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const char* appID = "the-app-id";if (ovr_PlatformInitializeAndroid(appID, androidApp->activity->clazz, Env) != ovrPlatformInitialize_Success) { ALOGE("Failed to initialize Platform sdk."); exit(1);}ALOGV(" my logged in user ID is: %lu ", ovr_GetLoggedInUserID());const char *sku = "unpublished_item";ALOGV(" launch checkout flow ");ovr_IAP_LaunchCheckoutFlow(sku);I am having trouble setting up the SDK in my OpenXR app. The initialization is successful, however I always get ovr_GetLoggedInUserID as 0. And the ovr_IAP_LaunchCheckoutFlow will end up with an error "Received launch checkout failure: An Unknown error occurred"Is there anything I am missing?
Mixed Reality is an exciting frontier for Oculus and developers are key to bringing new and robust MR experiences to the ecosystem. We want to understand the value that our recently released Passthrough API is providing for you, how we could improve it and what new use cases we can unlock for you going forward. Please submit feedback in the form linked below if you'd like to help us improve this API for the community. Thanks! https://forms.gle/WUfscTzCtKnPwXDz7
I was trying to verify my buisnes and it took about 2 months to get back and when it finally did it said it was wrong because i had to include phone number verification, but the problem is that there is no way for me to verify my phone number because theres no way to link it were i am. and i cant verify my email because i need a website with a custom domain name but i dont want to have to pay for that. can anyone help?
After purchasing a Quest Pro, because I wanted to explore mixed reality applications that track real-world objects, I found out that it is not possible yet because they don't let applications use camera data due to 'privacy concerns'. You can't even track AR tags.Since this is a mixed reality headset it seems this would be an essential functionality and priority for them. People use camera data all the times all the time on phones to create mixed and augmented reality applications. Is this something we will see them eventually release an SDK for (like AR Foundation) or should I just return it? Attaching a separate webcam on my headset is not an option.
Hey all,New to all of this and I am trying to record the position of hands in real time and after a pinch gesture. How do I access the hand tracking position? I currently have the following hierarchy with the Transform Feature State Provider script attached to the HandFeatures: But now I have no idea how to actually use the Transform Feature State Provider. Anyone able to provide a newbie some guidance?
Hi there! Can I get the VR controllers velocity / acceleration / IMU data via OpenXR? I'm working on a PC VR project in Unreal Engine. I want to detect when the user "shakes" a controller. Is there any functionality in OpenXR to do that with minimal latency? I tried using controller velocity to detect a shake, but that way I can get some false positives. If I use acceleration data derived from controller velocity I can get good results (i.e., no false positives), but the "shake" detection happens 3 or 4 frames after the detection used by velocity: In the image above: V1 (red line) is controller X velocity, Acc (magenta line) is acceleration derived from velocity, dots mark points when a shake was detected, x mark when the algorithm will start looking again for another shake. Any information and suggestions are welcome. Thanks!
Hi,Calling the below line on receiving an invite (ovrMessage_Notification_Room_InviteReceived) returns a NULL user.ovrUserHandle user = ovr_Message_GetUser(message); I am trying to use the user to call:const char* pDisplayName = ovr_User_GetDisplayName(user); So with any invites that come in, I can display who sent them. Is this a permissions thing, where you can't get the user for other players who aren't in your room yet?If it is a permission, what permission would I need. Thanks in advance.
Hi, I've been having this really frustrating issue with Renderdoc Meta Fork (previously called Renderdoc for Oculus).When selecting replay context (both Oculus Quest 2 and Oculus Quest 2 Profiling Mode) I'm getting a following error message: "Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: . lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed." Of course I have adb configured and Quest 2 in developer mode. I am able to install any apk's and when using regular Renderdoc (not the oculus-specific fork) the replay context attaches successfully. I've been able to succesfully connect with previous version of this tool (v40.1) in the past. However, when I downgraded today, even the old version showed the same error. I have no idea why this issue magically popped up, but I would be really glad if something could be done about this. Here's the renderdoc log if this is of any im
I have a Unity project with some passthrough layers which I run directly from the editor on my Quest Pro via Quest Link (USB) and I'm trying to record a video of the VR scene, but unfortunately without any success so far.Supposedly, since the v47 update, the headset's video recording tool should capture the passthrough views as well but that's not true in my case. The video is all black. I've tried streaming from the headset using SideQuest as described here but there again, Scrcpy only shows a black screen. In Unity's play window only the virtual objects are rendered properly, passthrough layers are all black.I've got the latest Oculus runtime (54) and Interaction SDK, I've enabled dev mode and passthrough settings everywhere and it works in the headset (I can see my surrounding physical environment), but I can't record a video with that passthrough content. The example scenes in the Oculus SDK have the same problem so my project isn't at fault here.Has anybody managed to record passt
Passthrough over AirLink has a very row camera frame rate.Do i should connect by c-cable link for the passthrough? -UE5.1-Meta Quest Pro-Playing in editor(by AirLink)-Passthrough underlay
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows.When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD.If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function.With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking.At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position.- The above problem does not occur in APK builds.- This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link.Versions- Oculus application: 38.0- Oculus Quest2: 38.0- Unity: 2021.2.7f1- Oculus Integration: 38.0- MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is w
Hi all,In a month ill be presenting my work at HCI International regarding a Modular 3D GUI system I've been developing as part of my PhD research. There is a short video below that I think may be of interest to you devs and hopefully spark some ideas around accessibility. It is video 1/3 that has been developed around my research, each with assocaited papers.In addition, I have a paper being published soon regarding removing tremors for ray-based interaction that I touch on briefly at the start. Very passionate about VR dev and especially this domain, so would like to take this post as an opportunity for discussion around VR UI and Accessible design.https://youtu.be/3NhJOPAUMCs Best of luck on your projects, copys of the pre-prints can be found in the description. Feel free to contact me on my website or twitter otherwise. - Corrie
HeyaJust a bit over one week ago the project I work on lost most of its build performance. After optimizing everything and triple checking the project settings we recovered barely any fps. I had tried to revert to older version of the project which did not help either.After many attempts to fix it I tried to play the older builds I had for comparison which were surprisingly low performance as well. These are builds from months ago which were running just fine until recently.An empty project with only the character controller results in the same bad performance, this plugin being the BNG Framework. As for some extra information regarding the details:It happens with both the quest 1 and 2.The project version is URP 2021.3.11f1 - the issues persist through other versions though.We have the XR Plugin Management, XR Interaction Toolkit, Oculus XR and OpenXR plugins installed.The headsets have been reset to factory settings. I'm hoping it's a temporary issue with the quest. However
I wanted to suggest an accessory that would be necessary for one of the applications I plan on building. I don't believe this exists yet. I'm submitting to Meta because the devices are fair priced, and I'm pretty sure most will be getting the Quest 3, as opposed to other devices, and I want to ensure this accessory (if you choose to make it) will work without issue on the quest.How/where should I make the suggestion?I didn't want to do it on a public forum in case Meta wants to patent it.
-UE5.1 / Meta Quest Pro / Passthrough Underlay / Play in editor with airlink / Meta xr 54.0(the latest version) In the installing page of the latest meta xr plugin, there is no known issues about passthrough airlink lag problem anymore.So i installed it and played in editor with airlink on quest pro.but still rendering is too slow for a low camera frame rate.
So when I want to put an organization in the textbox for developer mode to work I get sent to the verification page and I enabled the 2fa but it keeps sending me to the verification page for no reason and I don't know what to do please help
I want to be able to make some games in vr and play them on my Quest, but whenever I try and verify my Developer account by text, the text never sends. No matter what phone I use, it just won't send. I could really use some help, I've been stuck on this for like a week now.
We have a VR app we'd like to bring to Oculus platforms, and it's made in Unity using the gamma colorspace. We're finding that the OVRGradleGeneration build step reports the following: "Oculus Utilities Plugin with OpenXR only supports linear lighting. Please set 'Rendering/Color Space' to 'Linear' in Player Settings" It's not practical for us to convert our app to linear color space at this time. Is there a timeline for gamma color space support in Unity with OpenXR? Is it intended to only ever support linear color space? Any potential workaround for this? We are using OpenXR on other platforms, so we're not enthusiastic about moving to non-OpenXR options on Oculus.
We've been working on our game for about 1.5 years, done tons of builds etc. Occasionally, link won't connect and the only way that I have found to get it to reconnect is to uninstall oculus home and reinstall it, I've done this many times over the last year without any issues. Well this time, upon doing that oculus platform will NO LONGER INITIALIZE. It either gives no errors whatsoever, or I can some times get it to give a DllNotFoundException: LibOVRPlatform64_1. Searching around for help online it looks like this is a direct symptom of unity not knowing that the oculus home app is installed, or running. Which is of course is! It may be that I installed it in a different location than previous THIS time around and that caused this. But no matter what I do, deleting the library, rebuilding it, reinstalling oculus home, reimporting oculus integration, reinstalling oculus home. Over and over again, restarting, all of that in different orders. We tried for 7 hours straight to
Background: I have a material that uses an 8K x 4K texture like a cubemap using the LongLatToUV node in UE5.1. There is a user-controlled surveillance camera in a static environment, and rather than render a virtual camera into a render target to display on the surveillance monitor, I'm using this 8K environment map generated from the position of the camera mesh and then doing look-ups into it based upon the world orientation of the camera mesh. The user needs to be able to zoom in fairly far and retain clarity, hence the large texture size. This works very well in PCVR mode, but when packaging for the Quest 2, the texture gets downsized to 2K x 2K and is obviously quite blurry when zoomed in, especially horizontally. I created a new material that uses two 2K x 2K textures (the same 8K x 4K, downsized to 4K x 2K and then split in half) to effectively create a 4K x 2K texture on the headset (see image below). The worked perfectly. I was then con
Dont know if many others are getting this, but when I am playing assetto corsa or other racing games while using a wheel (after putting controllers down) I keep getting notifications that they are off and the notification stays there until you pick up the controllers and comes back a short time after you put them down and is really distracting.
I have created a simple UE5 app for the meta quest pro.It was a nightmare to make it work and get the right configuration.But somehow it worked. After 3 months ... it does not work anymore.It just crashes after the start without any information.No update was made to the app. No update was made for the Meta Quest Pro. The environment is the same.What could be the reason why it has stopped working?Are there any background updates?Why are there no error messages?Thank you
I'm currently facing an issue with recording sound while using the Media Player in UE4 on the Oculus Quest. I have a project where I'm playing an MP3 file, but when I try to record the screen on the Quest device, the sound doesn't get captured. If anyone has encountered a similar issue or has any suggestions to help resolve this problem, I would greatly appreciate your assistance. Please let me know if there are any additional details or troubleshooting steps I can provide.
Hi everyone,We are trying to pass the VRCs and one of them keeps failing whatever we tried.For the test we are using :Unity 2021.3.12f1Oculus app version 54.0.0.110.284 (54.0.0.110.284)OculusVRCValidatorQuest 2 with link Steps :Create an empty projectIntegrate Oculus Integration and Oculus Oculus plugin.Create an empty scene (totally empty without camera or even light)BuildTest result:Starting TestSubmitFramesWhenNotVisibleWaiting for the application to run for 5 seconds before testing begins...Starting test...Simulating HMD removal...Number of texture swap chains committed when visible 0Number of texture swap chains committed when not visible 1196ERROR: Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visiblePlease refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-input-1/Cleaning up...Test FAILEDAdding a rig or a script to manage the time scale does not change the result.I would be glad if som
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