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Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs in the unity editor and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bugs and testing. Any ideas on what the problem is? I'm on unity version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utilities 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Integration 56.0. I know that before hand my hand's weren't tracking and I updated or fixed something on unity oculus project set up tool thinking it would fix it but then it wouldn't display to my headset. I tried to reverse it but I dosn't work.
Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs in the unity editor and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bugs and testing. Any ideas on what the problem is? I'm on unity version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utilities 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Integration 56.0. I know that before hand my hand's weren't tracking and I updated or fixed something on unity oculus project set up tool thinking it would fix it but then it wouldn't display to my headset. I tried to reverse it but I dosn't work. Please help as this is making
When I try and upload my apk to the store I get the following error:* APK install location should be `auto` (android:installLocation in AndroidManifest.xml). See documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/I set the install location to automatic in the unity project settings. I have also set android:installLocation to auto in my custom androidmanifest.xml file. This is using unity 2022.2.0f1
Hello everybody, I would like to program my oculus for an exhibition. I did a VR 360 video that I wanna show to my audience trough an oculus meta quest 2. The best way to do it for me is when people put the headset on the video start and when they remove it the video stop and wait to start again with some else. No need to use any controller or to get into any menu or whatever. Anyone to help me with that? Thanks you so much
Automatic app updates are a PITA, especially for people who have a lot of apps and games installed, and not a lot of bandwidth.We don't want GBs of data being transferred on games that we don't play that much anymore. Like, an app might update itself 5-6 times even though we haven't played it in this time, when we could just update it manually before we play.I mean, if I have 50 games, at 2GB each, and they all update 6 times while I'm playing different games, that's 600GB of bandwidth wasted.Please bring back manual updates, or at least give us the option to choose between auto and manual.Or at least give us an option to turn off automatic updates for individual apps and games..
Our app release got stuck in a strange state where:- We have an initially approved app for release - that cannot be scheduled for release earlier than two weeks (not sure why?)- Have an updated App Submission with new release scheduled for "immediate release," - but that has been probably blocked by the scheduled release of the initial version.Is there any way to un-block this and release the app immediately?App ID is 10038131272867316.
We have been using Unity 2022.3 LTS version and recently updated our Oculus Unity Integration asset to v55 SDK and found that button inputs of Quest2 controllers(through Link cable) are not getting detected in the Editor. In the build they are working fine.In Editor, all the hovering events are also working but the button press actions are not getting triggered.Have been using the XRPluginManagement, XR Interactions Toolkit and selected the OpenXR loader in Windows Tab and Oculus loader in Android Tab.In commit prior to updating to v55 Oculus SDK, in editor also button press actions are getting triggered. But after updating it to v55 SDK, they stopped to work in editor. Am I missing any?
i have i problem with texture in URP material its render a glitch like broken glass , how fix it?im used quest 2 vr , unity 2021.3.19f1 >> help*
i have i problem with texture in URP material its render a glitch like broken glass , how fix it?im used quest 2 vr , unity 2021.3.19f1 >> help*
I need a good app developer to help with a app
Hi!I'm working on a Gear VR app in Unity3D that is using a bluetooth mouse as input device to play Shadow Fight 3 Mod. Unfortunately, as soon as you move the mouse, the 2D android mouse cursor comes up, which is doing nothing good in VR, of course. Is there any way to hide it? (No, "Cursor.visible = false" does not work on Android.)Best Regards,
Hey all,I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached).I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package.Please let me know if there's any ideas or information that can be shared to help me.
Hi everyone - I am trying to use the Oculus leaderboards API in my app 'Dungeon of Nekros'. I am using Unity 2019.4.28f1 and the Oculus XR Plugin v1.5.1. The call to entitlement check keeps failing when in Unity and also when in the standalone app. The Oculus Platform Settings is not letting me enter my credentials for some reason - not sure if it's because I'm in an older version of Unity and it's only compatible with a new version. Please advise on potential solutions. Thanks! Jim ** I am using the following code - using Oculus.Platform; ... void Awake() { Core.LogMessages = true; Core.Initialize(myAppID); if (Core.IsInitialized() == true) { checkEntitlement(); }} void checkEntitlement() { Entitlements.IsUserEntitledToApplication().OnComplete( (Message msg) => {if (msg.IsError) { // User is NOT entitled. Debug.Log("LeaderboardManager -> Error: User not entitled -> " + msg.GetError().Message);}else { // User IS entitled Debug.Log("LeaderboardManager -> Success: U
It seems that Quest 2 software v56 has a conflict with single pass rendering. I had to revert back to multi-pass to make my app work again. However, we give up performance in doing so. Single Pass was working fine with version 55. Any suggestions on what could be done to have it single pass compatible with v56?
Unity 2022.3.3.Android build installed on deviceAt the beginning of the app while I still haven't touched controllers, the method returns None. Whatever controller I take in my hand this method returns Touch, and there is condition in OVRInput script that explains if both controllers are connected and one is active it will set activity to Touch (kinda stupid but ok).Now, the interesting part. Taking out the batteries of both controller and being notified by Oculus that they are disconnected, this method is still returning Touch.The initial idea is to hide inactive controller that, for example, lays on my table while I have another one in my hand. The controllers rendering on scene come from Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input namespace, OculusXRSDKTouchController.cs script. There is nothing in my unity scene to create a reference and set activity to true/false.If there is someone who had experience with any of this, all help is appreaciated.
Hi,I just uploaded a build onto App Lab and in the automatic testing results it showed "MALWARE_FOUND" under the Malware review test sections. But it didn't show any more information in regards of which part of the build is causing this, unlike some other warnings shown in the Security Vulnerability Review Test. How can I find more information regarding this so that I can fix any problem with the build? Thanks!
I have an AppLab release currently in Production with some DLCs attached to it (all marked as Free) and they can be downloaded within the App itself. I have just added two more DLCs with min-version-code set the my current Production release. The addins were released in the Platform Services -> Add-ons page and assets were uploaded using the ovr-platform-tools.When I go to the build page (that is on AppLab Prod) the newly added Addons are listed but I can not edit their price or the Required option. When the price is not set, it is impossible to download the addin programmatically within our App. The "Edit" button is simply grayed out. How can I simply add new DLCs to an existing Production release?
My app was working fine until I updated to the latest Quest 2 headset software. I have the same issue with 3 other headsets after I updated to the latest software. When I attempt to launch the app I developed, it goes black and then bounces me back to oculus lobby or it asks to reset the boundary. I have four headsets and they all have the same issue after updating. My app was working fine and only stopped working after the headset software update.I've done the following to no avail1) Factory reset on one headset (i have issue with the 4 headsets I've updated). That hasn't resolved it. 2) I've tried at my home and at a co-working location 3) I've uninstalled and reinstalled my app. 4) I've signed off of wifi and signed back in.Another developer I contacted also has the same issue. Does anyone come across this and was able to resolve?
Hello ! I'd like to ask if anyone of you guys know of a way to support the Oculus Audio Spatializer plugin with DOTS / ECS ? Something like adding a authoring component to an object that will run a baker and convert an ONSP Audio Source into an entity component ? This is what I'm imagining but I'm not sure if this would be the pipeline to follow or if there's another solution for this already. Thanks beforehand for your help
I've enabled USB Debugging but that is not enough for Unity or Developer Hub to recognize the Quest.
Hey there. I've split my project into a 79mb APK/ 2.6gb OBB file. And have uploaded both files via both the inbuilt unity publishing tool and the Meta Quest Dev hub.I definitely include the .obb file during both processes, as the file space estimate adjusts accordingly, but when I go to load the app up after it's installed I receive an infinite load screen.I can then see within my quest 2 that there's no corresponding .obb file. In fact, I can manually paste the .obb file into this folder and it'll result in the app running as intended. I don't suppose anyone has any idea how to resolve this issue? Thank you.
I am developing a vr game which trying to use the facial expression value to define whether the user pass or not.But I am stucking on how to get target data (e.g. Lip_Corner_Puller_L) as the value.Is there anyone know how to have the data??
Since we upgraded our build to Android 32 our attempts to switch from one app to another fail. We are using the same code and settings as we did in 29. Existing apps built against 29 still work and can launch API 32 apps, but our API 32 apps just do nothing. There doesn't seem to be any errors or information in the ADB logcat logs.Anyone got app-to-app launching in 32? Did you have to change/fix anything? DR
Hello everyone, excuse me. I would like to ask since the target SDK requirements for publishing applications have changed to a minimum of 32, but both my Oculus Quest 2 and Oculus Quest pro must be installed in the APK of target SDK 30. Oculus Quest cannot be installed when the target SDK is 32. Has anyone encountered the same problem? The environment I developed is version 4.26.2 of Unreal Engine4 In addition, I would like to ask if there is a way to contact Meta's customer service? It doesn't matter whether it is a mailbox or a phone!
Assets\Oculus\Platform\Samples\RichPresenceSample\Scripts\RichPresenceSample.cs(111,13): error CS1061: 'RichPresenceOptions' does not contain a definition for 'SetApiName'The solution is to delete the samples folder, but this is not my code so why is it broken?Unity 2022.3.4f1
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