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Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
i was using my quest 2 perfeclty then i bought other one so i did factory reset to my old quest 2 and now i tried to start again to pair it with my phone and i can see that i have the same code even if i made factory reset much time same code and won't pair with my phone
I checked everything and still, my device doesn't connect to the meta hub. it proceeds to the last step and says the device is connected, but it doesn't show it in the dev hub. Can someone help me with that please?
I am attempting to add a user via our App Manger/App Lab at developer.oculus.com but I am unable to add the following user: chad.carr@giveback.ngo. I have had no issues adding other users, but I continue to receive an error message when attempting to add this user (see screen shot below). I verified with the user that he does have a Meta account (see screen shot).
Hi,Most of our players savegame progress files are saved and loaded correctly, but in rare cases there is an error with loading/saving these files to the Oculus Quest 2 device (as reported to us by players themselves).We have connected the Game Analytics service and verified that some players have an error with reading / writing savegame files to the device. We have already tried to reproduce the bug, but on our device this problem did not occur in either the developer build or the shipping build (we tested it on Oculus Quest 2 device).Additional information:- we use Unreal Engine 4.27.2- "Use ExternalFilesDir for UE4Game files?" is enabled- TargetSDKVersion=32- According to VRC.Quest.Security.2 we do not use the READ_EXTERNAL_STORAGE and WRITE_EXTERNAL_STORAGE permissions in the Android manifest file, as the Oculus page says "Not needed for savegames" (https://developer.oculus.com/resources/vrc-quest-security-2/). Despite this, we tried requesting these permissions from the player at
I am trying to create in game buttons that will open up a page to my other games in the oculus store. I am building in unity for the Quest 2. Does anyone know how to do this?
When using deferred rendering the camera views are upside-down. Is this a known bug or are there any work arounds?
After Updating the Meta Quest 2 to v55 from v54 the GPU usage has increased from 50-70% to 90-99%. I had to reduce the resolution by 30% to maintain the solid 90fps that I had before the update. I've read online that some people now can't play some games like Beat Saber anymore after the update because it stutters a lot.
I've been integrating Wwise into our game and it seems to run ok on PC and in the editor but crashes on Quest. This seems to happen just after loading the level and started happening after adding some code to trigger events when physics objects collide. The code is basically: public class CollisionSfx : MonoBehaviour { public AK.Wwise.Event ImpactEvent; public AK.Wwise.Switch MaterialType; public AK.Wwise.RTPC ImpactMass, ImpactVelocity; private Rigidbody body; void Awake() { body = GetComponent<Rigidbody>(); } void OnCollisionEnter(Collision collision) { MaterialType.SetValue(gameObject); ImpactMass.SetValue(gameObject, body.mass); ImpactVelocity.SetValue(gameObject, collision.relativeVelocity.magnitude); ImpactEvent.Post(gameObject); } } Any one out there got any ideas?
I'm working on an Unreal 5.1 project using MetaXR and OpenXR plugins. Lately I've been unable to play in VR mode on my Quest 2 in Unreal due to this crash. The crashing thread is RuntimeIPCSystem, and here is the exception message:Exception 0xc0000005 encountered at address 0x1ef7fa73ef0: User-mode data execution prevention (DEP) violation at location 0x1ef7fa73ef0Another interesting note is when this crash happens, the Oculus App closes and reopens and Quest Link won't work until I unplug-replug the cable to my Quest 2.Here are some details about my circumstances:- Nobody else on my team has experienced this issue, and I have tried a fresh pull on the project with the same result. This leads me to believe it's a local issue on my machine.- I've tried using DebugGame and Development editor build configurations with the same result- I've uninstalled and reinstalled the Oculus App twice- I've done a Windows restore, where I reinstalled Windows while keeping my apps and user data in
Hello!I am a beginner in VR development.Which game engine is better between Unity and Unreal Engine for VR development? I am thinking to pick Unreal Engine as it has better graphics. In the future, Unity will have better graphics than Unreal Engine?Thank you!
Hi Support, We need to support oculus login on our website, this account linking is the only doc I found that can be used for web login, but this flow doesn't support param state, we can not pass state to oculus and oculus can not pass back state to us, therefore we can not find the original request from the user, so my question:1. Is the account linking flow correct for web login? If no, is there any other doc about login with oculus?2. Does the account linking flow support state param? Or any other params that can be used to receive from us and give back fto us? Thanks
Hello community, can you help me how to implement a blood flow? I am in a project and this is an obstacule for me, I'm waiting for your answer, thank you.
When trying to upload my APK build I get this error.
I can't get SDK 54.1 to work with Unity at all. Here are my steps:1) Create new core graphics project2) swap to Android3) Install XR integration, set to "Oculus"3) import Oculus Integration SDK 54.1After the lengthy install, Unity re-boots (as usual). When it re-loads, even before entering run mode, about every 15 seconds part of the OVRPlugin script runs a function named "ovrp_QplTrackBegin" (or something similar) and a EntryPointNotFoundException is thrown, like it cant find a function in the OVRPlugin.dll. Nothing VR works from that point forward - even panels with VR settings are blank. I've tried older versions of Unity - going back as far as the last 2022 LTS version and a whole slew of other things - I cant get it to work at all. I've even refreshed my Windows 11 pc and started from scratch. From my point of view - v54.1 SDK doesn't work at all. Is anyone actually using it? I find it hard to believe that would be true. Has anyone encountered this and found a fix/work-aroun
Hi, I'm using Render Doc to capture a frame in my VR app on Quest 2, I have sucessfully connected Quest with a Render Doc, however when i access to the file I intended to capture, it says" Android app not set up for Render Doc capture " and asked me to enable Development mode in Unity. Have u ever had that error, can u show my how to fix it?
I'm having extreme difficulty networking Meta Avatars with Photon Fusion. I'm using SampleAvatarEntity and trying to set the configuration when the object is spawned, and then I try to load the avatar with the appropriate User ID. Loading the avatars seems to work. But I get all kinds of asserts and errors when calling methods, even innocuous ones like SetLocal(). For example: [code]_metaAvatar.SetBodyTracking(bodyTrackingBehavior: _avatarBodyTrackingBehavior);_metaAvatar.SetIsLocal(true);[/code] The second line there leads to: [ovrAvatar2 entity] Assertion failed: ovrAvatar2Streaming_PlaybackStop failed with NotFound Even if I wait for CurrentState > Created. Applying stream data received over the network completely fails. I'm aware of the loopback scene but it's somewhat irrelevant because in that case, the avatars are set up ahead of time and not dynamically instantiated. Does anyone have some tips on how to figure this API out?
Hi everyone,I am trying to experiment with an application in Meta Spark Studio. I already have a developer account and my headset is in developer mode. I have no problem uploading AR/VR test files from Unity. When I try uploading files via Meta Spark Studio, I get an error like so: The only issue is that I can't find the Augmented World Demo application. I do not have a filter for "Prototypes" to be able to find it in the App Library:I can't find Augmented World Demo in the Meta Quest companion app either. Although the file is found under the "Unknown Sources" tab, the application doesn't launch. I'm currently running v55. Any help would be much appreciated... thanks!
Hello! I have problem with threads app. I can’t do posts for 4 days. I am kicking out of my account every minute I don’t see anything because posts are not avaliable.
Hi, I am just getting into developing an app for Oculus Quest 2 and I eventually want to submit my app to the Meta Quest Store. I found information about the VRC guidelines (here https://developer.oculus.com/resources/publish-quest-req/), but I want to know more. How does the team that "tests"/check the apps when we submit them, decide on what permissions are necessary for the game, and what aren't? How many apps are submitted to the Meta Store, and how many are rejected? Is the "testing" of the apps done manually or is it automated? These are some of the questions that I throughout about and I would appreciate if someone can share their experiences. Thanks
Hello I am using hand tracking on a pc vr project. The hand appears without material even if I put a material in the material override slot.What's the best way to control the material on the Oculus hand?
Hi everyone,I have published an app in app lab, now in trying to add IAP,When i use developer account and test user create from dev dashboard it work good, when i use organization admin it also work good, but when i use account outside if the organization it stop working and I recive response with 400 and error code 1 from the API. I dont know how to resolve it some one know some thing?
Hello,With the latest MetaXR plugin on Unreal Engine 5.1 (Launcher version), there is a problem running the OVRPlugin backend with a crash when running the game. It's fine when using native OpenXR with Oculus, it's also fine with Epic's OpenXR plugin without MetaXR plugin.When selecting Native OpenXR + Oculus extensions, does it enable MetaXR features too? I mean adaptive resolution, FFR, etc.. ?
Good Day,I downloaded the "Oculus Lipsync plugin" and followed the instructions given in the document.As per the documentation, I copied the the "OVRLipsync" to "UE4.27-Engine-Plugins" and also into "UE5.1-Engine-Plugins".But when I open a project in both the versions, The plugin is throwing an error saying the plugin is compiled for different version.I also tried to copy the plugin directly to the project folder, Still same error.Please sort the issue for me,Thanks,
Hello, I am developing a VR application that requires the user to be physically walking while wearing the Quest Pro headset. Since the physical environment the user will be walking in is inconsistent and the distance walked will be long, we have disabled the guardian boundary. However, this seems to have resulted in the floor level constantly regardless of the physical location.May I ask for some help? How can I get the floor level to remain stationary while walking long distances without the guardian boundary?
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