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There are a frustratingly large amount of games which do not offer a true left handed mode, Resident Evil 4 and the Walking Dead Saints and Sinners being two very prominent ones. They have a supposed left handed mode listed in the options but it does not swap joy stick input. This means that left handed players have to use the joystick for movement and weapon aiming with the same hand while this is not true for right handed players who can use their dominant hand for weapon interaction and non-dominant hand for movement. One solution that would be very helpful would to simply make available an option on the Oculus Quest itself to make all buttons and joystick input from the left controller act as if they came from the right controller and vice versa. This would remove the frustration of having to ask every game developer individually to add support to their game and be a one stop solution for most left handed players.
HelloIm using the sample project of SpatialAnchors to test how it works... and when i open the project i see the menu item to choose Create anchors, select etc.... but my problem is when i click on Create Anchors i the anchos always appear on 0,0,0 world location (i cant put where i want)Im using both Quest 2 and Quest Pro.... Does anyone know what can be the problem?Thanks. Gonza!
We've found that when we launch a View intent with a WebXR link from a third party application, the Oculus Browser doesn't always show VR Mode as an available option. This is true for Youtube, as well as products like 3D Vista. Is this a known issue? Is there some other setting, or recent update, that has made it more difficult for third party apps to launch the browser and keep VR mode as an option?
I would like to use a game object (ex. drumsticks) as the representation of Oculus controllers (instead of hands). So, I can control and move sticks using the controllers. The gameobject has a .obj file, but there is no animator or avatar file for that. Please let me know if it is possible and let me know how. Thanks
Hello, I am currently developing a VR application using the Oculus SDK. I am trying to implement a feature that recenters the player's view when they reach a certain point. For this, I am using the OVRManager.display.RecenterPose(); method.However, when I call this method, the message "Recenter event detected" is printed in the debug log, but the player's view is not actually recentered. I have tried various ways to solve this problem, but it still remains unresolved.Here is the code I am using: public void ResetPlayer(Collider other) { other.transform.position = questPos.transform.position; other.transform.rotation = Quaternion.Euler(questPos.transform.eulerAngles); OVRManager.display.RecenterPose(); } This code is called when the player enters a certain collider, and after resetting the player's position and rotation, it calls RecenterPose().If anyone has any advice or solutions regarding this issue, I would greatly appreciate your input.
Hi All,Has anyone faced the issue where there is a sync issue between Oculus avatar hands not properly aligning with hand pose from oculus integration while grabbing,If anyone has a solution for this then please let me know.
HMD Mount/Unmount Events are not getting triggered when I'm taking off the headset. Current versions:Unity 2021.3.11f1Oculus Integration Version 43.0Running on a Quest 2 Did anyone else had experienced this?Thanks.
i set up an organization and when i went into the mobile app to developer settings to enable them it says "we are having problems loading this. Please try again". i cleared cache, restarted phone and app and i set up a new organization again. Nothing worked.(**I HAVE A META QUEST 1**)
Hi all, I need help with the deployment of IBM Watson voice recognition on mobile from unity3D.I'm working on a VR app for the Google Cardboard. The idea is to cause events in the app to trigger based on voice commands. For instance, if I say "Hello", that word should trigger an action in the app.Initially, it worked perfectly on HTC Vive and Oculus Rift. Now, I ported the same speech recognition code to mobile, and it has refused to work.What to do? I decided to use IBM Watson STT(Speech To Text) and Conversation service to achieve the result I wanted using Watson SDK for Unity and IBM Speech Sandbox. It finally began to work on play mode in unity editor. I.e the app works perfectly, recognizing my voice or any other voice input and triggering the relative in-app action.The issue now is this, once I build to an Android phone, connect to the internet (internet connection required for Watson to send data between my app and the cloud), turn on microphone option from app permission in app
Hi everyone,I'm a new french developer on quest 2, with unity and open xr, and I try to implemant the paused game when taking off the hmd.This is necessary to be compliant with app lab & meta store ...I succeed to pause game with a button but I'm not able to use the 'presence user' to apply it on remove the hmd, if anyone have the solution ...Thanks in advance 🙂
My questions: Is it mandatory to export the APK in OpenXR?, or can we use Oculus VR?Thank you very much.
Hello, everyoneI have interest in Meta Quest 2 or newest versionI have Intel NUC 13 Pro Kit (Small Intel CPU installed PC), to where a camera is connectedThat camera will send indoor live stream to NUCAlso, that NUC has OS as Ubuntu 20That NUC has USB ports and bluetooth and WIFI My questions are1. I want to receive and see the live stream (of that camera) on Meta Quest 22. I want to send the 6dof sensor values to NUC (Ubuntu 20) in real time, so that, if I move or rotate Meta Quest 2, NUC's Ubuntu 20 OS should receive those sensor values (in real time) May I ask:Can I do both above via Meta Quest 2 ? Thank you and have a nice day
Hello, I have a performance problem in the game I developed in Unity, so I have to lower the critical values like RenderScale and keep the 72fps value, which is mandatory for Applab. This makes my game look bad.What I'm wondering is, when I use AppSW(SpaceWarp), the FPS value goes down to 35 in OVR Metrics, but the green line continues. In the documentation here https://developer.oculus.com/blog/introducing-application-spacewarp/ it says 36fps is equivalent to real 72fps in AppSW. Does this method prevent me from getting 36fps and publishing my game in QuestStore with VRC.Quest.Performance.1 rule?
how to disable/enable screen recording ability by script on the quest device?
Hello, we have developed a VR educational and medical app and submitted it for approval on App Lab. We have 2 questions regarding user reviews and "verified owners":1. Can a user who is NOT required to log in to our app with an account & password to use it leave a review on our PDP that's visible to the public?2. Can a user who has purchased our app OUTSIDE Meta leave a review on our PDP that's visible to the public?3. Can a user who REDEEMED our app with “Redeem Code” and used it WITHOUT logging in with an account & password leave a review on our PDP that's visible to the public?
Where are the Casting videos saved when I use my iPad and the Meta Quest app?I recorded 3 minutes but the recording does not appear in the media files on my Quest 2 nor on my iPad?I have tried this a number of times without success. Thanks. Michael
hello, a while ago i got fnaf vr and i did not understand that i needed to update the app when it asked me, now i dont see as many thinga as other people see in game because i never updated, and it is now not allowing me to update so now i am just stuck with a game i cant play without finding some type of bug which wont allow me to do certain things
Hi,My App Lab game (Home Detective) has been out for about a month and a half, and I've had one IAP enabled and running fine since then (the second level with SKU: LEVEL2).Two weeks ago I added a third level, and an associated IAP for that (with SKU: LEVEL3). In the Add-Ons tab, everything appears set up fine, and LEVEL2 and LEVEL3 both appear very similarly set-up, with all the same descriptions, logos, tickboxes and artwork added.But when a player tries to buy LEVEL3, they are shown a popup that says "Insufficient permission". Indeed, it looks like LEVEL3 doesn't even come down in the list of products when my game calls GetProductsBySKU() - I can see it appear (or not) in the device logs.When I, the developer, use my own account, I get LEVEL2 and LEVEL3. When I use a family member's account on my device (running the same version of my app), I only see LEVEL2. It's like I have the permission to see it, myself, but no other users do.How can I fix LEVEL3 and my future IAPs to work
I have built this project maybe 100 times. No clue what changed or why.I tried to post this in SDK feedback. But it says I don't have permission to post to that group.In ./Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/Horizon/VertexGI/Interface.cginc, it has:'#include "../FBToneMapping.cginc".After I renamed FBTonemapping.cginc to FBToneMapping.cginc, I could do the cross build.I have MetaAvatarSDK 20.3 and Oculus Integration 54.1 installed. Unity 2022.3f1When I re-download, remove the entire Oculus directory in Assets, and then re-install them, it again keeps the 'M' lower case. So the problem seems to be with the package.This is strange because; (1) I thought windows had a case-insensitive file system. and (2) How did it ever work? So (3) Something changed in Unity. I am *guessing* that their shader compiler now opens up a directory and searches for matching file names, and no longer just does an open(), causing case sensitive search, so the file name needs to get renamed, or
Hi, I am using the D-Link VR Air Bridge adapter to connect my Quest 2 to my PC wirelessley. After about 5 minutes of me not using the headset, the Quest 2 disconnects from Air Link. This is extremely annoying because I am developing a VR game and everytime I want to test I need to reconnect air link which takes 2+ clicks inside the headset. Can you please adjust air link to not auto disconnect after 5 minutes?
Hello,I am developing a game in which I'm in need of being able to type polish characters such as "ą, ę, ż, ź, etc." on system keyboard.Is there a way to enable polish characters there?
Hello, everyone! I am currently using unity for development,and want to debug my program in unity editor.But with oculus link , I can not see my hand. I just can see the Handle controller,I turned on gesture tracking in the Settings, and the program can run normally after export
Game is crashin:android_crash:android.app.BackgroundServiceStartNotAllowedException:com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackageStack Tracejava.lang.Error: FATAL EXCEPTION [Thread-3]Unity version : 2021.3.25f1Device model : Oculus QuestDevice fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50500320057200150:user/release-keysBuild Type : ReleaseScripting Backend : IL2CPPABI : arm64-v8aStrip Engine Code : trueCaused by: android.app.BackgroundServiceStartNotAllowedException: Not allowed to start service Intent { act=SET_METACAM_PACKAGE_NAME cmp=com.oculus.metacam/.capture.CaptureService (has extras) }: app is in background uid UidRecord{c77b0c3 u0a93 CEM bg:+1m47s574ms idle change:idle procs:0 seq(0,0,0)} at android.app.ContextImpl.startServiceCommon(ContextImpl.java:1870) at android.app.ContextImpl.startService(ContextImpl.java:1826) at android.content.ContextWrapper.startService(ContextWrapper.java:776) at com.oculus.vrapi.
I was trying to activate developer mode and when I want to click headset settings it says "connect to your headset to get information and configure your device"
Anyone else getting network error when uploading the build?Error: write ECONNRESET at WriteWrap.onWriteComplete [as oncomplete] (node:internal/stream_base_commons:98:16)
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