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I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.
Hello all,I am making a game where I want the player to enter a house. I am covering the house entrance with a game object which will be invisible. I want the object to disappear when players say a certain term or sentence, I am using the meta voice SDK but cannot figure out how to do this. If I am right I need a script attached to the object that makes it disappear, a button input to actually record someone's voice, and an event handler. I have already trained the utterances on Wit.ai
What's the deal with the verification process for being able to upload Quest apps. System can find my business record and web domain. But when I try to have it send me a verification code via email nothing ever arrives. Email is working fine. No code ever arrives. I've tried at least 20 times now.
Need assistance with account verification.
We are seeing an issue with the Team Beef ports that have been updated to use OpenXR. We don't make use of ASW, so the next member of the XrCompositionLayerProjectionView is always set to NULL:memset(&projection_layer_elements[eye], 0, sizeof(XrCompositionLayerProjectionView)); However, in periods of high CPU usage that impacts the framerate briefly, we are seeing the framerate halving, so we might be maintaining 72 fps, until we hit an area where it is unable to maintain that fps, so it drops inexplicably to 36fps and then stays there. I've searched and can't find anything to explain why this might be happening.The documentation for ASW states the following:Developers can toggle between AppSW mode and full FPS mode on any frame by disconnecting and reconnecting XrCompositionLayerSpaceWarpInfoFB from the “next” pointer.So our expectation is that since the next member is set to NULL for every frame, we are not using ASW and should therefore be operating at "full FPS m
Any side loaded game or app I install on my quest crashes or force closes itself whenever I open them
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERINGOculus Version : Oculus Rift CV1Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx ->
We're trying to build an experience with Shared Spatial anchors, and it seems like we've followed the example scene well. We're able to create an anchor, save it to the cloud, share it to another player, and then have that player query it and instantiate it in their room.The anchor ends up appearing in the correct place, with the correct rotation, but when the receiving player tries to align to it, their location and rotation don't adjust to it at all. It stays exactly how it was.Here's the code we're calling once the anchor is instantiated.private IEnumerator RealignmentCoroutine(OVRSpatialAnchor spatialAnchor) { Debug.Log("Aligning player to anchor: " + spatialAnchor.name); if(_currentAlignmentAnchor != null) { player.position = Vector3.zero; player.eulerAngles = Vector3.zero; yield
Hi there. Yesterday most of our development team (and possibly our players) received emails about our titles exceeding Cloud Backup limits. We received these emails for all of our titles (ForeVR Games) within a very short span of time. We did not make any recent changes to that would affect storage usage for our titles. When members of our development team visit the Cloud Backup management page, none saw utilization for our titles to be anywhere near the 100MB limit. Is it possible these messages went out in error? Any insight would be appreciated so that we know what to tell any effected players.
I am developing an app that uses Unity to browse and play videos stored inside Quest (/mnt/sdcard/movies).Due to a recent update (either 51.0~53.0), it suddenly stopped working on all 5 of my Quest2 units. It works fine on devices that have not been updated since version 49.0.I need to know how to deal with it.
Hi, has anyone encountered an issue that stops you from closing the virtual keyboard when updating a text field? When I select an editable text field on a widget, and update the text the blue tick box closes the keyboard for a second before opening again. I have tried testing the same thing with other widgets, and other text fields but the same issue occurs. I can't close the virtual keyboard if I update the text on any editable text fields on widgets. My app is running on a meta quest 2, built on UE5.1. Thanks
Is there a way to get the Tracked Keyboard SDK working in Unreal Engine 5? I didn't know if there was an alpha or beta plugin available that I could try out with the Logitech K375s. If not is there a way I could extend the plugin in github and add this capability myself? I tried using passthrough by itself but its so blurry that it is not really suited to type a paragraph. The Keyboard SDK is perfect but I can only find Unity or Native examples.
Hi developing a game for Oculus Quest 2 and have some problems regarding jitter in movement that is caused by a variation of delta-time.The jitter started when I introduced a fixed time loop of heavy operations. In my case I introduced a networking library that runs 60 times per second and therefore added some lag-spikes in the interval. But I have also added some artificial delays (sleep) to unitys-fixed update and notices the same behavior. My game still runs in the expected time-frame of 90 fps, but some frames take about 11 ms and others about 5 ms (example) which makes for a big variation in delta-time.Variation in frame-times has not been a problem in traditional pc games I have worked with before. The delta time is either made almost constant by the use of v-sync. Or necessary to variate to compensate for the variation in time between each presentation of the frame. And movement results are smooth.However it seems to be handled a bit differently on the Quest platform, I believe
I already used collision triggers in that project, but That collider won't trigger at all. I can't figure it out since everything looks fine.The player object has kinematic Rigidbody and collider not set as trigger, and is set to "Player" layer.The cube object has no rigidbody but a collider set as trigger, and is set to "Interaction" layer. "Player" layer and "Interaction" layer are set to interact with each other in Physics settings.
Hey,I want to reapply for Oculus Start but my Application is pending since two years. Now that my games are more advanced, which I got feedback in my last E-mail two years ago, I want to reapply, but on the website it says there is still a pending Application.E-Mails are left unanswered.Is there anyone here that can help me?
This is very interesting news.If on the one hand it makes me happy for an increase in performance on the other I wonder if it's overclocking, and if this can affect the longevity of the devices.Overclocks generate higher temperatures and overheating is the most common enemy of chip solders and of the battery life. Since it is impossible to physically improve the cooling system of the devices and I have this doubt, I would like to ask two things:1 if this performance increase is already foreseen in the next firmware (v55 or whatever it will be called)?2 if from laboratory tests these expected increases have resulted in increases in temperature.
Run into issues in developing and posted on here for support for 2 weeks+. Hasen't got an reply yet.I understand they'are probably busy but this is taking a bit long. Is there any ETA response time or something?MetaStoreHelp
We are currently using a custom keyboard UI in our application since the system keyboard doesn't close properly when we click the enter/return/confirm button on the right (it opens right back up again and doesn't type anything). However, whenever we interact with a input field we get the following "error" message in the logs:Error: Oculus overlay keyboard is disabled, add 'oculus.software.overlay_keyboard' feature request to your Android manifest.Is there a way to disable this message or prevent input fields from triggering the system keyboard?
Currently if the input field is set as MultiLineSubmit, both enter button and close button doesn't work get you out of input state, the input field will stay focused on hence the keyboard will instantly comes back again. There is a similar post here but no straight forward solution is given, the OP has to implement some custom Android keyboard polling.
I have a project set up using the new interaction system following the guide. Here is my setup:To enable the keyboard overlay I checked the system keyboard box in OVR Manager settingsI have a FlatUnityCanvas prefab in my scene, and I added a PointableCanvasModule into the scene.I added both a legacy InputField and a TMP_InputField to the canvas prefab.Everything works when I build the APK to the quest 2 device. [well, the keyboard doesn't close.. but that's another story]However, in link mode, I can't type anything into Input fields. Previously, using OVRInputModule, I was able to type on my computer's keyboard in Link, but this doesn't seem to be working with the Interaction SKD set up.I can select the input fields (i tested by having a debug log when selected), but I just can't enter text.Am I missing something? or is this a bug? I tried adding an event system to the scene, standalone module, etc. Nothing seems to be working.
I just updated my project to Unity 2022 LTS. I started getting errors in the OvrAvatarPrimitive class around vertex buffer size miss-matches. I added a line to that class setting the vertex buffer parameters one more time right before the line that would give me the error which fixed my issues: //added this - the bug as that the mesh vertex buffer did not match the size of the data being set in the next code line mesh.SetVertexBufferParams(vertexBuffer.vertexCount, vertexBuffer.vertexLayout.ToArray()); // // Upload vertex data to the mesh. mesh.SetVertexBufferData(vertexBuffer.vertices, 0, 0, vertexBuffer.vertexCount * vertexBuffer.vertexStride, VF_STREAM_ID); mesh.UploadMeshData(true);Could be an isolated/project specific issue, but I thought I'd share if someone else is having problem.
The "Delete App" button is greyed out and when I hover over it a popup says "Approved applications cannot be deleted."Any suggestions would be appreciated. It would be best to get these apps out of my Developer Dashboard.
Is the invite api broken? as soon as I try to call GroupPresence.LaunchInvitePanel, it brings up a panel that said something went wrong (OVR10003). Assuming Ive done something wrong I tried it in an already published app (VR chat) and it had the same error message popup, can anyone tell me whats going on..?
Hi, I can't record with the error message "display is off" on MQDH even though it's on,I can cast it, however, I can't change the resolution without recording setting, Does anyone know solutions?
Could you help me understand which is the latest (or most suitable) Unity version at the moment for supporting Quest 2 and Quest 3 devices? We are looking to migrate one of our projects to a new Unity version. Thank you.
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