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So I've noticed since I updated the headset and driver that the quest Link cable no longer seems to be functioning like how it used to, as in it constantly disconnects, and when it does connect for longer than a minute I do not have any audio, or no mic, just visual. I decided to write this here since someone on discord mentioned having the same exact issue and I was curious if anybody else is also having this issue?
My Oculus desktop app just forced update to 56.0.0.76.155 and now I can no longer create the virtual keyboard in Unity over link. This is with the Oculus SDK 54.1 and Oculus Utilities 1.86.0. Anyone else seeing this issue or have a solution?Edit: reverting to old scene seems to fix it. Is there a way to delete message on here?
With the gradual improvements in hardware, what is the best practice for submitting a game that supports different hardware capabilities?E.g., different Unreal Engine features are turned on for Quest 3 vs. Quest 2, requiring different build configurations, resulting in different cooked data for the builds (materials, etc.). It's the same app, but either a different apk or different data must load depending on the install hardware.
Report bug: Ptc v56 Quest pro oculus air link go black screen when the headset is wake up from sleep and i have to restart the headsetI used ptc 55 and I want to unenroll ptc update without reset all data on my quest pro so I decided to wait for public v55 to release so i can unenroll but suddenly my device update to v56 ptc so now I can’t do anything to unenroll ptc without reset data on my headset
Ever since Integration SDK 37.0, whenever running a game in-editor, after rendering a few frames (less than 20) of the game scene, the entire player will freeze up, sometimes for a full minute. Occasionally it's so bad I have to force restart unity. This is a new development since Integration SDK 37.0. Previous versions don't seem to cause the issue.
I want to get the sound data currently being played by the Quest2 device in Unity. Does OculusSDK provide an interface to get it?
I keep finding myself posting really long posts in random threads that start talking about locomotion in VR, so I'm going to make a big post here instead that I can just point to.IntroductionThere are lots of problems to be solved in VR. Perhaps the single most critical problem right now is the question of Input. For the purposes of this thread, I'm going to take it as a given that we need the ability to reserve our hands for doing hand-related things, and not for moving around. That is to say, we're going to need to use our feet or legs to operate the device that will allow us to move around in VR. I've been calling these locomotion devices 'Walkers'.I should point out that I'm writing this thing for anyone to read. I realise that most of the people here will know what optical-tracking occlusion is, or well-understand the downsides to the Virtuix Omni, but I'm putting it all here just to be thorough.The Current State of VR WalkersMost people on this forum will be well-versed on the cu
Hello. I'm trying to make somekind of in app game review. In past, there was a package for Unity, from Google, that let you make a review from inside the game at runtime to post on Magazine Play. Is there a similar API that let you post a review from game for Oculus Store?
Hey all,I've had an issue which now seems permanent where access to the Input.GetKeyDown("space") does not trigger when the headset is active. I notice it does respond when I first play the scene but as soon as I make the headset active it no longer responds.I thought this may have been the InputFocusAcquired status but looking into that I'm not sure that blocks other inputs.Thanks for any guidance.
Hi, I run into an issue where an app I built for Quest Pro displays with a black-ish line near the bottom and the sides of the screen, as if a rectangular frame were showing over the camera view. These lines are very close to the edge of the screen, and the contents of the app are visible even beyond them. Interestingly, this does not occur with the same build run on Quest 2 and does not show up with Oculus Link. This issue is present from the Unity splash screen throughout the entire app.I am not getting this issue with a different app that was originally intended for Quest 2. The main difference is that I am using a custom android manifest generated by Oculus Integration package in the problematic app (eye tracking was required).Thanks for any kind of advice.BestFilip
Hi there!I have been working on an app for Quest 2 using Unity. Myself and 2 others have been using the app lab alpha channel to share and test builds and it has been working well. Now, we are hoping to open up a private beta, but of course still want to retain the ability to test new development features amongst the core team. I thought that using different release channels would be the way to go, but I've learned from reading that only the highest version number build will be available to each of us, even across channels. Does this mean that, in our Oculus organization, we should make separate "apps" for the dev and public-facing versions of our app? Now, when it comes to keysigning, this is also an area I am not too comfortable with. I assume we should be fine to use the same keystore for both apps if we go that way? Also, can someone help clarify what would happen if we lose/change the keystore used to sign the app? Finally, what other parameters, if changed, could cause the b
When I switch accounts or connect to a different wifi network with my phone that has Meta, it turns it self off.
I am developing an application for the Meta Quest Pro using Unreal Engine 4.27, and advantage of the body tracking, eye tracking, and facial tracking components. The issue is as follows:When booting into the game, the body tracking works great- as intended. But when the headset leaves the tracking space (even briefly, as long as the 'change guardian' menu shows) the body tracking component becomes VERY laggy. Meaning the avatar is frozen and only updated every second or so. This sometimes will go away on its own, for reasons I'm not sure, but most of the time mandates an app restart to fix it. I know its an issue with the body tracking component, because when I switch the player pawn to the UIController, it has no lag issue (but swapping back to the body-tracked avatar does).I know this is not a unique issue to my project, because behavior is observable in the MovementSample made to demonstrate this technology. I have had a colleague build the engine from github and load the movementsa
The problem at hand is that when I grab an object and try to throw it, it behaves unpredictably, sometimes stopping abruptly and other times flying in the opposite direction.Upon investigation of how it works, the following chain of events can be observed: There is a GrabInteractor that interacts with the GrabInteractable (which can be HandGrabInteractable/ControllerGrab, etc.). Then, the Interactable checks for the presence of a PhysicsGrabbable (a component that applies force upon release). Additionally, there is a VelocityCalculator that calculates the force to be applied.If the VelocityCalculator is absent, the object will enable its physical properties but will stop since the Velocity is set to 0.Alright, so we've figured that out. However, the connected calculator is acting strangely and launching in random directions. The issue lies in the linkage. The Interactor passes information about the HandGrabInteractable along the chain instead of the object itself, which may be located
Hey guys, It's Pete over at Oculus. A lot of people have been asking about Unity 3.5 support (our official Unity integration is for Unity 4), so I took some time over the weekend to put together an unofficial Unity 3.5 integration package using Unity 3.5.7. Note that this is an unofficial integration sample, but it should let all the Unity 3.5 users get started with the Rift!There is very little difference in what is offered in the full core Unity 4.x integration. The main change is that we had to remove the Tuscany level because of changes that would have needed to be made to prefabs, materials, scenes (they would have needed to be re-created in Unity 3 because they cannot be brought in from 4). The primary changes for Unity 3.5.7 vs. Unity 4:- Removed all references to MSAA rendering (not available in Unity 3.X) in OVRCamera.cs- Recreated prefabs for OVRPlayerController and OVRCameraController- Removed Tuscany scene and level, added a quick test level in Unity3.5.7_TestScene unity pa
Has any one know how to get 2d image of Meta avatar in unity.
Hello. I get this error everytime I attempt build an apk for the Quest 1. The build process runs smoothly until the very end when this error shows up.LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: LogInit: Display: LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: ERROR: Cook failed.PackagingResults: Error: Launch failed! Unknown Cook FailureWhat could be the issue? My development environment is set up correctly from my tests before posting. Any help would be appreciated.
This pops up in debug tool, been driving me mad. Debug tool just doesn't work, tested this out by seeing if the performance visual hud was in VR, nope. nothing. Debug tool just won't function.
I am using unity. Someone knows how could I get the "enable passthrough" checkbox in experimental feature button? Because I saw people use it below 39.0 and almost everyone who does has lower that 35,0. Been for a while searching but no results.
Hi all, I encountered a problem with my UE5 project after the v53 update on my Quest Pro. When I try to open it through Unknown Source, it will give me the 3 dots and then crash to home.This is the error I get from the Log:---20:15:59.270 25173 25271 D UE : Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/../VulkanRHIPrivate.h] [Line: 906]20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRHISupportsAttachmentVariableRateShading and GRHIAttachmentVariableRateShadingEnabled are true before specifying a shading rate attachment.20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/../VulkanRHIPrivate.h] [Line: 906]20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRH
How can I offset the hand of the players meta avatar from the controller? If someone is using a grip then the hand shown should be holding the grip handle not the controller. https://developer.oculus.com/documentation/unity/meta-avatars-custom-hand-poses/ mentions wrist offset but its unclear and I couldn't get it to work. I tried changing the x,y,z of the wrist joint in custom hand pose but it has no effect. Also, the meta avatars remain in T-Pose when running over Oculus Link in Unity Editor which makes it really hard to do custom hand poses as each change requires doing an Android APK. Is this how its supposed to work or is there something missing in my setup?
Currently working on an app that uses both VR and Passthrough. I want to update to URP, but when I do that I lose Passthrough entirely (just black). Works totally fine in Standard. I am not using an post-processing (it is disabled on the main camera) Am I missing a fairly simple setting/calibration step, or is this currently not supported? Thanks!
So I followed these instructions https://oculusdevelopers.zendesk.com/hc/en-us/articles/1500005532762-Entitlement-Checks but as soon as I call Oculus.Platform.Core.AsyncInitialize(appID); it crashes the Quest 1. Doesn't throw an error or anything just straight up crashes back to the home screen. But it works fine when testing on the Quest 2... I am using the same account to test on both headsets... What the heck is going on here? Any ideas? Been driving me crazy for days now.
i love the vr experience although i have picked up my rift used as my first experience recently, i live in a rural area where my internet is limited so if im playing something else not involving my oculus having anything else open that consumes the internet affects my game play. Well the Oculus app opens relentlessly nonstop in the middle of me playing other games causing my current game to window out then i have to close the app then no less than 15 seconds later here comes the oculus app again, taking out of my current game window, the oculus app wanting to update i assume while i am in the middle of a game. please fix this if i want the app closed the app needs to remain closed until i execute the app
im working on a PCVR game for a version of windows that doesnt allow installation of general windows software (excluding UWP store) so i need to know if someone has already made a software (singular PCVR app) that shows up as a PC in air link on the headset (in other words, use link to directly enter a VR app) for context, the windows version in question is 4th gen xbox OFW
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