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My first idea was use the depht data from the quest 2 but i can't found information about use of that data i think that the data is restringed for developers, is possible acces to obstacle data from the device? or i need to process images with OpenCV like api
We have developed an app that we have shared on a BUSINESS Release Channel with an institution with Oculus for Business headsets. The problem is when they try to run the app, it immediately takes them to the library. On our Oculus Quest 2 headsets it runs fine.I know Oculus for Business headsets are no longer available and that the last update for them was version 29.0, which was released a while ago, so I’m guessing that might be part of the problem.We have tried making a build with Minimum Android API Level set to something low like Android 6.0 (API Level 23), but that still doesn't work. We can’t set Target API any lower than API Level 29, since Meta requires submitted apps to target API Level 29.Is anyone familiar with this issue and know a solution? We are working in Unity, by the way.Thanks
Hello, i need help. Wondering if we can "remote" start a video on the meta quest 2? Can anybody help? Thx
In-house Quest 2 headsets started getting this error ("Multiple Devices Can't Access This App at the Same Time") as soon as they got the new firmware today, whenever more than one person (logged into the same developer account on multiple Quests) launched the application at the same time. This hasn't been an issue for us in the past. I assume there's some permission flag we need to set to allow this, but I'm struggling to find it. Does anyone have any guidance? Thanks!-Eric
Hello, we are developing a singing game and using the built-in Quest 2 Microphone.In our game you try to hit certain tones and receive feedback how to adjust your voice to reach a certain frequency.We realized that the moment the user reaches a stable frequency that input gets filtered by the headset (which we think is the noise reduction at work?) I understand that this behavior probably makes sense for voice chat applications (as stable frequencies most likely are noise that need to be filtered so spoken voice can be heard) however for us that is a big issue as stable frequencies are exactly what we need to player to input through the microphone in the form of singing.Is there any ways to disable the noise filtering? Any other suggestions how we could solve this issue?We are using Unity's built-in way of receiving the microphone input through an audio source. Any help appreciated greatly!Warmly,Christian
Alguém pode me ajudar, o óculos ficou em tela preta enquanto eu criava o meu avatar, já tentei reiniciar e mesmo assim ainda não voltou, o que eu posso fazer pra reiniciar ele ou voltar ao normal?
I'm trying to allow my Oculus Quest app to switch from VR mode to 2D mode or vice versaI'm using Unity.This can be done on Cardboard/Daydream like this by switchin XR modes:https://developers.google.com/vr/develop/unity/guides/hybrid-appsIs it possible with the Quest?
Hello,I am having an issue where I cannot track whether or not a headset is put on or off. The Input system userPresence action does not fire and the OpenXRFeature OnSessionBegin function never gets called when on standalone Quest 2. This works fine when in rift mode.Does anyone have a good way to track user presence? Let me know if I should add any more informationThanks
I released my game ASTROROXX yesterday on app lab and I´m surprised that I cannot see ´any´ statistisc on whether or not the game has been sold or not. I start getting reviews, so I´d assume that someone bought the game, but there is not info visible about whether or not it has been sold. I am deeply disappointed that this is not available and that the dashboard has set a limit to show only data when 100 units or more have been sold. Why is that ?To me it doesn´t make sense technically, so why would Oculus not want to show sales data to developers ? I think Oculus is making developers life really hard. I´ve spent about a year on this game, spent over $15.000 on the development and now that it´s out (after waiting 6 weeks for approval) I can´t even see whether or not it may be sold or not doesn´t make sense to me at all. Oculus staff, please ?
Hello everyone, Thank you all for your reports and your patience on this issue! In regards to developers being unable to enable Developer Mode in the Oculus app, a new update has been pushed to fix the issue. Please update your Oculus app to the latest version (as of the date of this post) and try enabling Developer Mode once more. Update 11/8: The fix pushed to the latest App Update does not seem to have fixed the issue for all developers. At this time we are re-opening the issue and will update this post as well as this forum thread with any relevant details. In the meantime, many of our awesome developers have shared that verifying using a Credit Card allowed the Developer Mode option to appear. Update 11/15: We have received reports that this issue has been fixed for most developers experiencing this issue. Please log out and log back into your Oculus app and try enabling Developer Mode once more. If you still experience the same issue, please
hi, I'm using trying to get a rift build uploaded using the ovr-platform-util.The error message mentions something about OAuthException which seems to indicate an authentification issue.it should also be noted that the tool is run in a windows docker container.I'm unable to post the full log here but it contains the following error."log_level": "ERROR","event_name": "API_ERROR","stack_trace": "at Object._log ([eval]:1:7485)\nat Object.error ([eval]:1:5839)\nat Object.genRequest ([eval]:1:86766)\nat <anonymous>\nat process._tickCallback (internal/process/next_tick.js:189:7)",\"response\":{\"error\":{\"message\":\"An unknown error has occurred.\",\"type\":\"OAuthException\",\"code\":1,\"fbtrace_id\":\"AdokbVWR6-XOTmNCekeHuY4\"}},\"options\":{\"method\":\"POST\",\"url\":\"https://graph.oculus.com/segmented_binary_upload_submit\",CLI version: 1.67.0.000001Best regards, Stan
Hi all!I'm attempting to learn VR for UE5. Compared to Unity, I'm having a hard time finding resources to learn from.What did you do to learn VR for UE5? Could you please share any valuable resources/classes? Thanks in advance!-Chase
Dear meta,I'm a YouTube creator with 1 million followers and hundreds of millions of video views, and I have monetized on YouTube for 11 years now. Yet, I can't monetize my FB page with original content cooked, filmed and edited by me with music licenses.All because your automated system dismisses me!There is no way for me to plead my case against your evil bot system. For example, a second review of my content didn't let me write anything to explain what I do. It just let me press one button and wait to get rejected again.This is unacceptable I am not unoriginal content as your automated system flagged me!This is my YouTube channel: https://www.youtube.com/channel/UCosny7dI3LVZE-GWR1RKxsgThis is my Facebook page: https://www.facebook.com/MakeSushi1Please have someone approve me for In-stream ads. If there are other videos on facebook of my content, it is because people copied me!Also, I understand you can't have every FB user talking to FB company but creators looking to get monetized
Im trying to upload my first game on the app lab and I get this message API_ERROR without any explanation. If you have a solution please help me.
Hello friends, I'm developing an application for the Quest 2. I used to be able to see the Oculus Quest 2 in the list of available devices to build and run my application in Unity but after updating to v38 that is no longer the case. I also might note that I haven't tried this in a while so it might not just be the update's fault. The strange thing is that my Oculus app on my computer says the Quest 2 is connected. I can see it in the file explorer, it even prompts me if I want to allow USB debugging in the Quest 2. Of course developer mode is enabled as well. But then when I go to Unity I can't see it in the list of available devices anymore! Any ideas as to what might be wrong/what I can do? My computer isn't strong enough to support link but I can still build the apps for it. Please help. Thanks!
So support recently told me that I should try to factory reset my quest 2 because it’s very slow doesn’t have enough memory for any worlds in vrc so I’m gonna factory reset it and I’d like to save my the walking dead progress on my pc and move it my quest later if that’s possible I’d like to save my progress from both 1 and 2 and all my photos how do I do this if possible?
Hi,After upgrading to v56, my app no longer worked. We found the issue was due to single pass rendering. We switched back to multi-pass and the app works again. However, we give up performance. Any suggestions on how I can get single pass working with v56?Thanks!
would love to see a future interest in developing backwards compatibility between headsets i owned a rift and rift s before and upgraded to a quest 2 but none of the rift games are compatible with the quest. in order to play those same games i would have to re purchase them, which would be way easier with a exchange program or a way to convert old purchases into the newer version as technology evolves almost everything gets out dated
Please make Adobe Medium available on the Meta Quest Pro. It's available on the Quest 2 - it should be available on the Pro! There isn't a tool quite like it. As a 'pro' model, you would expect access to more apps, not less.
Hello,I am trying to connect to a Bluetooth device on the Quest 2 through my Unity application. Whenever I launch the application I get a debug error message of not having the required Bluetooth permission. I have made sure that I include these permissions in the manifest, however it seems to not prompt for access. Is there a work around to allow Bluetooth permissions on the Quest 2?Thanks,Tim
And how can I switch between controllers and Hand Tracking by pressing a key? Is there such a function? And one more question, how can I enable pass-through cameras on the oculus?
Hello community, I'm wonder for know how to do complex interactions as manipulate an industrial lever for Virtual Reality applications, my project was setted using Oculus Integration but when I grab an object with my virtual hand the behaviour is weird because this hand is similar to one god hand, Can you help me please? I'm really interested in this area so I wanna improve so much my skills.
Hello,I've been developing an app at work for PCVR, we're using Quest Pros and extremely high end PCs with one router that has four WiFi bands, hardware is not an issue here, all new and a bit of an overkill performance-wise.The problems we're having are crashes and stability of tracking when in link, the headsets repeatedly reset and adjust their position as if pressing recenter. We were using spatial anchors before but that can no longer be utilized as they cause our app AND oculus desktop app to crash. We're building on Unreal Engine 5.2 with developer features turned on so we can use hand tracking and anchors on PC.We tested for what could cause the crashes and found out that it is Quest system version, even with the newest plugin in Unreal the app runs smoothly on v55 but still stashes on v56 and v57. Is this a known issue or are we the first to encounter it?Any help with solving the crashes would be appreciated, we had to code our own provisional spatial anchors for now but
Hello, I was wondering if there is an event that triggers with unity when oculus takes a screenshot or records a video? I want to play some in-game fanfare when it happens and don't need anything to do with the picture or video itself. Thanks in advance
Hello. I want to create a window with a material that uses Passthrough following the documentation, but I can’t find the material that the documentation says “PokeAHoleMaterial”. I am using 5.1.https://developer.oculus.com/documentation/unreal/unreal-customize-passthrough-passthrough-windows/
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