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Hi, I'm keep getting erro below while using hand trackingLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7068 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:328) I've tried both 5.1, 5.2 neither work. any tip?
I built this 360 website and have VR enabled. When I try to access it from my Oculus device, I can only view it as a webpage, like on my PC. Is there a step that I am missing? https://bit.ly/3wdMayh is the web address for my museum site. I would appreciate any help.
Hi, I made a new project 3D Core, then added OVRCameraRig and OVRInteraction.OVRControllerHands and OVRHands added in OVRInteraction.I Copied HandGrabExamples OVRCameraRig. this worked.But I made a new project 3D HDRP, then added above prefabs like HandGrabExamples.OVRControllerHands is not displayed in HDRP project.Does anyone know how to display OVRControllerHands?
The ability to view or use your phone in VR remotely would be very helpful and easily integrated for Android phones! This would benefit a lot of users and also help with productivity for some that are active in VR quite often on the Quest 2 or the Quest 3!
Hi, does anyone know why the Adjust Wrist Transform in Custom Hand Poses for Meta Avatars SDK can override avatar movement with controllers on but doesn't work with hand tracking?
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VR: Virtual Reality (VR) offers a fully simulated experience in a virtual environment, entirely separate from the user’s physical surroundings. Users typically wear VR headsets that immerse them in a computer-generated world, isolating them from the real world.AR: Augmented Reality (AR) is a technology that enriches the real-world environment by overlaying digital elements onto it. This is typically achieved through the use of smartphones or AR glasses equipped with cameras and sensors. AR blurs the line between the virtual and physical worlds, seamlessly integrating virtual objects or information into the user’s surroundings.
So we're trying to figure out how to save images to the "Screenshots" Oculus folder on Quest 2. Android won't ever let us write anywhere else than in the Application.persistentDataPath folder using File.WriteAllBytes. Even though we have the Android WRITE permission enabled, we get the following error from ADB: UnauthorizedAccessException: Access to the path "/sdcard/Oculus/Screenshots/XXXX.png" is denied Some games like Real VR Phishing do save in-game photos to this folder but how? Would anybody have tips to share on how to write elsewhere than in the persistent data folder? Cheers!
Hello...By following several tutorials for Convai AI, I arrived to implement a French pronunciation exercises. The idea is to get a TTS for any words or sentences to read as pronunciation model for students who want to practice their French pronunciation. The students can pronounce their French and their voice will be captured and send to Convai AI (convai player). The transcription will be posted in a text area. The students can see that their pronunciation is well done or not. After clicking on the button "Verification", if the two texts are equal, they will get a score. I bought Universal Native Offline TTS. It works well on windows VR and android phone VR, but it doesn't work on meta quest 2. I don't know why...
hello I cant access my oculus application however i can access it on the desktop chrome it keeps telling me my password is wrong and i am 100% sure its right!!i keep as well pressing the help center it wont do anything Please advice!!is there a bug or what ?
I am trying to get thumb stick touch value or axis value, for example, RThumbstickUp/RThumbstickDown/RThumbstickLeft/RThumbstickRight.I tried below methods and it failed. var ctrlState = OVRPlugin.GetControllerState((uint)OVRPlugin.Controller.RTouch); Print ctrlState.Touches and only able to get OVRInput.RawTouch.RThumbstick value Vector2 axis1 = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); Vector2 axis2 = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick); Above code only returns 0,0 Please help, thanks!
am trying to implement ovroverlay underlay but nothing work for me what i did is the following1- add quad with ovroverlay and set type to underlay2 - add quad with same size and same position with shader oculus/underlay imposterwhen i build i get only black quad am i missing something?
I am developing vr app with unity, everything works fine but i am having trouble with menu as i cant see menu in the app after doing some changes to other components and if i again bring new camerarig from working scene it works fine, i am not doing any change in camera rig but i dont know my menu is there as i inspect with remote inspector but could not see ui or menu until i change to new camera rig. Please help me with thisThanks in advance
So i've made a custom patching system for my occulus go app and i'm trying to install the new APK.Everything works fine except this prompt that pops up renders once on each screen (so its double visioned) and I can't seem to interact with it.Is this a bug? Help :(
Hi.not used our oculus in over a year. Obviously now changed to Meta.tried to login and it won’t let me. If I create a new account and update, will I lose all the games I have purchased?
I've been posting videos along with my app updates, but only see a thumbnail of them on the web Quest Store. They do play in the Meta Quest phone app, but the "audio toggle" does nothing so they're always silent. For instance Pro Feature Swap and More (oculus.com)Anyone else had this experience, or know a way to report this to Meta?
I'm not able to turn on Developer Mode on the meta quest app. When i try it comes up with error message "We are having problems with loading this. Please try again!"I've verified my account with 2FA and recreated organization but I'm still not able to toggle on the dev mode.Thanks
I am being hacked and disabled;. I can provide proof I have purchased multiple Meta products including an Occulus Quest. It seems this is a big problem... with people even 2FA being hacked as well.https://www.reddit.com/r/facebookdisabledme/comments/15nwm0u/hacked_and_disabled/Help!Paul Venne
Hi,is there any information on whether the Quest 3 will support USB tethering a smartphone to get access to mobile data?The Quest 2 and Pro did not support support this when I tried it out (even though there is no official documentation either as far as I know). So is there anything official regarding the Quest 3 or could we get a statement from Meta?
I am trying to push my app to 4 headsets through the alpha channel. The users have accepted the invite that was sent to them. Some of the devices have received the app while some have not. I have unsubscribed them and subscribed them again, restarted their headsets, ensured all the headsets have the latest updates and ensured the wifi was working correctly. This has been ongoing for a number of apps over the past few weeks.Could you let me know how to resolve this issue or is there another way to push the app to the headsets?
Alright so my roommate got on my quest and made an avatar on my main account. So instead of being floating controllers I have this dude that I didn't make starting back at me and these uncanny arms that follow my controllers. This is so goofy and weird I just want to disable it without having that on my headset. Like I just want an option to go back, not huge but just remove the goofy arms and delete the avatar he made because I didn't asked for this.
Hello! I am making a VR game in Unity, and when I try to launch it, it gives a splash screen, then crashes. It works fine in the Unity Editor, but when I sideload it to the quest, it does it. And note that It was working fine before (When we built other versions earlier back) then, I had not added any packages or anything. When I was on one of the previous builds, (Which was unaffected before) It just started doing it for no reason. I released a new version in an attempt to fix it, but it didn't work. This is a video of what I mean by "crashing", and This is the Oculus Logs File I received from MQDH. Thank you. If you need any more info, let me know.
Hi, I receive, via email the monthly statements for the sale of our app and for the past two months the statement omits any payout amount. I need an accurate statement so that I can calculate the rev share for the artists we license music from.
I'm trying to use OVROverlay to render some text in a scene clearly. I've got it working, but it has different behavior on Quest 2 vs PCVR. On the former, it's always on top. On the latter, it's in the proper depth but you can make it the other way by turning off Shared Depth Buffer in PC XR settings or checking No Depth Buffer Testing on the OVROverlay script. I'm wondering if there's something the Quest just doesn't support to make it work with the proper depth. There's no similar setting I can find like Shared Depth Buffer for Quest/Android. As far as I could tell, it seems GL_OES_depth_texture extension is what's needed to support that, and when the app runs it seems to report GL_OES_depth_texture as being on. Trying to figure out if there's some way to get it to work like it does on PCVR but coming up with nothing. Maybe Quest really doesn't support it for performance reasons but it's hard to tell.
Hello!I'm currently working on my final year project for Uni and need to access the microphone in the Quest 2. I've found the AudioCapture component and assigned a submix to it and then I'm recording this input which is then played back through the headset. When using the VR Preview it does exactly what I expect, I can hear myself through the headset audio and can then hear the recording play back once it's complete too, however the problem is when I try to launch it onto the device instead, nothing happens, and no sound occurs. I've put in print strings to make sure the blueprints are still being run through, which they are, but no audio is present. I'm unsure as to what could be causing this. Any help would be much appreciated.
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