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Hi- I've setup my project with controllers as hands as per https://developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/ and when run in development mode, all of my interactables work great. If I build in release mode, however, none of the interactables work.Would anyone have any ideas as to why that can occur? Thanks,
I'm learning to program Spatial Anchors in Unity. I have created and saved (to local AND cloud) several OVRSpatialAnchors for testing. I didn't save the UUIDs for these. The documentation says that having leftover unused anchors stored can affect performance, but I can't find a way to list all stored anchors without providing the UUIDs, which means I can't delete them from storage. Any ideas?
What kind of Meta quest type would you recommend to buy for learn VR development?thanks.
GLES version not specified (android:glEsVersion in AndroidManifest.xml). GLES version of 2.0 or greater should be used. how do i fix?
My thing is not working my unload things is not working
Is there a way to fetch the number of times our app was downloaded from the store or App Lab? I tried checking analytics and all the menu items appear empty. Also is there a difference with accessing analytics between an app on the Quest Store vs an app on App Lab?
Been trying to use the docs here but it's not very clear to me. -I don't know how to get `FUniqueNetIdOculus`-Can I connect to a server directly with IP or do I need to go through oculus' multiplayer session system-Is there any good examples online or even a sample project that shows how to setup voip. Thanks.
Hello! I am trying to make an app that brightens or dims the screen when it receives a serial, but I am having problems. I used android studio to create an app that displays a dark image over other apps when it receives the proper serial inputs, but sadly the Android "display over other apps" function does not work with the Quest. Does anyone have any ideas? Thanks!
When I try to use the controllers, they don't follow my hand. They just stay at the orgin even though the joysticks are moving on them.Another thing I noticed, in the project window when you select the OVRHandSphere or HandPrefab, the editor gives errors in console or crashes.
I've seen some headlines that are suggesting a big performance boost to the Quest 2. I am very hopeful as our Unity based project is nearing the finish line and we are not reaching stable FPS yet.Can I get some insight as to what this update will improve? This information will be super valuable to us at this stage of production.Thank you very much!
Considering the frequent state of breakage of the Malware Tests for AppLabs builds (scan never finishes), please include an option to at least disable them for internal releases. Otherwise we will resort to using an MDM to distribute as it is becoming too unreliable.
Hey everyone I came across Cognitive3D's SDK thanks to a talk from AWE 2023 made by the founder. I'm extremely curious about these new VR analytic tools. I'm pretty sure the are more out there. But has anyone used this one to gain insights on user actions and eye tracking? Is it easy to integrate with Unity or Unreal Engine? Or are there other analytics tool that anyone else recommends?Love to hear everyone's thoughts. Thanks a bunch!**I had this thread in the VR forums (Oops), so I closed my thread there and pasting it here :)
We have detected an issue when inviting users to any channel of any application within our organization. When we invite a user who does not belong to our organization, they receive the email correctly, but the application never appears on their device. Only when they are included in the organization, they are able to see it. Is there any way to solve this?
I just updated my project to Unity 2019.3.13f1 and in the same move, updated the Oculus Integration package to newest from Asset Store (v16)Now I cant even hit framerate in my menu scene, because OvrManager.Update() is using 4-5ms of my frame time.If we enable deep profiling, we can see OvrPlugin GetControllerState4 being the culprit. Whats going on here?Is anyone else seing this? I dont know what I can do since it looks like its a problem with the plugin itself
I've received an email that's sayingWe failed to access your Privacy Policy URL with the HTTP status code 500.And if we don't update the link it's gonna delete our app by 22 June. However, the link is running just fine. Here's our app listing: https://www.oculus.com/experiences/quest/6538219349545814/The email is do_not_reply and I cannot find any other way to reach support, so I can only ask here. Any idea what can we do?
OculusXR within Unity Editor and any builds created are now constantly crashing after this latest Oculus Update.These are the 2 errors that are crashing everything. This comes out of nowhere for me after the latest Oculus update.This only happens with OculusXR. Switching to OpenXR within the editor and all builds with it work fine. But it should also work with OculusXR. DllNotFoundException: Unable to load DLL 'MicrosoftOpenXRPlugin': The specified module could not be found. at Microsoft.MixedReality.OpenXR.NativeLib.SetPluginEnvironment (Microsoft.MixedReality.OpenXR.PluginEnvironment pluginEnvironment, System.String pluginInfo) [0x00000] in <00000000000000000000000000000000>:0 at Microsoft.MixedReality.OpenXR.PluginEnvironmentSubsystem.InitializePlugin () [0x00000] in <00000000000000000000000000000000>:0 DllNotFoundException: Unable to load DLL'AudioPluginOculusSpatializer': The specified module could not be found. at ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod ()
I got side quest i put in My ip i did not work
I am making a game and i do admin verifacation but it gets diclined every time and we own the drivers licence
hi all, hope you can help me. I recently bought an oculus rift, and I can't activate developer mode. I owned an oculus go and activated developer mode from my iphone app. When I select my oculus rift and go to devices -> VR settings nothing appears after a few seconds the word "controller" appears and nothing more.Thanks!
Does anyone tried to run LiveCapture with microphone on UE5 ?In OutPut log i recive the messege: LogOvrLipSync: Error: Can't create voice capture. I have no idea how to solve it. Any help is wellcome.Thnx in advance!
This page (for unity) has me test the Quest with a cable, and then strongly suggests I install the Meta Quest Developer Hub. This page (for unreal) has me download the mobile app. There are pages to install the MQDH for Unity, Unreal, and Native. So do I need to install the mobile app, if I'm using the developer hub?
I seem to be at a loss for I have been working on this problem for the last couple of days.I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?
I am working with Unity version 2021.3.22f1, and my headset is a Quest 2 (v50). The Oculus Integration version I'm using is v50.I am trying to incorporate the OVRPlayerController with the included OVRPlayerController Script and OVRCameraRig attached.I have correctly set up my environment and already tried troubleshooting and checking for common mistaks like not enabling anchor support elements (https://communityforums.oculus.com/t5/Unity-VR-Development/OVRPlayerController-is-not-controlling-properly/td-p/1234567)However, whenever I hit play in Unity, I'm getting an warning that says: [OVRPlugin] [QuerySpaces] Query by LocalGroup is not supported in this version. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11319) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1944) OVRPlugin:QuerySpaces (OVRPlugin/SpaceQueryInfo,ulong&) (at Assets/Oculus/VR/Scripts/OVRPlugin
meta quest pro用に、UnityでVR動画を再生する機能を持たせたアプリを作ろうとしています。HD画質のVR動画の再生は可能なのですが、自前の2K/4Kを動画を再生できるようにしたいです。どうすれば解決できますか?unity上では動画は再生可能でビルドした後、oculusではまっくらで動画が再生されません。
Launching the Meta Camera app crashes SystemUX due to unhandled exception 06-15 00:08:30.689 19417 24148 E AndroidRuntime: FATAL EXCEPTION: pool-12-thread-106-15 00:08:30.689 19417 24148 E AndroidRuntime: Process: com.oculus.systemux:SystemUX, PID: 1941706-15 00:08:30.689 19417 24148 E AndroidRuntime: java.lang.NullPointerException: account is null06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:240)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:193)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:177)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.panelapp.sharing.SharingPanelUtils.fetchAccessToken(:21)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.panelapp.sharing.CameraSubView.lambda$refres
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