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I'm pulling my hair out - unable to get the virtual keyboard to display when I select a UI element. I'm probably missing something that maybe one of you will notice. This is the support document I'm following: Enable Keyboard Overlay | Oculus Developers Requires system keyboard is checked. I can use the laser pointer to highlight text in the textbox, so the focus is working. Is there anything else I should need to be configured for the keyboard to display when a textbox UI element is focused?
I have a Quest Pro application which I am trying to make compatible with other headsets such as the Quest 2. Part of my app integrates using the stylus as an input method but that obviously won't work with a Quest 2. I have a workaround to do the interaction without a stylus but I need to be able to detect this so that the user always uses the best available input method. How do I tell this? One way I can think of would be to somehow detect which headset is being used but that may not be an amazing idea for forwards compatibility and I also have no idea how to find this out in a Unity C# script?Any help appreciated.
Hello, I'm trying to get to grips with the scene querying functions, specifically in order to get the known positions of the floor, walls, desk, sofa and windows. I've set them up in the OS on my Quest 2 and I can see them renderered when in the home UI, but my sample app doesn't get any of the info. Instead, in the console I get: [OVRSceneManager] LoadSpatialEntities() OVRPlugin.QuerySpaces() failed.[OVRSceneModelLoader] LoadSceneModel failed. Will try again next frame.Spammed again and again. If I run "The World Beyond", available on the Oculus Store it seems to pick up my wall positions well, so I suspect it's something to do with my config, or the version of the package/Unity I'm using. Can anyone help? Here's my setup:Barebones project with Unity 2021.3.10f1 on Windows 11Oculus Integration v43.0Build Settings set to use the VirtualFurniture sample sceneChanged OVRCameraRig to enable passthrough and experimental featuresChanged Player Settings to use IL2CPP and build
Hello Meta community! I'm facing an issue while trying to deploy an application build for the Quest 2 VR headset. I hope someone can help me troubleshoot and resolve this problem. I have been working on a Unity-based application for the Oculus Quest 2, and everything runs smoothly within the Unity editor. However, when I attempt to build and deploy the application to the Quest 2 device, I encounter unexpected errors. The build process itself appears to be successful, but upon launching the application on the headset, it either crashes or fails to execute correctly. I've tried various approaches, including changing build settings, verifying developer mode is enabled, and ensuring the proper SDKs are installed, but the problem persists. I have done this so far: Checked and confirmed that the project works perfectly within the Unity editor.Enabled Developer Mode on my Oculus Quest 2 device.Followed the official Oculus Developer documentation for the build process.Made
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I want to enable dev mode on my acc but every time it says verify on my org and I do it says I did it but never actually lets me enable dev mode any thoughts
I am working on a project for the Oculus Quest. I need to know when it begins to drift, tracking is lost, it switches from 6dof to 3dof, the user resets their direction, etc.. I have tried the Unity callbacks below, but they don't seem to work as expected with the Quest. Any ideas?UnityEngine.XR.TrackingSpaceTypeUnityEngine.XR.XRDevice.trackingOriginModeUnityEngine.XR.XRNodeState.tracked
What actually causes the entitlement to be denied? Can someone provide examples? How do I know it's working?
I finished the Quest 2 Build Your First VR App tutorial using Unity successfully. What would you recommend for additional tutorials I could do? I have a little development experience in the past in Java, but not a ton. I've done a little 3D modeling, but no development before. Getting a few more tutorials under my belt would be helpful.
Hi,I am building an Oculus app where similar to workrooms I want to have avatars seated on objects. I have tried this but the avatar always seems to be standing on the object. I have tried to calculate an offset to compensate but it is inconsistent. Is there a way to either calculate an offset to to get the y axis of the bottom of the visible avatar body so that the avatar looks like it is rested. I am using the latest SDKs and Unity. Thanks!
I'm using a Mac M2, I installed Oculus Integration from Unity and built the sample into Quest Pro. HMD and Controller are not tracking. What should I do? What am I missing? Building on Windows works fine.
I ran RecordAutoDriverInputs.bat and recorded some activity in our app. The batch file outputted confirmation that the *.autodriver file had been created, but I couldn't find it in either the folder where the folder where the batch file was run from, nor anywhere on our Quest 2 headset. The *.logcat.txt file was generated successfully. Any ideas of how I can get it to generate the *.autodriver file?
Hello I am trying to use the pokeahole shader that can be found in the Meta Xr plugin content. I wanted to do a window on reality. I have apply the pokeahole shader on a plane, I have the passtrough on my vrpawn but the shader does not thing. I have tried different opacity value.What do I need to make it work?
I am very happy about the discover I've just made today, but I feel a bit annoyed about the fact I didn't find any detailed explanations of that over the Meta documentations.I've started VR development for oculus 2 monthes ago. As I didn't find anywhere something giving accurate knowledges about how to align VR scene with real world, I finally passed 2 or 3 weeks building a system using passthrough + spatial anchors to allow alignment setup before loading the game. It works pretty nice BUT it makes the project bigger and slower because not optimized.Today, I decided to start my own investigations about the way the world axis is aligned when drawing a guardian area. Here the happy conclusions:-Erase any Guardian setup previously set.-Define a new guardian area as a clean square or rectangular shape (not millimetric but the overall shape should be an obvious square or rectangle).- Important thing is HERE: when you finish drawing the shape, before to confirm the draw, LOOK into the direct
Hello, I am a developer in South Korea. We have completed the development of the app using third-party BLE equipment using Unity, and the app works normally when debugging. However, when registering an app in the developer tool, a location authority issue occurred, so the app cannot be registered. Is there a vacation to solve this problem?
When turning on the device's power and launching the app, it automatically enters sleep mode within 30 to 60 seconds. I wonder why it goes into sleep mode and how to prevent it from entering sleep mode automatically?
So i’m trying to enable developer mode on my quest, but when i go to the device section on the app it keeps saying last checked *time*, and then flashes connecting a bunch, then goes back to last checked. Is there a way i can solve this? I tried reinstalling the app but it didn’t work. Much appreciation, thanks.
Dear DevelopersIn the process of using MRC: found that correction here has been unable to pass. Tip: there was an error sending the calibration file to your quest: could not write to files access to the path "/storage/emulated/0/android/data/com.oculus.accountscenter/files" is deniedand Why can't the official demo of the application see MRC support in the list after the MRC is enabledHope the official website output of the document more detailed. After all, there are a lot of whites
Hi I'm doing a robot making contest and needs IMU value(espically yaw rotation) to deploy my camera video to my Oculus Quest 2. I download the C++ SDK for Quest 2.My develope environments are like belowUse C++ and OpenCV 4.7.0Qt Creator(Qt 6.4.2)MinGW 11.2.0Windows 11How can I get imu value from Oculus Quest 2 using SDK? I'm quite a beginner of C++ and I looked the C++ SDK codes, but I cannot get where to start.
Try as I might... I cannot figure this out exactly.What I want to know is... if you're starting from a CORE VR project that implements the main XR rig, can I not just change the mesh to a custom 3d model and it show my 3d model instead of the normal controllers?I've tried various different ways... and I cannot get it to work. It keeps showing only the original models Unity started with.What am I doing wrong? I just want to use my custom 3d mesh model as left and right floating in game controllers in the game.Thank you for your time.
I tried adding developer status to my account with the developer dashboard but I can't verify my account. I tried using authenticator apps but it didn't work. I also don't have access to a mobile number or credit card so that's out of the question
Hello all!I'm developing a roomscale game for Quest 2 in Unity using the XR toolkit. It needs the device to be in roomscale mode with a big enough play area inside the boundary. I want it to display an error message to the user if they start it in stationary mode or switch to stationary during play.I've been using the boundaryChanged callback of xrInput (an instance of XRInputSubsystem) to track changes in the boundary polygon, and that works fine. But, to my surprise, the callback is not invoked when switching modes. I tried polling xrInput.GetTrackingOriginMode() every frame but it always returns Floor regardless.So, is it even possible to detect whether it's in roomscale vs. stationary, and if so, how?
I’m trying to get sidequest through mobile vr station, an iPhone 13, and developer mode (obviously). I have made a developer account and verified my account through a credit card and authentication app. However, while using mobile vr station, I can’t access the quest 2 files.
Today I turned on the quest 2 and all the apps that I uploaded to AppLab on beta disapear. The ones that were installed just move to unknown apps but I cant access to the other ones. I search for them on the store but once they show and I click on them, and they dissapear.Is the verification something to do with that? It seems the need of a verification will be on Aug 16 so... dont know what is happening.
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