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Hi! I'm going to outline my issue with the new Space Setup in my AR project.I noticed that neither the v57 Meta Quest Update blog post nor the release notes mentioned that "Room Setup" was moved from being an experimental feature to a supported one called "Space Setup." Here's Dilmer's video showing Room Setup as an Experimental feature. (This was posted July 13th, so pre v56, but I just wanted to show how it was previously marked as Experimental. v56 also has no note of moving this feature from Experimental - yet it has changed since then)My Unity AR passthrough project uses Unity's AR Foundation's Plane Detection and the data from Space Setup to place objects on top of the generated planes. Example video of my project previously workingUpon the v57 update the Plane Detection in my project stopped working due to (I'm assuming) not receiving the Space Setup data due to some blockage of permissions or improper setup. I re-configured my Space Setup, Cleared Space
We have lost the original keystore file and are unable to upload new versions to the release channels. How do we go about solving this?
I reset my PC and forgot to backup my keystore and I can't figure out how to reset it or get it back. Does anyone know how to get it back from my apk so I can update it or something like that? I might have it backed up on my other PC but the hard drives connecter broke and burnt the connecter to the PC and hard drive so I can't connect anything to it because I previously made it on my old PC and it might have a backup of the keystore.Anything helps!
I am stuck trying to see Unreal Insights for my app which I am developing through the App Lab. I've tried the following 2 guides, but they are so poorly written, I don't know if I am missing some key steps in between.https://developer.oculus.com/blog/get-started-with-unreal-insights-on-the-oculus-quest/https://inu-games.com/2020/01/06/unreal-insights-on-oculus-quest/ So Far, I've connected my Quest 2 through USB. And I have a Beta build installed through App Lab in my Quest 2. I can launch and play my app no issues. Unreal 4.27 Then I set up TCP connections, by opening a Command Prompt and doing this "adb reverse tcp:1980 tcp:1980" and I get a return value of 1980. Next I set up the UE4CommandLine.txt which is under This PC\Quest 2\Internal shared storage\UE4Game\MusicalRange\UE4CommandLine.txt which is a path in the Oculus Quest 2. I have tried various variations of these txt files. I know it is updated in the quest, because I can see the file size chang
hello everyone, I want to make an Android application that run on Oculus Quest 2, the App need to get the key event and headset event. So I want to compile OpenXR SDK to .so file so that my android app can use it. Is that right ?Thank you for your reply.
Trying to get myself Admin verified since I am a sole developer without a 'business'I keep getting errors saying they cannot use my drivers license photo to verify my identity.I tried maybe 10 times with different landscape vs portrait photos.Even tried my marriage license.Now it is just stuck in request under review and I cannot do anything else with it?Is there a support email for this? Or has anyone else had this issue?
I am new to Unity and developing for the Meta Quest 2. I created a simple MR scene with pass-through enabled and an interactable object but encountered 2 issues.1: Passthrough only works in my app for a stationary boundary, when I switch to room-scale boundary I get a black background.2: Every time I open my palm a pop-up stating 'allow connected devices to access files' appears for a few seconds. It cannot be interacted with and disappears on its own after a few seconds. My Quest is not connected to anything, and it is offline.Does anyone have any idea how to get around these?
I developed a VR game in UE5 for Steam with the Valve Index. All packaged and works fine. I bought the Quest 2 to re-develop for Oculus and Android. Packaged and all worked standalone in the headset.I went back into the project to do a bit of tweaking, now the valve Index controllers have stopped working in the editor, even when the oculus is OFF and the Oculus App is not running. I can move them, but not able to use the buttons or thumbsticks.This happened after installing the Quest 2.Any suggestions would be greatly appreciated as this could be 6 months of work destroyed!I even started a new VR project with ONLY the Steam plugin, no oculus stuff anywhere and the valve controllers do not work. There MUST be a conflict somewhere with the Oculus. Any suggestions would be greatly appreciated.ReagrdsSimon
Hi. I'm working with ue5.1.1. Where i can find sdk for 5.1.1I can find only sdk for ue 5.2.1 at https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/
I am working on an app where I want to show the same what we are seeing on another screen (GameObject inside the VR Scene). How Can I do it? Is this even possible?In the worst case, Even If I am able to access the camera feed it will work. I can just show the camera feed on another screen (GameObject inside the VR Scene).I am using Quest Pro.Thanks In advance!!
Why does the Unity Oculus Plugin not support 2FA/Device Confirmation codes on sign in through Oculus > Platform > Settings under Standalone platform > User Credentials.When signing in first time, it won't allow sign in until the device confirmation code is used which is done through logging in via web browser. The Unity plugin's login form has no handling of 2FA / Device Confirmation codes and will just say user credentials are invalid instead.
Building/Contents/PlugIns/AudioPluginOculusSpatializer.bundle/Contents/Info.plist failed with output:System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1.at System.Xml.XmlTextReaderImpl.Throw(Exception e)at System.Xml.XmlTextReaderImpl.Throw(String res, String arg)at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace()at System.Xml.XmlTextReaderImpl.ParseDocumentContent()at System.Xml.XmlTextReaderImpl.Read()at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options)at System.Xml.Linq.XDocument.Load(XmlReader reader)at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePat
It took me awhile to figure out why everything in my project looked sort of flat in the rift, while other people's demos really popped out at you. I had made a noob mistake and built my scene in Unity using centimetres instead of metres. Now, while everything looked to scale, the trouble was when Unity fetched my ipd it was 100 times too small. This effectively gave a zero IPD, so the left and right eye images were identical. Rather than rescaling my entire scene I just added a fudge factor to the camera controller script. If anyone else does something similarly stupid, like using inches or feet, here's how to easily fix it.Edit the OVRCameraController.cs script. In void UpdateCameras add a multiplier factor to the eye position offset (in my case 100): float distOffset = 0.5f + (LensOffsetLeft * 0.5f); float perspOffset = LensOffsetLeft; float eyePositionOffset = -IPD * 100 * 0.5f; ConfigureCamera(ref CameraLeft, distOffset, perspOffset, eyePositionOffs
Every time I try to upload my game to the dev hub I just get this error. I only have arm64 checked in the player settings though.
Hello,I'm developing my App Lab game with Unity, and am rather concerned about Unity's proposed changes, especially as my app is free to download with IAPs. It means I have quite a high install volume, and relatively low ARPU. In the worst case, my app could incur more fees from Unity than it makes through IAP revenue. (I expect Gorilla Tag are facing a similar problem.)Does Meta have a response to this yet, and are there any plans in place for how the fees will be deducted? Unity says that charges will be taken from "the distributor" which I would presume is Meta. Would it be deducted from our revenue? Or would Unity come knocking on our doors?I hope Unity reverses course on this, but if not, I will be switching to Unreal for future VR development, so I hope Meta would also prioritise development tools for that engine if there is an exodus.
On the publication requirements page, it refers to the Unity setup page for the engine & Quest SDK version requirements. There is no reference to a required SDK version on that page. For Unity version, it says that the minimum is 2021 LTS for Quest development, but right after that it only states that it is highly recommended. Because of that wording, I kind of assume 2021 is minimum if you use the latest SDK. Obviously you can still do Quest development with earlier SDKs and Unity versions.Is there actually a minimum required Unity/SDK version to publish?
Hello, Im trying to get the Meta XR Simulator(https://developer.oculus.com/documentation/unity/tools-meta-xr-sim/?intern_source=devblog&intern_content=boost-iteration-efficiency-meta-xr-simulator-experimental) up and running but it crashes as soon as I try and launch it. From the Oculus SDK I am trying to launch the Cubes scene with no luck.Im using Unity version 2022.3.5f1 along with the latest versions of the Oculus XR Plugin and OpenXR Plugins. Regardless of which Plugin provider I use(Oculus or OpenXR), the tool crashes Unity as soon as it starts. Is there anything I might have missed setting up in order to get this simulator working? Any help would be much appreciated.
With the introduction of Unity Per Install Fees, I'm wondering what impact this will have on Meta/Oculus. Will we see Meta switch internal projects to Unreal?Will we see Meta dev tool support focus switch from Unity to Unreal?The news blows my mind. I can't believe they would do such a thing. If I had picked Unity instead of Unreal my F2P project would no longer be viable.
Hi,I'm currently working on an app for Meta Quest 2. During the tests for the VRCs I have some problems with a) testing the app sharing feature and b) testing my implementation of achievements.My project setup: Unity 2021.3.9f1, Oculus Integration 53.1, Oculus XR Plugin 3.0.2, XR Plugin Management 4.2.0For the achievement system I am using an implementation that is already working on a PC version on Oculus store but when I adapted it to run on Android I can't get behind the request to get the logged in user and therefore the achievements aren't working. I'm testing with my developer account logged in on MQDH and the device. Do I need special testing accounts for that? Also I'm sideloading the app via MQDH - do I need to upload it to a alpha/beta/App Lab channel in order to get the user login right?How does the app sharing work? I was trying to start my app with different users but only the primary user can see and start the sideloaded game. Secondary users need to download a uploaded v
My quest for the past two days will turn on show the logo and turn right back off I have no idea how to fix it I’ve factory reset still nothing
Hi everyone, I am a market researcher from Unity and we are looking to conduct a study for those who use Oculus Dev Hub professionally (where one makes an income, for a company etc.. rather than as a hobby). Our research study aims to use feedback to get insights from customers who use this software. We’ll use your input to inform product decisions for upcoming development. If eligible, you would partake in a 30 minute informal conversation, where Unity will compensate you with a $50 USD gift card from Amazon. As a first step, we’d like to ask you to complete the short questionnaire linked below to help us get a better understanding of your background with these products. If your experience meets our criteria, we’ll reach out to schedule time for a discussion with our team. Here is the survey: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_bBCsIDBQ735biXY Thank you so much!
From a PC perspective, DisplayPort 1.4 seems to have the best transfer rates, would the connection not fit in the headset, or too much code to load to utilise the PC power (CPU/GFX etc)? I feel there is quite a big market there for average PCs like mine to use headsets, for instance Half Life Alyx is pretty awesome graphically, even on the headset, or project cars - loads of PC games, also with the displayport I could turn off my monitor to save it being calculated on both screens and can run the line straight out my gfx card. Dunno if anyone knows a workaround for this? USB3 maxes out about 1.2ish yet DP is 35ish gbps. Seems a logical thing to utilise if meta wishes to increase global markets. 3D gaming is the way forward.Apologies if this isn't strictly a developer topic. I will get coding soon x
Hello, does anyone know hot to get the Debugger working with unreal projects? I am following this guide:https://developer.oculus.com/documentation/tools/tools-oculus-debugger/ And I can't seem to figure out what they mean by UE4/Projects directory "2. Make sure your code project is located under the UE4/Projects directory. Blueprints-only projects are not supported." I tried putting the project in the "user/Documents/Unreal Projects" directory and also tried adding a Projects directory to the unreal root directory. Neither of which worked. My project does not get listed like mentioned in the guide. Did anyone manage to get it working?
I'm on the latest oculus branch of ue427, have enabled ASW in the rendering settings and I'm using Oculus Developer Hub to see ASW frames and they come out to 0. I've also enabled experimental features (which is in the wrong place in the plugin because it mentions options below it and there are none below it)
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