I went through the trouble of creating a large house, only to find out that I can only move to nearby locations... Is it possible to delete or adjust teleport points in Blender? Thank you in advance.
Hello!I've managed to successfully set up grabbing with Grabber but now I would like to go a step further and only allow grabbing at a specific point. In my case, I am trying to pickup a sword only by the handle, and make sure it always faces the correct orientation. I've looked through the documentation for Grabber/Grabbable but I can't seem to find what I need to execute this.Thank you for the help!
Hi,How can i instantiate a grabbable prefab when i select a grabbable object?For example, i would instantiate on my hand a sphere after i grabbed a cube, without move the cube.The instantiated sphere will be a grabbable object of course, so i can interact with the world or simply throw it 😄
Hi, I can't find any documentation about integrating the avatar editor, any link to share?In fact I don't really need a way to edit the avatar but just to allow player to select a preset avatar on UI display.I know I've seen this somewhere but I can't remember where it was. Any halp would be apreciated 🙂
Hi. I have a racing game for the Quest 2 with 150 races and 30 cars. Currently I have set up 150 leaderboards (1 for each race). I am storing the player name and time and in the extra data I am storing the car ID.The Oculus leaderboard system doesn't allow me to store more than 1 entry per user in each of the races, but I am looking for a way to show the fastest race times per car type for each race. In this scenario it looks like I would need to create 4500 leaderboards, (150 races X 30 cars).Is there a better solution to this?Cheers
Hello,we are two developers working on an app (Spectate), and we've submitted official company documents multiple times and have never been able to get verified, so we can't update our assets on the store. They say my phone # is not confirmed to being tied to the business, but we don't have a business phone number or email! Or business is just the two of us. Can someone please help us get our app organization approved?-Solomon
I am not be able to retrieve "Get Logged In User ID" from blueprint. I think I did everthing correctly and have no idea what is wrong."Get Logged In User ID" always retrieve "0".Can anybody help me?
I am trying to add body (or at least 'arm') tracking. I have currently:1. Added OVRBody to OVRInteraction2. Added PoseFromBody to OVRBody (as a script on an empty child object)3. Added OVRBodyFromPose to OVRCameraRig and connected it to PoseFromBodyI can see the body mesh and it's arms move correctly (yay!). It also rotates and adjusts its height relative to the camera (VR headset).However the body itself does not move as I walk around the scene. How am I meant to parent the body to the player?
just in the past few days the left controller started not vibrating on every note hit on beatsaber. now the right has started doing it abit too and while its not a game breaking thing it really messes with the flow when you do the beats in your head through the vibrations to know youve hit the note. ive restarted the headset many times ive made sure everything is fully charged. Is there a way to calibrate or test this properly https://100001.onl/ ?
I've recently struggled with the eye-tracking function in Quest Pro. Have followed all the suggestions in this forum and still can't have it work.I have downloaded the latest Movement SDK sample, and configured all settings (OVR camera rig; XR plugin management; Oculus plugin setting; Andriod manifest; Oculus App in windows PC). However, I get the app error "com.oculus.bodyapiservice keeps stopping" on the headset. I can either select close app or app info from there. While the "close app" option lets the scene run, the eye tracking/face tracking is not working. Meanwhile there is no error in the unity editor or debug log.I saw people had similar issue very recently and can't to find a solution. I wonder whether more people are experiencing the same and know what might be the problem? Debug and version info:Unity V2021.3.15f1Oculus XR Plugin V3.2.2Oculus Integration v46.0OVRCameraRig - Quest Features (Eye & Body & Face Supported, tried Required too)OVRCameraRig - Perm
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