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Hi,can anyone help? I am developing an app for the quest with unity that takes input from a midi keyboard. (Using Minis plug-in) Runs fine in unity and through quest link but would like to get it to run standalone with a keyboard plugged straight into the quest. This has been done with apps such as piano vision so it is possible but cannot find any info online as to how to accomplish the quest recognising a midi piano. Any suggestions greatly appreciated.
I've got a basic unity project with the example "Complete XR Origin Hands Set Up" prefab. I've adjusted it to include support for both hand tracking and controllers (ie when the user is using controllers, it displays controllers. When the user has the controllers set down, it tracks hands). This all works fine and dandy in the unity preview and over airlink, but when I actually build the project and run it on my headset using oculus runtime, I run into a weird issue:When using the "OpenXR" plugin provider with "Meta XR feature group" enabled (as seen in the image below), I am able to use hand tracking perfectly, but switching to controllers doesn't work (the controllers never show up) When using the "Oculus" plugin provider, it's the complete opposite. I can see my controllers and they work perfectly, but hand tracking no longer functions (although I can still see the hand tracking menu icons when turning my hands over) Is there any way to get them bot
I am trying to use the Quest Pro as an AR headset using the Passthrough. I want to be able to overlay virtual doubles of real-world objects such that I can then perform raycasting on them. I have made a calibration procedure that uses infrared cameras to find the transform from real world to unity world, but the calibration breaks between sessions. I wonder why?How does the global virtual coordinates initialized with respect to the headset? Does the headset always start at 0,0,0 and the virtual world adjust to that? Also, I have physically marked my safety boundary on the floor and between headset restart notice that the boundary does not match my initial markings. Does that mean that between headset restarts the localization and mapping of my boundary is off and therefore my real world to virtual world calibration breaks?
Hi all, I'm trying to get my headset set up with Meta Quest Developer Hub and I'm having some issues.I click 'Set Up device' and connect the link cable, the headset is on and I enabled access to it's storage, I dont enable the pc link that starts the older Oculus enviroment, and then I tell the Developer hub to find the headset, but while I can see the headset storage in windows, the Developer Hub dose not recognise it.I do not know what i'm doing wrong. The program dose not specify how I need to connect the headset, be it through the link cable or through Bluetooth.If anyone could give me some advice that would be fantastic.Thanks in advance.
I am getting a blue bar at the top of the Oculus app to set as default for OpenXR runtime and the Set Oculus as active button is unresponsive. I have tried to repair the app, reinstall it, ran as admin, and edited the registry as suggested in the forums. This is a Windows 11 machine with all the updates completed. How do I reach someone to discuss and resolve this issue?
I have seen this issue posted on several other forums, but it does not appear that anyone has found a solution. The Unity video player works great as a render texture for materials on objects such a quads, skyboxes, etc. However, when more than one video plays at the same time, all of the videos seem to try to play all video textures at the same time. The result is flickering between frames of all videos at it cycles between each frame of each video on all materials. This seems to be an issue that is specific to the Quest Android OS. When playing on the Quest using Oculus link, it works fine. It also works fine on my Android phone, thus indicating that it is not an Android issue. I am currently using Unity 2019.4.10 (LTS), but the version does not make a difference, I have tried it in earlier versions with the same result. I also tried it on an Oculus Go. The same issue existed there, but more intermittent. It plays correctly for a few seconds, then starts flickering, the plays c
After the v55 system update, when using hand tracking in games, the CPU Max Level is still locked at level 3. Please have the technical team confirm whether this issue is known and if it is possible to adjust it to level 4 or 5.
hello friends,friends i need your help....! I want to Get my own oculus customize Avatar in my unity game So what can i do??Please answer me...!Thanks in advance
Hithe web browser window now works after the latest update. Before there was a white screen. However the games no longer access memory
Hello all, I was wondering what the easiest way is to use my Meta Quest 2 to record hand and finger tracking data and get output in a .anim file format so I can use it in unity as its own layer in my animator controller? Thanks in advance.
I bought a Meta Quest 2 headset, created a Meta account, successfully logged in, and now I wanted to log in to the iOS Meta Quest app using the six-digit code. When that didn't work, I reinstalled the app and reset the headset to factory settings, but got the same result. After creating another Meta account and trying to connect again, the device claims I am already connected. However, my app doesn't show any connection, and the numeric code is still visible in the headset. I've already reset it at least 4 times now, and I'm at a loss on what to do. I shouldn't have to provide payment information, I shouldn't have to accept cookies! This can't be right. What should I do?
As the title says I am not able to set up my two factor authentication code with my phone number because I simply do not receive anything via text message from Meta. I have tried my girlfriends phone number and she also receives nothing. We both have different carriers...Is there any solution to this? I would really like to enable developer mode..I have zero numbers blocked, I am receiving other automated texts just fine. Never had any problems with that, only with Meta.
Hi Developer teamI am reaching out here in kind of a desperation!At this point Meta has granted me a "Replacement" of the Meta Quest PRO, because in their opinion, I have recieved a faulty headset. However; they will require a return procedure of 8 - 12 days, and that is totally unacceptable to me, as I am on a tight deadline, with a client that travels very far to see the result of my work on the headset.SO ... in total desperation I would like to hear if someone has some advice to maaaaaybe make my headset work. If you have any thoughts on the matter, please let me know. I am desperat here.Here is what is going on:- I can not connect with either my controllers or my phone. Here is the settings, and what I have tried:- The phone and the headset is on the same Wifi network. I tried several networks and routers.- I have updated to the latest version of the app on the phone and the software on the headset.- I have restarted the phone several times and the headset several times
Bonjour , je vous contacte puisque je constate énormément de problèmes liés à votre société et cela est extrêmement désolant sur bien des niveaux et sur bien des rapports que l peut entretenir avec votre société vis à vis d confiance qui est évidemment impérative ce type d'entreprise je veux dire en termes d'envergure. Premièrement les mecs virgule moi j voulu juste m sur méta pour poster juste un message j dû autoriser , ou refuser les cookies et je l fait à 4 reprises . Et donc c à dire que en fait je me je constate que Facebook n pas une entreprise de confiance et ça depuis de longues années c sûr que déjà des fake account il y en a une mais des tas et des tas et des tas et là ça continue toujours comment une entreprise elle peut se positionner comme leader sur le méta vers alors que personne lui fait confiance sur cette terre c assez incroyable ça on parle de combien de milliards en capitalisation en fait? Et donc tout ça assez honteux voilà et puis qui est Mark Zuckerberg en
Hey all, I'm building a Quest project for a client and they want me to simulate the player's hands shaking when they reach out in front of them. Is there an easy way to add my own random rotations to the player's tracked hands or controllers?Any help with this would be great 🙂Cheers,Simon
Hello 👋 everyone
I am trying to setup my payment information for my game so I can be paid, but I cannot get past the first page as when I try to put my birthday, it greys out. I am under 18 so is there a way I can be paid while being underaged? Maybe someone can sign it on my behalf?
I'm currently working on a project in Unity using the Oculus Integration package for Oculus Quest 2. The project involves hand tracking and interactions with various grabbable objects, such as knobs and a throttle.I've encountered an issue where, if I briefly lose hand tracking while actively interacting with a grabbable (e.g., by covering the Quest 2's cameras with my other hand while moving the throttle), all grabbable objects and poke interactables in the scene stop functioning entirely. The hand tracking itself seems to work fine when tracking is regained, but I'm unable to interact with any grabbable objects thereafter.I suspect that the interaction scripts might not be handling the hand tracking interruption correctly. Ideally, when hand tracking is lost and then regained, the grabbable objects should still be interactable.Has anyone else experienced a similar problem or have any insights into how I could address this issue? I've searched through the Oculus and Unity forums but c
Hello everyone,I just asked Meta customer service for this thing and the support I got agreed with my idea ^^ I asked if it was possible to exchange my Oculus Rift S with a brand new Meta Quest 2.By "exchange" I mean that I send my Oculus Rift S and I get a reduction for the Meta Quest 2 like a trade.It will be cool and its a positive point for the ecology, it prevents the old product for being thrown away. I hope you will agree with my suggestion and that my post reach up the Higher up of Meta to be approved ^^ Thanks to the customer assistant Chris.A who said me to post on this forum.Thanks for reading me 🙂
@metasuported@metasuportedjoeylink.to family saver
Unity 2020.3.48f1Oculus Integration SDK v54Passthrough Support and Hand TrackingWhen I create a new project and import the Oculus Integration SDK the Quest Features properties of the OVR Manager script are enabled and can be customized and the passthrough/hand tracking work.I have another project and those properties are disabled, but the hand tracking works and the passthrough does not. I created a copy of the project and made some changes, such as removing OpenVR and OpenXR, and I think that did something because the properties are enabled and the passthrough works, but now the hands don't show up. It throws an error "Win64/InteractionSDK.dll" not found and the "Hand Filter" script gets disabled.
So I'm a UI/UX designer and I primarily bought the Oculus with the hopes of contributing towards some type of internet browser support. My first idea was to try and recreate a browser in Unity, but after some consideration, I thought I'd start simpler.My current idea for implementing this is through the use of a javascript library. Being relatively new to the 3D field, I thought I'd start by asking the community what might already be out there. After a little bit of searching, most of the 3D javascript stuff I found was primarily focused on OpenGL and games. What I'd like to do is be able to plugin a library to a webpage, then use custom HTML 5 data attributes to assign certain depths to HTML elements. So, for example, the library would start with an arbitrary scale of 1-100 with 1 being furthest away. A body element would probably be given a data-depth="1" attribute and the container div might then get a data-depth="10" so that it would appear closer to the screen. Off the top of my h
Hi Meta Support,my app Mctalent (https://www.oculus.com/experiences/quest/6359115644115246/) it is not available for download.As you can see from the pictures everything is published correctly. You can help me?
Hello everyone, I work at a company in Thailand. My company wants to import the VR Oculus Quest 2, which includes the VR Headset Model: KW49CM, Controller Right Model No: JD96CX, and Controller Left Model No: LX39EM. We need the following documents to request permission to import the products into Thailand:Radio Test Report EN 300 328 for VR Headset Model: KW49CM.RF Exposure Positions WLAN 2.4GHz Test Report for Controller Right Model No: JD96CX.Test Report Electrical Safety IEC 60950-1 for VR Headset Model: KW49CM and Controller Right Model No: JD96CX, Controller Left Model No: LX39EM.I would like to know where I can find the Full Test Report documents ?The company I contacted for the purchase was unable to provide me with the aforementioned documents.
I'm running Velocity One flight controls thru an Xbox S and using Microsoft Flight Simulator software. Can I get that to work thru my Quest2 headset?And sorry, a bit technically challenged and old. So think of like explaining to your pilot Grandpa! ;}
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