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Hello everyone,I followed this tutorial in order to make a minimal build example for the Oculus Quest: https://www.youtube.com/watch?v=JyxbA2bm7os. I did not import any 3D objects to the project. When deploying to the Quest (1) and analyzing the framerate, it never exceeds about 30 fps. This is for sure way too little for the application in order to get ever published on the Oculus store. Oculus guidelines say the application must meet 72 fps at a minimum: https://developer.oculus.com/resources/vrc-quest-performance-1/ I'm using Unity 2021.2.5f1, XR Interaction Toolkit 2.0.0-pre.6, Oculus XR Plugin 1.11.2, OpenXR Plugin 1.3.1 and Universal RP 12.1.2. What am I doing wrong? Can anyone give me a hint on where to look for the problem?Users view:Unity Profiler:
I keep having extremely large values coming from the StandardVelocityCalculator that don't make sense with how the hand is moved. At first i thought it was tangential velocity influence, but turning that down still showed issues. However these issues would ONLY show up when making an APK and building to a device. Has anyone else experienced this?Note: This can be seen in the TransformerExample scene by just attempting to pick up and release an object (often with no controller movement at all)
I've been trying to connect my quest pro to my MacBook to use sidequest but it will not register on either that it is connected by USB or that a device is even recognized. I've tried about 5 different USB C chords including the meta brand one and none of them have worked. I have developer mode turned on and verified my developer account but it still will not work. I factory reset my headset too and that still didn't resolve the problem. I'm at a loss here and I really need help.
Part of our team has Oculus OS 55 and the other 56 (apparently OS versions are rolled out on an individual basis). On 55, our game is running as expected, but on 56, we are having some form of camera distortion that leads to a lack of depth, where objects feel closer, leaving us with a cross-eyed feeling. If we view from one eye (ie. closing the other eye), within a few seconds, the view feels as expected, and it is only with both eyes combined that this fish eye lens feeling occurs.Unfortunately our developer's OS is the one that is on 55, while our art and design team members are on 56. Our designer is prone to experiencing motion sickness and this effect amplifies that feeling significantly.We are wondering if there may have changed between OS 55 and 56 that may be causing this lens effect. We're unable to capture a screenshot since screenshots only capture one eye, and when viewing from one eye, all looks well, however, our submitted and released build from July 20 was working on O
I have an UI in the game, using a Canvas set to World Space, it doesn't matter if I move the UI camera further back or if I play with the scaling of the Canvas. It is very uncomfortable to look at, like I'm crossing my eyes.The 3d enviroment looks ok, any idea what could be the problem?
I've been using my Quest 2 with Quest Link for development for the last few months with no issues. However mysteriously around this week or last, (early July 2022), something has changed and now it only works the first time I hit play. Subsequent times I get this warning: Unable to start Oculus XR Plugin.Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date. Then I have to restart Unity to get quest link working again. This is a massive productivity killer so hoping there is an easy fix to make unity editor play mode work repeatedly without requiring a restart.
When I wanna to choose the country in the dialog in payment, I can't choose country, which dropdown list can't be showing up. even in Start Verification, can't fill out info. I'm at China, Shanghai, I'm a Oculus quest developer. Thanks,
I've been trying for weeks now everytime I try to add a phone number it says :This Page Isn't Available Right Now This may be because of a technical error that we are working to get fixed. I tried changing ISP, I tried vpn, I've tried everything you can think of... this just doesn't seem to work.just uhhhh...help me to fix this bs please
I have a grabbable object, and I want it to triger a function of another class ScreenShotManager when it is grabbed, so I announce a variable like thispublic ScreenShotManager shotManager;But it throws an error when compiling: Assets\Oculus\Interaction\Runtime\Scripts\Interaction\Grabbable\Grabbable.cs(47,16): error CS0246: The type or namespace name 'ScreenShotManager' could not be found (are you missing a using directive or an assembly reference?)The ScreenShotManager.cs is under Assets\Tests\Scripts and it doesn't belong to any namespace. How could I solve this?
I use blender a lot for 3d animation. I can design wonderful worlds using blender. Could we somehow create a development kit or plugin for blender? how would we go about taking our 3d world in blender and walking through it with our rift? can we create a step by step?
Wetewew
My team and I have been struggling to get this sample working. We have packagedthe project for the store and submitted a data use checkup so we have access to UserID and cloud storage. We have also downloaded our packaged build from the AppLab and are still not able to share anchors between 2 Quest Pro devices running on the same local network.We're getting the following message in the device log:13:10:22.826 OVRPlugin [CreateSpaceUser] called for spaceUserId 0 13:10:22.826 Telemetry [OpenXR_Anchor] userId cannot be 0; 13:10:22.826 OVRPlugin [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrCreateSpaceUserFB(m_xrSession, &info, (XrSpaceUserFB*)spaceUser), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11830 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:328) Are we missing something that is not stated in the documentation?
As part of a brief, I want to use the Oculus Quest at particular points for a walking tour. Essentially when a tour group gets to specific defined areas I would like to start the experience and end without the people wearing the headsets to have to do anything. What would be the easiest way to achieve this? Ideally, we would be walking with an IPAD that could act as a control.Thank you
I have an app that is live on App Lab. I want to update the price of the app. How do I update the price? The save changes button says I can not make changes to a build that is already approved.Do I really have to make another app submission to change the price?
Hi Everyone,I haven't received my payout or remittance report for June which should have come through at the end of last month. I'm above the threshold required to receive a payout. I have been round and round in circles with support (tickets, online chats and phone calls) but no-one can even point me to even a link saying who to contact. All the links on the developer portal are broken or point to Meta support (who say to go to the developer portal).Has this happened to anyone before? How did you resolve it?Thanks,Sam
https://www.youtube.com/watch?v=Uvufun6xer8&t=4193s anyone know this little device name?or altenative one?help me please!
Are there any recommended beginner-level video tutorials that show how to make a social VR experience using the Meta Avatar 2 SDK and PUN? I've spent weeks trying to understand the basics. Youtube has led me down a few dead ends. I've completed most of the Unity C# beginner tutorials, but they're not focused on the Meta Avatars, and the Photon PUN website support documentation makes very little sense to me. Please help. I am not a programmer by trade but I was hoping the learning curve could be abated by a good video tutorial series.
Hi, everyone. Our daughter is learning how to program a little and I was helping her go through the "Build Your First VR App" available at this link: https://developer.oculus.com/documentation/unity/unity-tutorial/ Everything works great until Step 6. She followed the instructions exactly as written, but when she got to point 6 in that particular step where you're required to work with ColorController, "Wall Material" features no Size option. She added Element 0 and Element 1 with the + sign and then moved over the assets as it states. "Display Text," however, does not appear as the tutorial states. When she clicks on the gear icon she sees something else entirely and cannot find a way to do what the tutorial is saying. I've attached an image of what she is seeing when she clicks on the gear. My only thought on this is if you go back to Step 5 when clicking on "GameObject" and then "UI" there is not the "Text" option the tutorial says to choose but rather "Text - TextMeshPro
pls help me in comments
I'm trying to access the Bluetooth API within a Unity project, but I end up with a SecurityException:01-24 20:40:47.280 26380 26405 E Unity : AndroidJavaException: java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH.01-24 20:40:47.280 26380 26405 E Unity : java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH.01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1692)01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1645)01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.IBluetooth$Stub$Proxy.isEnabled(IBluetooth.java:864)01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.BluetoothAdapter.isEnabled(BluetoothAdapter.java:622)01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer.nativ
I have searched for too long. Does anybody know where I can find a list of supported countries outside the US and Canada where Meta Oculus pays developers?Thank you
We would like to UAE meta quest 2 in a rehabilitation hospital... would like to know more about games which is beneficiary for ot and physiotherapy.In UAE abudhabi airport there is a virtual check in designed for special children with meta and oculus. What to know about more information how and whom to contact for such customized games and cost incurred for that
I can't access my developer apk after lattes v 56 update
Hi, Please help. I developed an app that doesn't require controllers, hands, or gaze (just relax and watch).But after a while, the users get an annoying "(Right \ Left) Controllers not connected, press any key" popup message at each run. Is there a way to disable it through code or settings? (I am using Unity, OpenXR, and OVR)Thanks
Hello everyone! I've been trying development with the new Meta Quest Pro and I just haven't been able to figure out passthrough. I tried setting up a project with online tutorials and when I build the scene, the passthrough is black. Even in the sample passthrough scenes that come with Oculus Integration Package, the passthrough looks black. The project should be set up correctly. I followed this Step By Step: http://www.lancelarsen.com/xr-step-by-step-setting-up-mixed-reality-passthrough-for-your-oculus-quest-xr-project-in-unity-2021/?unapproved=4039&moderation-hash=94fd9f944a6ed0989e47da48bb71cb6e#comment-4039 I also looked at this video which went basically went through the same steps: https://www.youtube.com/watch?v=9u3QQi6Gnx0&t=207s I also tried the scenes with the Meta Quest 2 and the passthrough was still black. Anyone got any ideas?
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