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Hola.Estoy teniendo muchos problemas para registrar el DNI para su verificación en el campo de desarrollador, me acepta la foto y al poco me lanza error por la luz, texto, fondo, etc pero a mí parecer está bien mandada y no logro que se de paso ¿Alguna solución?Gracias
We are dreaming of bringing unified unit computing environment to the meta. Thank you for helping. https://github.com/samuelmtimbo/unit
Hello, I've been attempting to port a small Unity game into Quest, and I've followed Valem's tutorials on Youtube (https://www.youtube.com/watch?v=XOc71-Og0Kg), which are very helpful. However, several times he uses many "Pointable" components, such as Pointable Plane and Pointable Cylinder, which simply dont appear in my editor. This is affecting my ability to properly create interactable UI/canvas and also pushable buttons. I'm using Unity version 2021.3.4f1. Any workarounds on this?On another matter, my hands also do not appear while in Play mode. If I Build & Run on the quest, both hands and controllers work fine, but if I test the app while linked and on Play mode, only the controllers work and the hands dont show up. Any help here too?PS: Also, along the way of trying workarounds, I've made an unknown oopsie and suddenly no interactions work anymore (and I dont have the previous version). Like, the scene, objects and hands/controllers load, but I cant interact with anything a
Hello, Is there a way to be able to grab objects using any button ? im using Oculus SDK in unity. Thank you
Hi there,I'm a developer focusing on the webXR side of VR using Meta Quest and I'm working on a project related to education for children that I'd like to share with you: link to the classroomFeedbacks is wellcome, thanks!
Is it possible to deploy multiple versions of an application targeted towards different devices? ie, So that a Quest Pro, or Quest 2 or Quest 3 get served different versions of a particular app? I would use this for differentiating graphical fidelity and featureset based on headset, that for various reasons would be more convenient to do as a forked version rather than at runtime.I can't seem to find any explicit information one way or another. Thanks
I'm implementing friend invites in unity and using accelbyte for our project. Accelbyte requires us to use the OrgScopedId to get the Accelbyte UserId to send invites. We prompt the user to send an invite to a friend using GroupPresence.LaunchInvitePanel and intended to leverage GroupPresence.SetInvitationsSentNotificationCallback which gives us a list of users. We attempted to get the userIds from these users and call CAPI.ovr_User_GetOrgScopedID but we get the following error:Failed to get OrgScopedId: {"error":{"message":"Unsupported get request. Object with ID '114185858376196' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"A0WsUMez5ejVMXxfzuxu4RE"}We used curl to test the userId and got the same error. We noticed the userId is different
I'm working on a unity project that is implementing the invite feature. The first time I tested the invite logic flow it was fine. I saw my coworker's account and sent an invite. The next time I tested it, my coworker's name didn't show up and I couldn't invite them. After having them decline the invite their name showed up and I was able to invite them again. This wouldn't necessarily be a problem except they failed to receive an invite and I can't send them another one and they can't decline/accept it. Now they don't appear on my friends list and I can't test friend invites anymore even when I uninstall and reinstall the build. How can I fix this?
To Meta Developer support. I'm Isamu Saeki.Lecturer, Department of Pediatric Surgery, Hiroshima University Hospital, JapanI first mailed to Business Support about this project and Introduced by Rodney (Meta Work Support) to ask here.At present, the Department of Pediatrics (Pediatric Surgery and Pediatrics) of Hiroshima University Hospital has started a new project to create a virtual reality (VR) game as a means of providing mental care to children who have been hospitalized for a long time due to childhood cancer.I already obtained a character license to use properties from Cells at Work! (Kodansha, Japan)Cells at Work! tells the story of anthropomorphic cells and is very popular among children in Japan, having sold over 10 million copies in total, and being made into an animated television series as well as being published in English.I would like to talk about this project.Sincerely Isamu SaekiLecturer, Department of Pediatric SurgeryHiroshima University Hospital, Japanisaeki@h
Hi there! I'm currently working on a PC VR project using Unreal Engine, and I'm using the Quest 2 via (Air) Link. I want to implement a feature that detects when the user "shakes" a controller. Is there any built-in functionality in Unreal Engine to help me do that with minimal latency? One approach I've considered is calculating the velocity and acceleration of the controllers based on their positions. However, there might be a slight delay in detecting a movement change since I would need to process a few frames. I found two Blueprint nodes in Unreal related to this: SetXRTimedInputActionDelegate and GetControllerTransformforTime. The latter seems to provide linear velocity and acceleration, but to me the documentation is not clear and I have no idea how to use them... Any suggestions are welcome. Thanks!
Hello I have a problem with upload dlc with Oculus Platform UtilityInformation from log:2023-06-21T22:07:24.521Z [DEBUG] Run args: {"appId":(removed),"appSecret":"(removed)","assetFileIAPConfigs":[],"assetFileIAPConfigsFile":null,"assetFilesConfig":{"DLC_Abstract":{"sku":"Abstract"}},"assetType":"DEFAULT","assetParentId":null,"platform":null,"channel":"alpha","filePath":"G:\\Builds\\DLC_Abstract","isAddOn":true,"minVersionCode":null,"uploadConcurrency":null}2023-06-21T22:07:24.522Z [DEBUG]Retrieving app info...2023-06-21T22:07:24.753Z [DEBUG] Platform: ANDROID_6DOF2023-06-21T22:11:44.611Z [DEBUG] A server error occurred. The request will be retried.2023-06-21T22:11:44.612Z [ERROR] Server log: {"app_id":"(removed)"client":"COMMAND_LINE","log_level":"ERROR","event_name":"API_ERROR","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.error (C:\\snapshot\\D_Zfull-fbsour
Hi guys,Recently I was asking on Unity VR forum how to align consistently the VR scene to the real space area.The only interesting feed I had to read was about a trick who consists in having an empty gameobject beeing parent of all the objects in the scene to move and rotate the whole scene accordingly with the real world.Fine, so I spent the entire last week to implement a passthrough opening scene with custom UI tools allowing the placement of 2 spatial anchors in the play area, then saved them to the local space.Everything works fine, except I can't use static objects anymore in any of my scenes. So the game can't be optimized for a smooth runtime experience.Since I guess that many developers have had these wonderings too, PLEASE someone who did it as it should be, let me know how to get out of this mess so I can spend time on the game content itself instead of the backyard of that technolgy 😵
Hello everyone,When I click on "set oculus as active" button not getting any response please see attached screenshot and advice how to resolve this issue.Thanks
Hi!I've been implementing account link as described in this documentation Account Linking: Unreal | OculusAll is fine in editor, but, in a Android build, the web Browser UMG doesn't receive any inputs, so i can't interact with the web page.Is there any other way to bring this "Link your account confirmation screen" rather than using Unreal's web browser Widget??
Hello,In my project the player is mounted on a boat, so the collider with the shape of a vertical capsule does not conform to the shape of the boat and therefore does not stop on the walls and overlaps them until the capsule collides with the wall, leaving half a boat inside the wall. How can I make it work with the collider of my choice?
How can i get data from Analytics Overview in API ? i can not get any useful information from documents
Are the server down? Since yesterday I am getting a network error msg: 2023-06-21T05:34:21.532Z [DEBUG] A network error occurred. The request will be retried.
In the Oculus Online Subsystem, attempting to initialize the Windows Platform without the Oculus sdk's installed results in a fatal error. This causes package builds to fail on machines that don't have the sdk installed. The fix is to either install the Oculus sdk's, which can cause problems on the build machines, or change the code to throw a warning instead, which is also not ideal. This was not the case previously, where a warning was thrown instead. Is there a reason to throw a fatal error here? The error is thrown on lines 300 and 326 in OnlineSubsystemOculus.cpp, as shown in the code below. Any information would be appreciated. UE_LOG_ONLINE(Error, TEXT("FOnlineSubsystemOculus::InitWithWindowsPlatform: ovr_PlatformInitializeWindows error: %d"), static_cast<int>(InitResult));
trying to set up two factor authentication on my account for access to much needed quest developer settings, only to find that meta doesn't know how to send a simple text message and that their support team built a literal freaking loop into their website to make them impossible to contact- if someone could explain to me how I can call a real person at meta who will understand me better than a machine I would really appreciate it.
I'm currently considering purchasing the Oculus Quest 3 for my development needs, but I have a specific query regarding its compatibility with the Oculus Quest 2. I want to ensure that my products run smoothly on both devices.Is it possible to simulate or downscale the performance of the Oculus Quest 3 to match that of the Quest 2? This would allow me to test the performance of my products on a low-end device and ensure optimal performance across both platforms.If there isn't a way to achieve this, I'm inclined to buy the Oculus Quest 2 instead, as it would guarantee that my products perform well on a lower-end device while remaining compatible with the Quest 3.I would greatly appreciate any insights or recommendations you can provide on this matter. Thank you in advance for your help!Best Regards,Mark
Hi everyone! Sorry if this post is a duplicate.I'm searching for a way to display/get the keyboard inputs during a Link session and the Unity Playmode.We are not able to use the Unity TouchScreenKeyboard as it seems only compatible with Android/iOS and Windows Store Apps.I would be glad if someone knows a built-in solution as we need the multiple languages support which is not an easy task to implement.Thank your for your time!
We're using the Keyboard overlay with Unity 2020.3.14 / Oculus XR Plugin 1.10.0pre2 / XR Plugin 4.0.7. We have two related issues:When pressing the keyboard close button (bottom-right) the keyboard just reappears. It seem Unity never gets the focus back as I don't get a InputFocusAcquired event.The keyboard overlay doesn't seem to handle multiline fields properly. I would expect the tick button to become a return, but pressing this doesn't add a return and instead closes the keyboard, then re-opens it again and because of the previous issue with the close button means you are stuck in the keyboard overlay with no way out...Both these issues happen with Unity UI InputFields & TMP versions. Thanks,Pascal.
MQDH has a open browser option. However, the browser always opens in the main central window. This can be achieved over adb as: am start -n com.oculus.vrshell/.MainActivity -a android.intent.action.MAIN -d apk://com.oculus.browser -e uri "www.google.com" How do I specific which window area to open the browser in using adb?
Hey Devs,Does Oculus offer anything similar to the ARKit's AR Environmental Probes? Either now, via 2 and Pro, or even in a future roadmap for 3? We're trying to extract environmental information to adjust lighting probes and potentially even reflection mapping.We know the information is available (as Passthrough could provide that) but from checking documentation I'm assuming the privacy limitations put in place with Passthrough mean we can't hack together this info into some kind of HDRI, and I don't see any other documentation about Oculus creating and storing it's own at any point.If this is a dead end, I'm also interested in other devs solutions to compositing MR elements into the many potential lighting setups across player's environments. Thanks.
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