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Hi, I have a painful issue about mipmap texture, for Oculus Quest 2 development.blur/flickering at grazing angle is causing big problem. Would like to seek help from the wisdom of the folks here.A bit context:I’m using projected photos for simple background evnironment(in following images). The problem is, mipmap gets too low res on grazing angle grounds. If I force mipmap to increase resolution, then other areas get too much resolution and start to fliker when viewed. especially worse viewed in the headset. Trying to understand the mechanism behind it, here are the question:1 How does UE4 determine mipmap resolution?A. Is it per triangle based?B. Does stretching polygon along one axis affect the same way as proportional scaling?C. If I turn off or use bias to increase resolution of mipmap, some nearby areas get too high texture density and start to flicker. In this case, other than separating geo manually with differently-scaled texture segments, is there a better solution?D. Is there
I now have two 3D screw objects. I want to use the Oculus quest2 controller's laser and OVRInput.Button.PrimaryIndexTrigger to click on the two screw objects to make them connected by a line. I use (LineRenderer ), which components I want to add to the object, I have been stuck for a long time, please answer and thank you.
Hello, I am trying to test my uploaded AppLab app prior to submission. When I follow the View PDP link on my app's overview page, it shows that the app is Purchased on my account. However, when logged into my Quest 2 with the same user, I am unable to locate the app in any of the various tabs (including Not Installed). Is there a step that I need to perform in order to make it show up in my library so that I can download and test it? Another team member is able to view the app in their library, but they don't recall performing any special steps to make that happen. Please let me know if further information is needed.Thanks,Erik
Hi,I'm having a problem where screenshots I take of UE5 games on my Quest are solid black.- I can repro it on a blank UE5 project by following the Quest / UE5 getting started guide at Creating Your First Meta Quest VR App in Unreal Engine: Unreal | Oculus Developers - Using Unreal 5.1.1 from the Epic Games Store- Using the MetaXR plugin from Downloads - Unreal Engine 5 Integration (oculus.com) v54- Quest 2 OS version is 54.0.0.155.344.482042629 Screenshots of UE4 builds of our game don't have this issue.Thanks for any suggestions.
Hello,Recently I pushed v1.0.2 of my game (Home Detective) on App Lab, and when I browse to it on my Quest 2, I download that version, all hunky dory.However, when I download it using my Quest 1, I get an old build, v1.0.1. There is no prompt to update and it re-downloads that version even if I uninstall it and search for it again.Has Quest 1 already been deprecated from new builds, or is it something I have done? In v1.0.2, I did upgrade Unity and the Oculus SDK, but made sure I was still targeting Quest 1, 2 and Pro for the build.Thanks,David
Hello,Before I could record from the ODH when pressing the Record Video button. With the current version when I press it won't start to record but it shows an error, "Error: Device display is off". Both my Oculus Quest 1 and ODH are updated.thanks in advance.
Hello,I am desperately trying to find an answer. Ive been posting for a few days trying to get help multiple people are having with saving MRC calibration to our headset. Were all getting the same Calibration Sending Error, being denied access to the file location.. Ive been sending in tickets to Oculus, posting in the Oculus Support Discord, sending emails but have not received a response as of now.Please tell me who or where I can find answers to this issue.Thank you
Hello! Im trying to build an apk in unity using oculus sdk ovr apk builder. When i try to do so it does it fine but then i get an error Gradle exited unexpectedly. Are there any fixes? is anyone encountering the same issue?
Hello, I am a developer on a Unity app for Quest 2. We have a performance problem with our app that causes huge spikes in CPU usage.The app performs well and as we want it to at first, seen here captured by OVR metrics:All of the systems in the app test well and do not cause problems but after a certain amount of time doing various things, a user has a random random chance of having the framerate plummet. In this next picture, I experienced the bug and then returned to the login screen where the bug persisted:You can see that CPU usage has skyrocketed to a locked 100%. You would think that there is some process taking up frame time in the background. I took a look at the profiler on a build to see if there was a key culprit. Here is a frame under good conditions where performance is as expected:And after the bug, the frame looks like this:You can see that the player loop has almost doubled in duration, but the scripts portion of the frame is actually pretty much the same. The chan
There is a way to obtain, using android tools (such as scrcpy or adb) or other tools, a stream containing the 360 video of an Oculus Quest 2 (therefore not only the user's view but the whole virtual environment)?Otherwise, is it possible to cast a headset into another headset? (rather than cast to PC)
I need help getting my Quest 2 to connect to my MacBook Pro via USB because, unlike this guy - https://neerajjaiswal.com/how-to-setup-for-quest-2-development-on-mac-using-unity-without-bootcamp, I can't get the connection to work. I've followed the instructions in the link above, but just to summarise: - I have verified my developer Oculus account, where I've set up an organisation for app' development- I have the Oculus phone app', which has connected to my Oculus 2, where it's enabled developer mode- The system settings on my Quest 2 show a developer section, and I've enabled the USB connection dialogue- I've installed the Meta Quest Developer Hub (MQDH) and tried ADB drivers from Unity, Android SDK, Android File Transfer, and MQDH itself- I can see the USB C cable connects because whenever I plug it in, I get an "extended battery" notification However, the EFFING ALLOW DEBUGGING NOTIFICATION NEVER APPEARS. GRRRRR Meanwhile, I've done a hard reset on the Que
Has anyone managed to enable the passthrough function?https://developer.oculus.com/experimental/passthrough-api/ I've tried the Oculus Integration 31.0 passthrough sample scenes, but I'm getting the error "Failed to initialize Insight Passthrough. Passthrough will be unavailable." OVRManager passthrough related options are enabled. I confirm I'm using Oculus runtime v31 and OVRPlugin 1.63.0, and the experimental system property is enabled. <uses-feature android:name="com.oculus.experimental.enabled" android:required="true" /><uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" />>adb shell getprop debug.oculus.experimentalEnabled1 It seems OVRP_1_63_0.ovrp_InitializeInsightPassthrough() fails.
Hi,I am fighting with the Oculus Go to display a water shader and I have no result.Either if I use the Standard asset Water4Simple (nothing display), Aquas (nothing display), Realistic water (Water is black).Anyone would have an idea?
HI,I would need to add external sensors such as SteamVR Pro Tracker, "gloves" or other kind sensors for a VR application created with Unity.I would like to know if it is possible to add this kind of sensors and if so which ones are actually compatible with Meta Quest 2, or if Meta has created additional sensors in addition to the native hands tracking.Is it possible to use them without using a computer (Quest Link)? An example would be tracking real objects for their use in VR
Working on an experience using Unity and Oculus Integration where positional tracking is turned off and hand tracking is ideal. With positional tracking off, the scene moves with the headset (which is the goal). However, the hand prefabs still move world relative and move through the scene when the play moves, meaning the hands fly through the scene and away from the actual placement of player hands (not the goal). Ideally, the hands would also move with the scene and player instead of through the scene. Is there a way to turn off positional tracking or disable tracking to world transformer script? Am I even looking into the correct things to achieve what I'm looking to do?Thanks!
I got logged out of my developer account and couldn't remember the password.I reset the password and entered a confirmation code.Now, it wants F2A. It's using an old phone number. That won't work.It also asks for a recovery code. No idea. Where would I find it?I work for a VR company that has an app on the Meta Store.I need my developer account to work.
hi. We are making a VR game. A VRC Description issue occurred during development. Sitting Supported Player Mode. I checked the above in the initial app matata settings and I don't know which one of the developments I should modify.So I'm trying to change this part of Sitting Supported Player Mode, but the matadata that has already been approved once won't change.Does anyone know how?
i recently added in app purchasing to my meta game and never got my earnings even after 2 months and i waited the 5 day payout hold because i changed my payout payment method and never recived my earnings that i got for in app purchasing from my game using meta for developers
I have created a small Qt-project to demonstrate how to use the OculusSDK in conjunction with the platform independent Qt framework.It basically consists of just one child-class of QGLWidget. Besides the platform dependent locations of the libraries and header-files the pro-file has to contain these settings:QT += core gui opengl networkCONFIG += c++11LIBS += -lovrThe project contains three files:main.cpp#include "oculusglwidget.h"#include <QApplication>int main(int argc, char *argv[]) { QApplication a(argc, argv); OculusGLWidget w; w.show(); return a.exec();}oculusglwidget.h#ifndef OCULUSGLWIDGET_H#define OCULUSGLWIDGET_H#include <QGLWidget>#include <QGLFramebufferObject>#include <OVR.h>#include <OVR_CAPI_GL.h>#include <Kernel/OVR_Math.h>class OculusGLWidget : public QGLWidget { Q_OBJECTpublic: OculusGLWidget(); ~OculusGLWidget();protected: virtual void initializeGL(); virtual void resizeGL(int width, int heigh
I've build a split APK and OBB file using Unity. Now, how do I upload it to the Quest. I've installed the APK using ADB and that part seems to work. But where to I put the OBB? None of the guides appear to be suggesting the right place to allow Unity to load it. I just get a grey screen when I run.Unity names the obb file: [packagename].main.obb but the Quest instructions suggest that it should be:/sdcard/Android/obb/[package name]main.[version-code].[package-name].obbI've tried both. Neither work.
Hi all!We currently have an app live in app lab for around two years. Normally, when pushing an update, the update is available within minutes of releasing, with the (metadata) check happening after. However, the most recent update we pushed is not yet live. This is an issue because the update is live on other platforms and because multiple platforms can collaborate we try to match the release dates as much as we can. Did anything change regarding the review process for updates for apps on app lab? And if so, how long can it take for an update to release?
Hi all,I am undertaking a project that focuses on the visually impaired, but more specifically a user that can only partially out of one eye, and fully out of the other. This project looks at the possibility of adjusting the FOV/resolution in one eye only while keeping the other lenses view the same. This could lead to greater accessibility for the visually impaired, but I have been unable to figure out a solution to this problem. Any advice or feedback would be greatly appreciated I have been using a Quest 2 for this project, thank you.
Olá, estou fazendo alguns testes com o óculus quest 2, e gostaria de utilizar os comandos por voz do mesmo para alguns testes com meu aplicativo, tenho conta desenvolvedor porém os comandos por voz não estão disponíveis para mim
Hello Meta Quest community! I have some questions I'd like to ask you, in case someone can help me solve them. I need to develop a virtual reality application for Quest 2 and Quest 3 in the near future. The application consists of a 360-degree virtual tour. I'm working in the Unity 3D environment and I'm having an issue with the file size of the videos in the build. I don't want to include the videos directly in the build; instead, I'd like users to be able to access a folder from the headset and play the videos from there, similar to what Bigscreen does. However, I've read in several places that Oculus doesn't allow accessing files from within an app. Is this true? If so, can you provide me with any solutions? I appreciate any help you can provide in advance.
hi all, I am new for trying the passthrough on quest 2 with unity. I got a little question. When my headset is moving around, the 3d object also have a little movement, I want to know that what will cause that movement. hope someone will know. https://drive.google.com/file/d/1bIlhJdl-6npxfT-kAR7FPH1IU9h7o6Dz/view
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