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it says invalid routing number when inputting depositing bank info. can someone explain this or tell me the format to put my transit number and stuff in? im in canada.
I have been running into this problem for every app I have tried to submit:"The app runs noticeably lower than 60 frames per second on supported devices."Is there any way in Unity3D to prevent this? Or does anybody know any way that has worked for them? This is the only thing that has held back my apps from getting approved.
The 47.0 Release Notes (Meta Quest release notes | Meta Store) mentioned a new experimental feature they called "Background Audio Playback". I've been looking forward to a feature like this and I am very excited to see it being worked on.I'm posting here in the Unreal VR forum because what I REALLY want to see next is for UE4 in the Oculus branch to enable music visualizations from the audio data being streamed. It would enable an entire genre of music visualization apps that can be powered be all of the streaming audio sources that people can play in the background.I would personally use this in my project so that the user can listen to their music how they want to while playing my game and still have my game's visuals react to the music of your choice.If you think this is important feature that you'd like for your project, consider replying to show your support. Thanks!
I,ve tried sideloading via usb and adb fails at 47% every time. It will not find updates within the settings in the quest app.Im using v30 full. Had the same problems with v43. I cannot use this basically new device because it cannot update at allany help appreciated. there was a provisioning page but thats gone. https://developer.oculus.com/manage/tools/device-provision/also saw to edit a provision file to extend sleep so it doesnt time out. I cannot find that.any help appreciated, it was a developer kit from years ago and Im trying to gift it to a friend but its worthless as isthanks
Has anyone gotten that combination of things to work? Overlay works just fine with URP, so I'm assuming it's my attempts to punch out a hole that are failing. I'm assuming Oculus' shader doesn't work with URP, as it renders pink in the preview -- but hey, maybe I'm wrong.I've tried updating it to URP, and I've tried using a URP/Transparent shader, as I believe it's basically the same thing. I've tried using Render Object on the Universal Render Asset to ensure that we render at the proper time to punch a hole. I set my Quad object to be on the Layer for the Render Object's LayerMask, and set the event to be After Rendering Opaques, and to override Depth, Write Depth, and Depth Test Greater. That should result in it render my quad over anything that might be in the way... right? I also tried Depth Test Always -- which should really always render my transparent thing and write it's depth.But nothing every shows up on my Quest 2 when I'm set to Und
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I am developing a project on Unity, which requires me to implement Eye Tracking.I was able to implement Eye Tracking using two different methods Oculus Integration SDK (Movement SDK) and XR Interaction Toolkit.But I am not able to figure out how to extract the Eye Tracking Data (like: Blink Rate, Saccade Values, and Fixation) using any of the method mentioned above.Kindly help me to figure out how to extract Eye Tracking Data.
I'm using MS whiteboard in Unity VR application. I want to upload an image(screenshot) from oculus local storage. Right now I'm able to open the gallery and select the image. But I'm not able to go back to my Unity Application. I can only see a black screen.Unity Version: 2021.3.23f1Oculus Integration Kit: 55.0.0Device: Oculus Quest 2MS Whiteboard link: https://whiteboard.office.com/
Can somebody show me how to remove this from the manifest?Please remove all unnecessary permissions. If any of the following permissions are required, please explain in detail why the app requires them in order to function: android.permission.RECORD_AUDIO I don't see this on the manifest to remove.
The website states that setup requires 2FA OR credit card (not both):I have set up the 2FA, so when I click on it it states it is set up:I have tried to logout and login, incognito mode, but whenever I login, it brings me to the first screenshot page.How do I even log a call to support to investigate it.Thanks for any help anyone can provide.
Hello,I have the issue that when I invite external people to my Meta Quest 2 App through the Alpha, Beta or RC Channel, they can not access the build.They always receive the invite and can accept it, and the app will be shown in their Preview App. However, they can not install it through their App Library, and they can not access the Meta Store page of my app (it is saying "Whooops... Something went wrong".Throwing them out of the User list for the Release Channel and reinviting them usually solves the issue, but it is a blocker and a nuisance to people and some of them may not be able to look at my build, so I really need this fixed. Any ideas / workarounds that don't require resending the invite?Thank you!
Hi guys,I note there was a new "Oculus Integration" release (v56) on the Unity Asset Store. However there was no equivalent release of the "Oculus XR Plugin". That plugin is still at v4.0.0 from May 2023. The release notes say "updated Oculus plugins to v51" so it's already several versions behind.Will "Oculus XR Plugin" ever be updated? Should I switch to "Oculus Integration"? What is the recommended way to develop for Quest using Unity?Regards,Richard.
Hello everyone!TLDR: I am not a programmer! I am hoping to chat with someone about creating a tracked "keyboard" and ask how difficult it is to do.I am a Lighting Designer. One way I wish to use VR is to pre-vis my shows. The workflow I am imagining is using Immersed or other similar programs to have huge screens showing my virtual environment while I listen to music and program my lighting shows. The issue is I can't see my lighting console in VR/AR space. Since I can see my tracked keyboard, I was thinking it should be possible to track the lighting console too. So, anyone know how to do that or how hard it is? Thanks!Bobby
Link to documentationhttps://developer.oculus.com/documentation/web/web-tasks/Source codeIntent intent = new Intent("com.oculus.vrshell.intent.action.LAUNCH"); intent.setPackage("com.oculus.vrshell"); intent.putExtra("uri", "ovrweb://webtask?uri=" + Uri.encode(url)); intent.putExtra("intent_data", Uri.parse("systemux://browser")); mContext.sendBroadcast(intent);DescriptionUp until recently, my app would successfully use a web task to authenticate users. However now I am unable to open a web task using the same build and apk. I have made no change to my app, so a working feature appears to have broken due to an update with the quest. This occurs on at least both the Meta Quest Pro and Meta Quest 2.Expected Behavior:Quest browser window opens from the web task and I redirect back with oauth credentialsActual Behavior:No Browser window opens.Attempted Solutions:I've tried restarting the Oculus Quest, re-installing the app, and checking for updates, but the issue persists. Has anyone
Every time I install Oculus Integration version 56, on Unity 2022.3.8f1, it installs without errors. Then on restart it crashes Unity just as I press the yes, or no, or exit, the question about gathering telemetry.Only once was I able to catch it in visual studio stack trace, and it was in the telemetry code.I backed up to version 55, and things work.I have searched the web for techniques to debug the unity startup, but nothing works. I it did I could provide more information.
Like the title says. I'd like to use the basic avatar models and a few other features but use different rigs and facial animations, I would also do this so I could support other headsets outside of the quest ecosystem.
My meta quest 2 controllers are all beat up and I was wanting to upgrade my meta quest 2 controllers to the meta quest pro controllers.
I have a Developer's account "verified" with my ID and business name. I have developer's mode turned on, in the Quest app and the quest 2. Yet the "unknown sources" tab is gone after v56 installed and therefore I cannot test/run any non library software. My apps are installed because I can see it them in the files app. but no way of executing/running it. Has anyone solved this? How to turn on the "unknown sources" tab under the app library.I have been asking for help for a couple of weeks, but I keep getting the wrong tech support answering my enquiries asking me to contact developer's support.
I'm working on a 3D image/video solution so I'm using the 'per eye camera' option in the OVR Camera Rig in Unity. I noticed that if I toggle this setting on and off, the scale of the world is radically affected. With the per eye camera setting off, the eye separation appears correct, but when I switch it on, it seems to jump. I don't seem to have any control over this and so it is completely breaking my project. I'm using Unity 2019.3.2.f1 on OVR 1.42.0. This issue occurs when using Oculus Link on the quest from the editor and also in the Quest build.
I'm developing a simulation in the Quest 2 using Unity and would like to access the boundary coordinates. In the past, there was a GetGeometry option but it appears to have been deprecated. Can anyone point me in the right direction here?
When adding payment information, the first 3 steps are fine, entering company information etc, but when I get to the last step of entering the bank information, the page have a button to enter bank information manually, when I click it, I get an error saying “We're having trouble updating your payment information. Please try again later or contact support for assistance.”I contacted support on the 10th, it is now the 16th, and there is still no solution so far. I got the message with generic information, then the message saying it is a problem with my browser, and now after describing the problem in more detail, I am waiting for an answer. Is there any way to escalate this issue and get this bug fixed quickly?
I added the OVRController prefab to my project but on Quest 2 it always shows the controllers for te Quest.Thi is because OVRPlugin.GetSystemHeadsetType() always returns Oculus quest even if I'm using Oculus Quest 2.I'm working with the latest version of th Oculus Integration.Does anyone have the same problem?
Have been navigating this issue for quite some time wanted to know if other devs are encountering it as well.- Alpha Channel invites to testers sent, testers never receive email invite - Even if testers receive invites and accept them, preview app fails to show up on their devices- Adding to developer org and then subscribing testers works sometimes, sometimes does not workThere seems to be a lot of inconsistency with these services, or am I the only one still facing this. Perhaps I am missing out on something. I even went ahead and ensured dev mode is enabled on every device (in the case that alpha channel builds require dev mode although I doubt they do).Any Insight would be appreciated!
HelloEveryone, I'm using Rift S., When Connected to the PC and when I open UE 5.0 project files not able to get a preview, but when I open UE 4.27 project files it shows a VR preview. What's the issue I don't exactly.and my Oculus app in the setting I'm not able to set can't set Oculus as active openxr runtime, when I click on set as Oculus nothing will show neither it is turned on or off.Kindly need help
I have a desktop PC with hardware that meets all the necessary requirements for the Meta Quest 2 viewer (Intel i7-13400F, dedicated GPU, 32GB RAM, Windows 10), or almost since I have a GPU-Nvidia RTX 4070 and I would need it to make games on Unity and test them while working in real time. THE PROBLEM IS THIS: Opening the default project in Unity already with the correct settings and configured for VR (I checked that they are correct because they work on another pc) I get a bug error connected to the Oculus Link, which I can't to debug/delete and therefore does not allow me to use the Oculus Quest correctly when I press play to start the game. To be exact when I press play I can't manage my avatar in the game and I normally view the game from desktop simply as a stream.. this doesn't allow me to turn around, move or interact in the game itself, moreover when I connect the Quest Link (both with cable or wireless) I get this message: "Your computer does not meet the updated minimum requir
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