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Can we give a voice to the voiceless in group forums by utilizing the hand tracking utility to read sign language and voice processing to enable those voiceless to communicate easily with others seamlessly during platform use. I do believe it's possible. How many people would benefit from this add-on.
I recently started working with the Avatar SDK, Platform SDK, etc in Unity 2021.3.28f1 and am constantly butting up against DllNotFound exceptions (below)Sometimes, deleting the Library folding fixes it... but I just did it again and it still happened. It can be completely random as to whether or not it pops up, and once it does it doesn't go away unless I intervene through juggling various weird solutions.The DLLs are definitely there, they definitely have the correct platforms checked... but for some reason simply refuse to load in at times no matter if I'm launching with Android or Windows as the in-editor platform.Has anyone got a sure-fire solution for this? I've seen people moving DLLs around,
Hello Friendz,Is it possible to send meta quest 2 app's captured screenshot directly to cloud server without saving it on meta quest 2 storage?
Hi, I have some questions about the movement sample , the only feature I wanna use is body tracking :Is it supported on pc via oculus link ?Is it supported meta quest 2 ? or only supported meta quest pro?can I use the body tracking feature on pc through my quest 2, or on quest pro?
I'm currently developing a VR game in Unity, and during gameplay, I need to send specific information through an API to a local Python program, which then forwards it to a backend server for monitoring. Now, I want to monitor the battery status of VR devices, but I can't find a clear answer. Please let me know if there is a way to obtain the battery status either in Unity or Python?
Ive been using the same keystone, and properly changing the version number, and I still receive this error every time I try to upload it.ERROR: The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.
Hi! I'm currently seeking funding to develop a game for the Quest. There are various reasons I think our game ideas are strong and may appeal to players, however finding hard data to support our reasons is hard. Typically we could use questionnaires and approach players and maybe developers for information - but this process is long and generally does not result in high quality data. Unlike Steam, it is very difficult to get concrete data on which games are currently popular, where the money is being spent etc. I know we could trawl through the store and get data there? Is there any other resources I could use to support our game ideas?
I got an email from support@fri-research.facebookmail.com about an in person 90min study from 29 to 31th Aug and I want to know if it is legitimate.
Hello guys, so I was trying to build a VR app. I was using oculus integration sdk. I know there is interactable unity event wrapper for assigning functions when an object is clicked using raycaster. When select event and we assign function by adding to the list in inspector. For me models are loaded at run time and I want to assign a function to the model when it is selected via raycaster through script. Like instead of adding in inspector, I want to assign a function to when select via script. How can I do it?. Struggling with this for hours now
I'd like to be able to run the Scene Understanding code in the editor and have a fake room - with walls,ceiling etc setup... just so all the code that builds on that stuff can be tested & iterated more easily... any way to do that at present? thanks
I am developing a game using unity. I want to use hand tracking and eye tracking in that game, but I can't see the image of my hand. The PC and HMD are connected with a cable. Nothing happens when I press the circled button in the OpenXR settings within the oculus desktop app. I just started using oculus recently so I'm not sure. Help me.😅
Hi guys, I am working on VR project with Unity C#. And there is requirement of recording video of meta quest 2 screen. Does anyone know how to do this? I will be thankful for your help.
Hi all, I am a student researcher in HCI (Human Computer Interaction) field.During my recent research on VR commercial games, I noticed that developers incorporated two distinct modes for controller vibrations in the game. For instance, when attacked by zombies, both controllers vibrate simultaneously, while when firing a gun, only one controller vibrates. I am curious to learn about the specific design principles that guided these decisions and also hear about your experiences in game development.I would greatly appreciate it if you could share any insights into the design considerations that led to these different vibration modes. Additionally, I am interested in hearing about your experiences and expertise in the field of game development.
I'm using the web browser plugin on the new 5.2 build and im able to load google.com, but when i try my website https://ce.foamfrat.com it works in PIE but not when built any suggestions?
I want to have web browser in game. Web browser widget works fine in the editor (using Oculus Link), but after launching it to Oculus Quest 2 web browser widget shows only black screen that i can't interact with. After 2 days of searching i have 2 possible reasons: 1. This is a plugin problem. But I think it's strange, because UE doc says that web browser plugin supports Android devices. 2. I found some information in "Oculus for developers/Develop/Oculus Developer Policies/App Policies" "Apps That Facilitate the Installation of Other Apps". Based on this information I decided that Quest 2 device forbids getting data for web browser widget. That's why it cant draw a page and always shows black screen. (Maybe I misunderstood the meaning of this section, but the main idea is the same). So, my question is what is wrong with web browser plugin. If there is no problems with device and development rules, then can I do something to make it work. If I cant, then is there another
I have a Meta Quest 2 and I am working with Unity 2022.3.5f1. When I develop a scene the controllers are able to get tracked and I could also do OVR controller hands. However hand tracking does not happen. Can anyone help with this
Hi All.I can create single hand poses (such as thumb up / fist etc) and now want to create a two handed pose - so for example - Left / Right hands open and Palms Up.I can't find any reference to this type of pose anywhere and can't figure out how to do this. I've seen quite a few games now using two handed interaction so it must exist(!).Many thanks for your help.
Hello all! There have been a few bug reports and issues lately surrounding not being able to connect to a device on Meta Quest Developer Hub. Many of these issues can be resolved by simply ensuring that the correct adb is being used universally across the system.Symptoms of the problem:- You've completed the 'Set Up New Device' steps on MQDH or enabled developer mode on the Oculus App, but the device does not appear in MQDH's Devices tab.Diagnosing:MQDH uses adb for a lot of what it provides to developers, and in order for MQDH to detect the device, the version of adb that MQDH is using must also see the device. This can be checked by opening a console, navigating to the adb install location (This can be seen and/or changed in MQDH settings), and typing `adb devices`.. If there is no device listed there, then the issue may be one or more of:- The prompt in the headset to allow the computer to access the device was denied- There is another adb daemon running on the machine that has the
Hi,I'm having real difficulty locating both where the Quest 2 controllers use the sensitivity settings, and how to adjust them. For reference, I have a button on a menu that needs the trigger pressing down, but it currently needs pressing down 100% of the way, which makes menu interaction awkward and I want to reduce that but can't find the input methods to adjust it.
Some quick questions:Is there an easy way to access the eye "openness" value (which is clearly used in the facial tracking blendshapes"? Is it possible to query for pupil diameter and location in sensor (as with other eye tracking APIs)?
The OnClick() event works for any button pressed. Is there any option to make OnClick() only for L/R triggers?
I updated a project that used VrApi to OpenXR Mobile SDK.It runs okay, but there is an issue in which the resolution is low.When creating the FrameBuffer, I set the width and height to quest2's resolution of 1832, 1920.However, the resolution was still low.I also tried setting [Composition layer filtering] on the document, but there was no improvement.How to improve resolution when using OpenXR Mobile SDK?
Hello, I recently looked into the new attestation feature and was excited to get started on implementing it into my quest game made with unity but couldn't figure out how to set it up. I'm not way too experienced with sending things back and forth from servers and stuff so bare with me. Could anyone by chance help me with setting up attestation in my game?
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I have a quest app on my phone can it put it on my sons phone ? And not loss all the games we bought
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