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OVRSceneAnchor[] sceneAnchors = FindObjectsOfType<OVRSceneAnchor>(); OVRSceneAnchor floorAnchor = null; if (sceneAnchors != null) { for (int i = 0; i < sceneAnchors.Length; i++) { OVRSceneAnchor instance = sceneAnchors[i]; OVRSemanticClassification classification = instance.GetComponent<OVRSemanticClassification>(); if (classification.Contains(OVRSceneManager.Classification.WallFace) || classification.Contains(OVRSceneManager.Classification.Ceiling) || classification.C
For my application, there seems to be too much of a hit going to Linear color space. (Unless my testing is whack.) We have a lot of stacked transparancy, and we are simply pushing a lot of pixels. Overall it appears to be about a 10% penalty, and in my situation, that is a very important 10%.Any sneaky tricks to get this to work? Is there actually something incompatible about the latest OpenXR backends, or is the check just there as a policy to push people to linear space?I'd love to move to the latest backends and drivers if possible, but it looks like I need to stay in the Gamma world.Thanks!
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components.I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72.Running the app in host mode doesn't help either.The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with.I would really appreciate your help in solving this problem!Unity version: 2021.2.6.f1Oculus XR Plugin: 1.11.3XR Plugin Management: 4.2.1
When I do passthrough underlay in UE 5.1 by PIE, the quality is too bad. Each time I turn my head, only the field of view is re-rendered. Please tell me about the setting method that can improve the quality -Quest pro-UE5.1-VR Preview-Passthrough underlay
That's a real question, because Quest 3 specs are not announced on the official page.Per scene, the game I am working on uses only 1 lightmap, 5-10 materials, 1-5 realtime lights, and 1 or 2 dynamic objects only, however the fps is very low and make it unacceptable to play without Link. Since it is a roomscale multiplayer game, It cannot rely on Link for the final release.I need 4 headsets, so before to buy it I am wondering if the quest Pro will stay above the Quest 3 GPU capabilities or not?As a developer, Is it possible to develop and test on quest 3 before the official release date?
We have change the password,i dont work to login on oculus, but it work on meta login. But when the verification code should come to his phone, there will not come any code
Accidently posted in the Comunity Forums by accident before hopefully someone in here might know a bit more. Looking for any documentation on how to implement the spectator mode shown recently at a oculus event. Basically the feature is a separate camera casting to a phone or compatible device, that isn't what the user in the headset is seeing. I work in Unity so anything specific to that would be especially useful but I'll take anything at this point, I can't seem to find anything other then press releases.
Hello I recently was told my graphics card isn’t compatible with oculus. However it is stronger than the listed recommended one. I was told that apparently oculus is not compatible with specifically the nvidia geforce GTX 1650. It seems to be compatible with every other one similar including nvidia geforce 1650 super or the one below it 1080. I do not understand why you have not fixed this. The fact that it works with weaker ones shows it’s not as much the hardware limits. I look on your forum and people have been asking you to update this for years. Can you please explain to me why you haven’t fixed this. I’m very upset cause I spent a lot of money upgrading my laptop and on the oculus itself just to play some games and nope it can’t link to my laptop at all. Not because it’s not strong enough but because it just won’t? I am obviously not trying to yell or be upset at someone who’s fault it isn’t. I’m just very frustrated with this and finding out only after I spent all the money
Allow me to briefly summarize our system: The phones, a Windows-based computer, and the controller of the motion platform are connected to a shared wireless network. After placing the phone into the headset, we open the Gear VR application. Additionally, the film played on the headset and the accompanying "user.cfg" file are stored in the MILK VR folder created within the phone. We launch the simulator using the software developed in Java, which starts both the visuals and the simulator simultaneously. Due to image quality and various other reasons, we have decided to switch from our current headsets to Oculus Quest2 for our future simulators. We have recently acquired a few Oculus Quest2 devices as samples. As we have no prior experience with Oculus Quest, we would greatly appreciate your assistance in understanding how we can use Oculus Quest2 in a similar manner to our existing system. We would like guidance on the necessary modifications we need to make.Thank you in advance for you
Hello,We're about to push an update to comply with the new user reporting requirements for our game, but the update will no longer be compatible with Quest 1. Will our Quest 1 players be able to keep their existing version, and what will happen for reinstalling/new Quest 1 players? Will they just get the latest compatible version on the release channel?Thanks in advance.
For us Meta Quest 2 or Meta Quest Pro users connected to PC VR through Airlink/Link on the desktop application — is there a method to toggle between desktop and standalone oculus home?(Without shutting down the desktop application running)If not, I believe there would be a great benefit to allowing users of the Oculus Desktop App to swap to the Oculus Home (standalone).Why?To mute ourselves or end calls in the Oculus Party Call that may take place with our friends who do not have PC VR and can't take a call in Discord or other third-party application.Check the battery percentage (the bar option isn't reliable)Initiate standalone software updatesAdditionally, perhaps Meta should release a standalone piece of software to log in and start an Oculus Party call outside of the Desktop Application so users of the Rift S can hop into calls with users on a Quest 2.This would be great and help boost the desktop experience so we're not left out of voice calls/multiplayer connectivity.
I'm having no luck getting Meta to verify my admin request for my Meta Quest Developer account.I've uploaded a driver's license and passport as photo ID and made sure I adhered to all the stipulations for the image to be checked but I just get constantly rejected.I believe automatic detection is used to read information on the documents sent but it's either broken or too strict to pass anything.I've tried using different browsers as was suggested in a previous post but still no joy.Where do I go from here? Is there human support that I can contact to get verified?
Hello everyone, I am trying to make a multiplayer game using Meta SDK with Photon Pun.The problem I am having is that the avatar's hand is not syncing over the network.
Dear all,I developed a few APKs that run perfectly on Go and Quest 1.A Unity video player loads a video stored in a local folder on runtime. For that, I switched the video source to URL and its path to /mnt/sdcard/myfolder/video.mp4Now on Quest 2, it doesn't load the video! Is there a new path? Or does Quest 2 not accept ARMv7 APKs? The app is running on Quest 2, mind you, but not loading the video - as if it doesn't know where to look for the files.I hope someone from the Oculus officials can shed some light on this.ThanksFelix
I am a co-founder of a startup. I'm having trouble verifying my company information. A message that said: "We can't verify that the business phone number xxxxxx entered is associated with the business xxxxxxx, Inc.." In the Verify address or phone number section, it only accepts the files with the name, address, and phone number. And the acceptable files would only be Utility bills, Bank statements, or Business licenses. My question is, non of such document contains my business phone number. How can I verify the business phone number?Does anyone also have the same problem? How can we solve this problem? Any help would be appreciated. Thanks.
Many of us have issues with V54, giving us network spikes and stutters. It is most noticeable in Virtual Desktop, sometimes in Airlink. I'm not on PTC, and V51 before this wasn't giving any issues. Not a user error I've already Factory Resetted my Quest 2 and the issue is still there. To be clear, nothing has changed from my setup in V51 to V54, only that this issue came up in V54. Please fix this for the future updates! Thanks
Hello everyone! We've faced an unusual issue here. We noticed that when attempting to access the game via our website page (https://plazmastudio.com/en/expansion/) using an Oculus headset, the AppLab link (https://www.oculus.com/experiences/quest/5803116093043612/) does not open at all.What could be the reason? Please advise.Thanks in advance!
Hello everyone! I recently bought a Oculus Quest 2 and I have been having trouble with it. If I want to use my Oculus for Airlink it links and then it starts lagging so extremely much. Something around 1 or 2 frames per second probably. I can't play Beat Saber trough my Oculus or any other not Oculus store games. Ihave already tried several solutions that helped other people but nothing helps. Before you start typing my specs are not good enough, they are. It has been brought to my attention that my GPU is probably the problem. Oculus is using the integraded GPU from my computer instead of my Nvidia RTX 2060 GPU. Does anyone know how to fix this? I'm tired of not being able to enjoy my Oculus. If someone knows how to help please let me know Thankyou!
Hi. I have a demo on Applab and want to add a button to the UI that sends you to the full game PDP.I am using Unity 2020.3 and Application.OpenURL("www.oculus.com/experiences/quest/4905803746141022"); doesn't do anything in the built demo.Is this possible?Cheers!www.oculus.com/experiences/quest/4905803746141022
I'm creating an app for the Quest 2, using Unreal (and not having much success getting help on the Unreal forums).I need to be able to switch off individual screens on Quest 2, so that I am displaying graphics to either the right or left eye.Any idea how I might be able to do this?I'm looking into nDisplay settings, but there's no guidance for this type of function.
how can I publish the apk version of the game not in the app lab, but in the main oculus store?
Hi, I'm using the TouchScreenKeyboard class to open the keyboard and when I press the confirm button of said keyboard it closes and re-opens instantly. I'm not using an input field so it's not a problem of it staying focused and I'm only calling the "Open" method once.Any help would be really appreciated.
Hi Devs,I am using Unity 2021.3.16f1So my question is : I am using unity and developing an application for oculus quest 2. In my scene I have 2 buttons and each has a link to open. now the thing is that link is of Spatial.io environment and i already have spatial.io application installed in Oculus, What i want is When i click the button for spatial link that should open in Spatial.io application. Guide me to integrate this deep link feature. I have already checked documentation for Oculus the process that they have mentioned is for OVR Not for XR.I any one has any solution regarding this please do the needful.Thank you.
I have a simple scene that is performant on PCVR, but struggles to make a reasonable frame rate when run natively on Quest. After stripping out about half the scene geometry and some of the shadow overhead, it is still failing to run smoothly so I've run the Unity Profiler (Standalone) and RenderDoc to try to understand where my bottlenecks are.This development is currently running in Unity 2021.2.14f1, GLES, with up-to-date Oculus XR Plugin and Oculus Integration packages. Please look at the following and let me know if anything jumps out that I should look for. First, Unity profiler:Unity Profiler OutputThe profiler suggests nearly 32ms of my 43ms PlayerLoop is waiting in EarlyUpdate.XRUpdate->OculusRuntime.WaitToBeginFrame. I've seen discussion online that suggests this is most likely related to "Vsync" like timing and missing a frame budget could cause excess time waiting on the next available frame. But I don't understand why it should app
Hello,My company is developing a PCVR app for clients and we are going to provide them with multiple Quest 2. I would like to know if it will be possible for them to share one unique account (maximum 7 quests per client) or if they will need a different account each, which would be very inconvenient for both of us.I know it is possible to have multpile accounts on the same Quest, but I don't know if the opposite is possible. I know some people have already asked this on this forum, but it was for personnal purposes and with "on Quest" games, whereas we are selling a PCVR app. We don't have a problem if they share saves between "on Quest" games, since they won't share the PCVR save that is stored on individual PCs.So, is there a way for us to do that ?Thanks a million.
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