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My company has been trying to implement the Meta Avatars into a game we are developing. As many VR games do, this involves holding many different items in VR with different hand poses. The only example of a custom hand pose, is primitive at best, with the custom pose being 24 transforms with a Skeleton Renderer script. There is no way to model poses accurately, and you can't even see what it looks like with a skin, until you run it. Move a transform the wrong way, and your fingers are a tangled up mess. Meta has spent literally billions of dollars on various software and game development for the Quest, including the Avatar SDK. It absolutely baffles me that there is no available support for it. No good examples, the documentation is extremely lacking. At least give me a hand model or something that can be used to model a hand, other than a pile of bones (vectors). The oculus integration hands look similar, but models are not compatible.&nb
Hello.I have factory reset my quest 1 with recovery mode and i cant no longer pair my headsetafter factory resetting the oculus app says it cant find my headset after entering the code on the headsetusing ODH its stuck on Logging in with odh account. And sometimes it gets to wifi option and after entering password it says error when getting network and it wont let me progresshelp is appreciated
Before the quest 2 updates, if you tried upping the resolution to the highest setting with sidequest, either the games won’t work and just crash or they don’t run well. You see black lines on the side when moving your head. I just tried playing Walking Dead S&S and it works, whereas before it would crash completely. Red Matter 2 looks amazing. So does Brink Traveler.
My Oculus Quest2 headset in unable to connect to my computer via AirLink or Quest Cable like and software reports that my system is not compatible. Please expand support for the Quest APP and VR Headsets to support this latest generation hardwareMy System specs:Intel i5-13600KASRock Z790 LiveMixer motherboard32gb of G.Skill DDR5 6400 memoryIntel Arc A770 16gb GPUWindows 11 build 22621.2134My Oculus quest 2 is on the most current firmware as of writing this (08/21/2023)
If not a bad idea, adding a way to remove a DLC from a build's asset list.A previously uploaded DLC can be replaced by using the same command to upload it; however, the command returns that an add-on id was created and the ones that are on the oculus dashboard are not updated to match, or the command doesn't just return the existing id. The only way to notice the file changed was the timestamp and file size. But maybe replacing an existing file instead of using a separate new version is a bad idea.The non-obb asset file was downloaded to the obb folder \Android\obb\package\. What about adding a way to use Android\data\package\files\ for non obb files if it makes any difference.
I recently started up my game 2 months ago (june) and I've received around 100 which i heard is the threshold to get the payouts but I've not received the money? am I supposed to click collect or something? I got this money by July and I've gotten reports in email about it but I just can find the money any help?
Can someone provide some clarity on how Meta differentiates between DLCs and IAPs? I had always thought DLCs = expansion packs, extra levels, etc and IAPs were like in-game currency, skins, etc. However, the way Oculus' documentation describes it makes it sound like DLCs are additional asset files that can (have to be?) purchased in the Oculus store, while IAPs are any purchasable item (can be a skin, can also be an expansion pack) that was packaged with your build the last time you uploaded it? Can you even purchase an IAP from the Oculus store? Or is the difference that DLCs are in the store b/c they're an additional asset file independently shipped, while an IAP is already uploaded along with the app, so you don't need to upload any additional files? If this is the case, then why do we need/have the option to create an "Add-On" in the Oculus Developer Hub for IAPs, and not have them shown in-store? Is that strictly just to standardize how payments in general work on Oculus' en
Hi all, had a quick question about DLCs/the documentation. The Oculus Add-On Documentation says, "If your Add-on requires additional files that are not provided in your main app package, such as DLC, you must upload these to the Meta Quest Store." Does this mean that all DLCs must be uploaded to the Oculus Store, and have to be listed on the store? Is there no way to upload a DLC asset file without reuploading the whole game, have it purchasable from my game directly, and not have it listed on the store?
Since the update to version QUEST V54, QUEST TV has been unable to hear the focus effect. My production method is to create a 3rd audio file, then use the FB360 ENCODER, select the FB360 Matroska output format, enable the focus effect, and then export it to be played on QUEST 2 using QUEST TV. Is there any solution, or can anyone tell me which step might have gone wrong so I can check?Thank you all."
App records microphone input and sends it to a Speech To Text service.On the v55 Firmware this works fine with no issues.On headsets with the v56 Firmware, the microphone now provides nothing but garbled input (rushed and chopped up).I'm using the OVR Meta SDK and Vivox. Vivox is recording fine.Removing Vivox from the app still results in garbled input.Has anyone run into this? I can't imagine I'm the only one affected.
Hello! I’m trying to deploy a build of my app to an ALPHA channel subscriber's Quest 2 headset via my app’s ALPHA release channel, but the app is not appearing on her headset / App Library, even though she accepts the email invite. She has accepted the email invite multiple times with no success. My other subscribers have no problem downloading my app. I can share her Oculus ID, email, and the App ID with a staff user if it's helpful. In the past I have been able to deploy alpha builds to her headset with no issue. We recently did the Meta account migration process for her account, so I wonder if that had something to do with it. Is anyone here having the same issue or similar? Please help! I would like to share builds with all my subscribers like before. This is in private development and I’m not ready to open this to the public yet, so I’d like to keep using this delivery method.I initially sent this off to Developer Support, but they replied that "we are
Has anyone fully figured out the process for using the Oculus Interaction SDK synthetic hands as a data source for the Meta Avatar? There have been multiple posts centered around this, but no real solution yet.Here's a couple of screenshots showing what I'm working on:In this screenshot, the avatar is mostly synced with the synthetic hand, because both use the hand tracking and Hand positions, and the synthetic hand isn't interacting with anything.But as soon as the synthetic hand is interacting with something, such as by touching a PokeInteractable, or using a hand pose after grabbing an object, the avatar (because it doesn't respect the Synthetic Hand) clips through any buttons that the user might be trying to interact with, or doesn't follow the hand pose leading to an unnatural-looking grab.Has anyone actually figured out a complete solution for this?
Oculus eye and face tracking was implemented to the beta so as a result this post has been heavily edited. I appreciate the ability to do this and It shows that they are listening to the community of developers which I was losing hope on Oculus pc VR but I am glad its changed and now it does truly give the pro an edge in pc vr which is fantastic! Very glad to have these tools at my disposal. If anyone would like to share information on the experience they have had with the PC beta face and eye tracking it would be great to hear and see what others are experiencing in terms of development and usage.
Our company cannot push builds to production. We have uploaded several builds to Alpha, Beta, and RC. But cannot push any build (via any method) to production. When we attempt to push builds to production, we get the GraphQL error mentioned in the title:MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030I am at a loss here. Any advice?
I am trying to use the Oculus Integration SDK (along with several other SDKs) to make a VR application with one other partner. We have permission to take info for the players' avatars from the Oculus, our developer modes are turned on, and we have everyone added to the project as Administrators. But, in Unity and when building the game, the application will only accept my & my partner's credentials. This means that we are the only 2 that has our avatars load in correctly, and everyone else's credentials are not accepted & they remain invisible in the game (they still load in to the scene, but their avatars do not).We have narrowed down the issue to a permissions error, when trying to log in on the "Oculus Platform Settings" > "Unity Editor Settings." Me and my partner are able to log in using our normal Oculus Developer credentials just fine, but no one else is able to, regardless of their permissions & roles on the project. It just spits out an error that says "Pl
There’s a popular card game named bull**bleep**, I’m working on a project similar to it and was planning to use the same name “bull**bleep**” (The I would be an asterisk- Bullsh*t) I was wondering if naming the game like this would be against meta’s terms and conditions?
Hello,My team recently created a new app submission for our game which is currently unreleased in App Lab, in order to update the visuals, text and trailer to better reflect the current state of the game. Our submission release was approved yesterday Aug 9, 2023. But I've been checking the live page of the game, and the visuals, text and trailer are still the old version.When can we expect the new app submission to go live, so that users can see the new assets?My only clue is the release date of the App Submission which we placed as Sep 19, 2023, but we don't want to move that to now, because we assume that will enable the game for purchase, and we are not ready for that just yet.The game page is: https://www.oculus.com/experiences/quest/4621135924651407/This is what I see in the developer website, with even the App Product Detail Page being the old image asset.And under App Submissions, the asset is also the old one still.So, in short, we are not sure if we have to do something extra
Hi,I've integrated OpenXR in my custom game engine. It works fine when I use my Oculus headset using SteamVR as the OpenXR runtime.However, when using Oculus as the OpenXR runtime, I get a null pointer crash deep inside LibOVRRT64_1.dll, which is being called by OpenXR SDK at xrCreateSession(), which was called by my program.Here's the relevant part of the callstack:call stack Who can I contact at Oculus to help solve this driver crash? Do you want a coredump of the crash?Thanks!
When trying to upload a Vulkan only Quest app via the Meta Quest Developer Hub or the Oculus Platform Tool in Unity it's coming up with validation errors:GLES_VERSION_NOT_SPECIFIEDGLES version not specified (android:glEsVersion in AndroidManifest.xml). GLES version of 2.0 or greater should be used.and This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only.The issue being that it uses Vulkan only and haven't had issues uploading with Vulkan only before.Also, only ARM64 was checked in the player settings in Unity and didn't get the validation error on previous upload.Using Unity 2021.3.26 and Oculus Integration v53
Hi!In unreal engine I want to use this node in order to spawn my actors inside of the boundaries of play area.I return the values (location, rotation and size) spawning a cube actor, and it's not inside my play area!Can somebody guide me a bit, how to spawn my actors inside the boundaries of the guardian area? Thanks a lot!
I am using unreal engine 5.1I tried a lot of stuff... but it just doesn't show in my packaged projects. Any tips!? thanks
Hi developers,I have been requested to investigate how to change some settings in an Android App based on the user entering or exiting the boundary. Those settings are meant to modify the behaviour of a Bluetooth-connected headset.Could the Oculus send specific Android intents for entering and leaving the boundary so that the Android app can listen to those events and execute code?
Hi,I'm currently trying to use Avatar SDK 2 to display different NPC avatars preset to the player so he can quickly choose a skin before to enter the game.I need the 3rd person NPC Avatars to rest in a custom pose, so I did successfully implemented the custom hand pose and wrist offset, it works fine in the editor, but at runtime the NPC wrists are tracking the player hands as soon as the tracking context is set to animate the 1st person avatar. Question 1: Is bodytracking behavior required to set custom wrist position? I mean, does the avatars always have to use tracking behavior for them to be in a specific pose?Question 2: If the answer is yes, how to implement custom fake tracking inputs that will not be overrided by the tracking inputs used by the actual 1st person Avatar?
When I run my game on a simulated environment through the Oculus Link, everything works fine.However when I build the app and run it on the Quest 2, the view from the previous cinematic persists for the first few frames. I have already tried these methods:RenderTexture rt = UnityEngine.RenderTexture.active;UnityEngine.RenderTexture.active = myRenderTextureToClear;GL.Clear(true, true, Color.clear);myRenderTextureToClear.Release();UnityEngine.RenderTexture.active = rt; Yet the problem hasn't been solved.Are there any android specific things that I should know about?
I've been having this issue since a few months now where using Launch from inside the editor takes a very long time. I suspect this might have to do with the USB file transfer method, could it be that this got changed with an update? Here's the log from the engine[2023.08.10-09.35.22:463][730]LogPlayLevel: Running: C:\Users\Patrick\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 1WMHH812CK0464 push "c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC" "/sdcard/UE4Game/Pixaera"[2023.08.10-09.35.22:463][730]LogPlayLevel: c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC\: 24737 files pushed, 0 skipped. 4.4 MB/s (2678985148 bytes in 577.077s)
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