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Hello together, (using unity 2022.3 and oculus plugin v55 with quest2)I am following the basic oculus tutorials everything worked fine, but now I stuck on "Tutorial - Receive Basic Voice"I ended up with a failure at the point:"Add Response Handler GameObject"When I try to do this, I open up the Undertanding viewer and type "yes" in the utterance, after that I get the array as mentioned in the tutorial. But when I right click and "add response matcher to response handler" I get an "ArgumentException: You can only call GUI functions from inside OnGUI.".The script is created on the Gameobject, but without any content.Is that a bug or what am I missing?Thanks a lot for helping me out!Best regards, Stefan
I represent the team behind the VR game project. I am reaching out to kindly request detailed instructions on how we can transition our game from the Oculus App Lab to the main Oculus Quest Store.Having successfully launched our game on the App Lab 01/06/2023 and witnessed a positive reception from the community, we believe it's the right time to expand our reach and make our game available to a larger audience on the main Oculus Quest Store. Our team is committed to ensuring our game meets the quality standards and guidelines set by Oculus. To that end, we would greatly appreciate it if you could provide us Detailed Application Process and Technical Requirements & Specifications. Regards.
Hi, if I publish an app/game on the Meta Quest Store for Quest 1, Quest 2 and Quest 3, is it possible possible launching the game at custom resolutions for each platforms?For example I want Quest 1 owners launching the game at the native display resolution of 1440 × 1600.I want Quest 2 owners to launch the game at 1,920 by 1,832 pixels per eye rendered resolution (or slightly intermediate one for optimisation).I want Quest 3 owners to launch the game at 2,064 x 2,208 pixels per eye.Wow to setup the game so to have this kind of customisation for the launcher related to the hardware? Possibly with custom render resolutions to choose for each one? And is this the best way to obtain the best resolutions from each hardware? Can we up the graphics (VFX, polygons, particles, light and shadow effects, etc on a recent hardware for example Quest 3 or it would also effect Quest 2 performance and Quest 1?Thx a lot a lot for your attention
How can I display the leaderboard of my own game within the Meta Quest Scoreboard application? I don't want to deal with a new UI. I want to show the table from within the application.
hello , I have recently purchased Oculus meta quest pro and wanted to know how can i interface an external ble device with it. I want to develop app for Oculus which can interact with the external ble device. Thanks in advance !Regards,S
I'm developing a VR game at Unity. Even if I take the headset off and put it back on while testing my game, the position of the glasses happens somewhere else, even though my in-game location values are the same. How can I solve this problem?
Device : Meta Quest Pro device.version : v56Pressing the power button on the headset to enter sleep mode.If you leave the headset idle without any input, it sometimes enters sleep mode.when I exit sleep mode by pressing the power button, there are intermittent issues with the controllers not being recognized. When the controllers aren't recognized, they continue to make slight movements even when I'm holding them still.[1] Disconnecting and reconnecting Wi-Fi sometimes results in the controllers being tracked and recognized again, but this doesn't always work.[2] Holding down the controller's menu button to power it off and then on again sometimes restores proper recognition, but this is not a consistent solution either.What should I do to reconnect when the controllers are not recognized even after trying the methods mentioned earlier?
Please advice the method to keep wifi connection in sleep mode.I am getting Quest 2 display to PC using scrcpy and adb.At the case of using USB cable, there is no issue when Quest 2 is even sleep mode.After disconnect USB cable ,the connection between Quest2 and PC changes to wifi. When detected headset sensor, Quest2 display can be watched by PC. After headset sensor is not detected , spend the sleep time (now 15sec) setted by Quest2 , changed to sleep mode.But when do not connect to USB cable again and spend about 6 minutes, it seems Quest2 disconnects wifi due to long sleep mode.I want to improve this wifi offline issue after about 6 minutes ,because it is difficult to recover unless restart PC software.If Quest2 has the setting to keep wifi connection in sleep mode as Android function, please inform the method.I know the setting of always wifi off by adb for debug and settign of sleep time by Quest2.I would like to satisfy both sleep mode of short time and wifi connection.
Hi,Wondering if anyone has an idea of why (since a firmware update a few months ago) the touch controllers sometimes don't initialize properly on startup. They motion controllers components just track to 0,0,0. The issue can be recovered if the user presses the oculus button and returns to the app, but so far we don't have a software solution to reinitialize them. DR
The branch of UE4 is being abandoned with a series of bugs that were never fixed, bugs that break the proper functioning of the engine. UE5 is clearly aimed at new generation consoles, the performance loss on mobile devices is huge, mainly due to the lack of features such as software occlusion. The lack of fixes and the implementation of new features in UE4 coupled with the loss of performance in UE5 may doom the development of quality Unreal apps for the Quest platform. I opened an issue reporting this: https://github.com/Oculus-VR/UnrealEngine/issues/300 According to Jay from Meta they are discussing about the possibility to release another version of UE4 4.27.2 with fixes.It is important that you as a developer take this opportunity to report the issues you are experiencing with the current UE4 version, as well as suggest improvements. So at least we will have a more reasonable last version to finish our projects...
Hello I was wondering if anyone has any insight on the issue I am currently having. I started with the example ray pointer canvas and am having a very odd rendering issue that I have never seen. Here is what the start button looks like in the scene editor: However, when I run it on the MetaQuest 2 it appears like this in the headset: It is as if the dark part of the sprite no longer renders, but the light blue lines still show with some artifacting around the edges.Has anyone seen this before or possible if some insight as to what me be causing this? I can't find and specific differences between this sprite and the sprites from the example scene.
There seems to be a regression between v55 and v56 regarding the use of group shared memory within compute shaders on Quest 2.Certain compute shaders using group shared memory which used to work in v55 are now failing to link, without any information as to why.08-22 12:21:33.112 15136 15185 E Unity : -------- GLSL link failed, no info log provided.I can get these to link if I significantly reduce the amount of group shared memory used, but in these cases I have to reduce it to the point where it is practically unusable for the collaborative buffer loads I am doing.This leads me to believe that there may have been a change in the maximum amount of group shared memory that is able to be allocated by a compute shader work group. However, as these compute shaders used to work just fine, this appears to be a regression.
I have recently encountered an issue that was not previously happening.When I select a TMP Input Field the Oculus Keyboard appears as desired. However, there are two issues I encounter when attempting to return to my app:1. When I click the enter button, the keyboard close sound plays but the keyboard does not hide and focus does not returned to app2. If I click outside of the keyboard, the keyboard closes and focus resumes in the app, however the state is not correct because if I click on the TMP input field again, the Oculus Keyboard does not appear until I click twice.I was not seeing this issue previously, and I am not sure what change introduced this behavior. I have upgraded the Oculus and XR plugins, as well as updating to Unity 2022.2.16, none of which fixed the issue. Has anyone else seen this behavior? I am running Unity 2022.2.16XR Plugin Management 4.3.3XR Legacy Input Helpers 2.1.10Open XR Plugin 1.7.0Oculus XR Plugin 3.3.0 Thanks,
When I upload an update for my oculus game, oculus sends me an email saying my game has updated. Is there anyway to stop oculus from sending me that email it's getting annoying
I'm facing an issue where hand tracking doesn't work in editor mode, but it functions when running the build through Quest Link.I was working on a Unity project for Quest 2 PCVR and had to switch to a new PC. When I transferred my Unity project to the new PC, hand tracking stopped working in editor mode. However, everything works fine when I run the build through Quest Link.All plugins, assets, and Unity versions remain the same. There are no errors or warnings related to Oculus.windows 10Unity 2022.3.4f1Oculus integration v55.0Oculus XR plugin v4.0.0quest 2 v55
I use Unity 2021.3.20F1 and Oculus Integration V54.I can perform facial tracking and AURA with my face expression.Based on research purposes, I need to store information about facial expression weights.But when I store the information about OVRFACEEXPRESSIONS.TOARAY (), the game will be stuck.Is there any way to allow me to store the information and not stuck?
Does the Oculus Platform SDK do any kind of local caching for things like application or IAP entitlements? Essentially, something that I can store and reuse if the user has no internet access instead of calling GetViewerPurchases? Happy to write my own entitlement caching system (with required encryption to prevent people hacking Unity player prefs), but wanted to double check that this did not already exist in some form.
Hola!I have been searching intensively about this subject, and there's no clear answer or procedure. Please, can somebody with knowledge let us know how to properly set the mic to simply hear the audio once I package my game?I found this thread:Microphone not working on Quest 2 - Development / Audio - Epic Developer Community Forums (unrealeng...And I tried and couldn't make it work. I also found this thread here:Re: How to set up mic input correctly in Unreal? - Meta Community Forums - 850863 (atmeta.com)But no much info...I just want to get the mic input into my game, inside unreal it works very easily, but once it's packed, even if I checked all the Android permissions... it doesn't work Thanks in advance
When uploading my app to Oculus, I receive this message:ERROR:Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml).But I am on SDK 32, in fact its the only SDK I have installed.my gradle.properties:my AndroidManifest.xml:In Unreal, I am targetting SDK 32,and during the build process, it specifically states I am using SDK 32:Is this a bug on the Oculus side?Side loading the app works fine. but can't upload
whenever i go to verification, upload my id, and press submit, most of the time it just pauses for a few seconds and goes back to the first menu that says your account information and the continue button, but the entire screen is darkened and you can’t press anything. if i successfully upload an image of my id, it gets rejected within around 30 minutes, even though it follows all requirements and is very readable. i’ve tried uploading my id multiple times, with different backgrounds and lighting, but they were all rejected. the id i’m using is my passport, as it is the only one i currently have available.
Games submitted by an indie developer won't be approved by App Lab, is this true?
Looking at their roadmap it looks like Compute / mobile devices are currently under development. However, I can't find a definition of what a Compute device is anywhere or whether this covers the Quest 2. Can anyone put this to rest before I waste a bunch of time trying to get it to work? I'm also using 2021.
Hello,I want to apply different post processing effects to each eye in my application for the Meta Quest 2, using Unity.My Unity Version is 2022.3.7f1, and I am using the latest Occulus Integration assets package, 55.0.As suggested in the documentation, I have replaced my main camera with an OVRCameraRig, and succesfully compiled and ran the application.Now, I want to apply different post processing effects to the left eye and the right eye. I have checked the "Use Per Eyes Cameras" checkbox, and applied different solid color backgrounds to LeftEyeAnchor and RightEyeAnchor, but it seems that only one of the backgrounds is used, both when running in unity and when running on the headset.An interesting phenomena is that in the Unity editor, when I change the background color of *either* camera, it changes the background color in both eyes.The cameras' locations seem to be in the correct places.
I was wondering why the oculus team hasn't developed their own unique game which they can use as the face of their product rather than displaying other companies games i believe the oculus company has enough resources to produce their own game unless they don't. To be honest i was eagerly waiting for them to post their games but now it just seems like a disappointment well if you lack a story of how to make the game i can help.
We are a VR software developer. Recently, we purchased some Meta quest pro, trying to connect these devices to our software for our customers touse.The customers need our assistance in remote monitoring and control of the devices, so we need these APinterfaces to provide better serviceSHere are the APinterfaces we would like to askfor help: 1. API for shutting down the device 2. API for restarting the device 3. API for device power display 4、API for the WiFi status 5、API for starting and closing an application
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