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Trying to add presence platform support, but even though my profile is public and everything it doesnt show where i am in my profile, even to me. in the home menu on another account it says home, but for my main profile it just shows my user name. Any ideas? Seem to be no settings in accounts that i havent played with and tried changing to fix this.
Hi, I was wondering if anyone would be able to help with a SnapInteractor problem.In the SnapExample scene of the Oculus SDK the List Snap Pose Delegate is used to position moons and a planet added to a SnapInteractable. Moons and the planet can be moved around and snapped into the different positions moving other objects into surrounding positions.My question is, is it possible to get the position that the planet and moons are in as they are moved around.For example, when the scene starts the planet could be considered as being in position 0. I am wondering how I can get this information from the script.At the moment, the only way I can figure out how to do it would be by their transform position as they are moved around.I am not sure if positions are stored anywhere.
Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data.We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor.Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1We would truly appreciate you help on how to fix the problem.Thanks and best regards&n
I am disabled. Severe pain prevents me from wearing a headset often. To stay in touch with friends and pass time I use the PC app. But it's frustrating bad with just keyboard shortcuts and I cant do much more than hang out since most things can't be done. I don't understand why the PC app can't support game pad controllers, other VR games do. I think more people would use the game if they could use it without the headset. Yeah, I get Meta want's to sell headsets. I think they would sell more of them by people just checking the game out and then wanting the full experience. If you want to keep the game proprietary at least make a headset with a removable battery to cut the weight down. Most people have them plunged in anyways because battery life is not good. I am sure both of these things that would help me out will never be implemented. It's a shame because I socialize with the most people on HW but every other game is actually nicer when it come to anything else.
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.
As I understand it, the UE4 OSS In App Purchase nodes won't work for Meta In App Purchases. And there are no In App Purchase nodes provided in the Oculus blueprint library. Has this changed with the update to UE5.1? Is this ever going to be added? It's a big hang up for blueprint driven App Lab games because IAP is the only sustainable business model yet much more difficult to implement then Android and IOS apps which use UE4 OSS (making those blueprint friendly out of the box). Thanks
When I step on either the Invite or Roster Panel, I get an error message saying that, "you must be in a multiplayer lobby to send invites to others." My log indicates that OnJoinedOrCreated was successful and that the player entered the room however, I'm not seeing any traffic in my Photon dashboard. Any ideas?
recently i was going to use my quest but when i got on my boundary kept on resetting every few seconds or minute I couldn't do anything because how annoying it got, I've already tried cleaning the lens. If anyone knows the solution to this please tell me
After building our metaverse application and not having tested in a while, it seems to not be running and instead crashing on each launch. Oculus firmware 50 seems to be the cause of this. We are using 2021.3 LTS and IL2CPP with Arm64. The error is a Sigabrt Signal 6 Code -1 Fatal Exception Java Lang Error. The app seems to be working with Mono Arm7 but only when it doesn't have more than like 4 scenes. I hear that firmware 50 may have Android 12 and was released for early access users. We've tried everything in the book to fix this, and apparently the performance isn't going to be the same either even if we do get it to run. We are going to update to Unity 2022 to see if this fixes anything but we've been spinning our wheels like crazy. Please let me know if you have any ideas as to why it is suddenly crashing without explanation.
I am experimenting with the Oculus Integration Package and noticed, that when I want to use FingerFeatureSkeletalDebugVisual to visualize if I do HandPoses correctly, the _fingerFeatureStateProvider field is not set. Currently it is exposed to the inspector using [SerializeField] however since this object is created at runtime, the field never gets set. Therefore, I exposed the FingerFeatureStateProvider in the ShapeRecognizerActiveState-class (protected -> public) and injected it along other parameters in FingerFeatureStateProvider 's Initialize() method (which is called in HandShapeSkeletalDebugVisual). Everything seems to be working, however, this issue seems to be unintended behaviour on Oculus Integration's side. If not, please tell me where I did a mistake.
Hello, I'm trying to use "Shared Spatial Anchor" API in my project. When I try to Cloud Save my anchors, sometimes it succeeds but sometimes it fails. And somecase this Quest 2 device works but the other Quest 2 devices doesn't work. Please tell me what might be the cause of the failure. FYI, I get the logs below when the cloud save fails:2023-04-19 10:27:27.178 4616-5972 [CT] com...k.spatial_persistence_service E xr_vega_map_service: Failed to upload & async ingest map with error: std::runtime_error: TigonNetworker: request failure: TransientError domain: CURLcode code: 28 detail: 28: Failed to connect to graph.oculus.com port 443 after 30366 ms: Connection timed out2023-04-19 10:27:27.179 4616-5972 [CT] com...k.spatial_persistence_service E xr_cloud_anchor_service: Failed to upload spatial an
I want to know hoe to integrate oculus interaction sdk with spatial sdk. I want to develop space in Spatial where we can use Hand gestures to interact with 3d objects. I am trying to import oculus interaction sdk but it is having lot of errors.
Hi, I tried to build and deploy the Android application on Oculus Quest 2 (Unity). I used Shader to draw the surface of an object, meshRenderer.material = new Material(Shader.Find("Particles/Standard Surface")); Everything worked well until I built and ran on Quest 2; the object did not appear on Quest2.Do you have any idea to fix this?Thank you
I am working on a project inside of Unity using the Unity XR Framework and i have came across an exploit players may be able to use to skip certain events if they put their headset to sleep. I was curious if there were a way to check if a player has put their headset to sleep to provide a warning and or punishment if they abuse the issue. Thankyou : )
I've got an app which talks to a 3rd party bluetooth device (https://www.attys.tech/). This app has been working just fine on the app lab since March. Now suddenly I'm getting the error message:java.lang.SecurityException: Need android.permission.BLUETOOTH_CONNECT permission for android.content.AttributionSource@8487bd38: AdapterService getBondedDevicesMy manifest file has the appropriate permissions:uses-permission android:name="android.permission.BLUETOOTH"uses-permission android:name="android.permission.BLUETOOTH_ADMIN"uses-permission android:name="android.permission.BLUETOOTH_CONNECT"uses-permission android:name="android.permission.BLUETOOTH_SCAN"This behaviour has changed out of the blue without my intervention so I suspect that a recent firmware update has disabled bluetooth access, even with the permissions in the manifest.This is a biofeedback app and it needs to measure the heartrate. Without the bluetooth connection it's pretty much useless. I'm giving a demo in front of peop
Hi!I'm trying to make it so the player cannot teleport unless they are in the center of their play area. I have a system that detects the player's location, then sends Disable() or Enable() to all the relevant interactors (on each hand: Teleport Interactor, Turner Interactor, and the Best Hover Interactor Group in their parent). However, this does not seem to do anything.I tried an alternative solution that just Activates or Deactives the "LocomotionHandInteractorGroup" parent outright. This actually does stop the player from teleporting at unwanted times! However, it gets really janky. UI is floating all over the place! This is fixed by jiggling your hands a bit, but that's too janky and confusing for the player,Any tips on how to properly stop the player from teleporting? Thanks!
Is there anyone else experiencing issues with submitting their compliance requirements in the developer dashboard? There was a Data Protection Assessment which was to be done on May 27th which we sent for submittance on the 26th but the submission stayed in draft mode regardless of how many times it was submitted. META showed with a popup that it had been acknowledged and would be reviewed but it seems as if it was not, leading to our application being removed from App Labs. If you have any similar experience, how did you solve your issue?
I would like to share with you a pleasant experiment which in my case was successful and I was happy.While wearing my Quest 2 I tried cupping my hands tightly around my ears.I noticed a greater sensation of isolation from the outside (but okay) and consequently less dispersion of the audio produced by the stock speakers.I have a pair of over ear headphones, Beats Studio which fortunately have a detachable cable.It will obviously work with all over-ear headphones that have good insulation from the outside.I just put them on making sure they covered my ears and lined up with the speakers on my Quest 2. I didn't turn them on, plugged them in and the effect was as desired.Now I can avoid using wired headphones (less annoyance) and bluetooth headphones avoiding potential interference with wifi and less power consumption.
Hello!I'm implementing a feature with Unreal Engin that uses Spatial Anchors. I'm saving them in the Cloud using the OculusAsyncSaveAnchors function which works perfectly fine on Quest 2, but on Quest 1 I am always getting an Error there with code -1000 which does not give any information.So I wanted to ask if saving Spatial Anchors in the cloud is even available on the Quest 1 and if so is sharing Anchors available as well?(In the Documentation it's often stated as new Quest 2 features so I wasn't sure and the local saves also work fine)Would be great if you could help me clarify this.
So for some reason I can't turn on OpenXR on my oculus quest 2. I've updated the app and the headset but to no avail. I don't know what else to do and meta support was not helpful. So I need help.
Is there any way in the SDK to connect directly to these controllers from the PC? It would be great to be able to use them as stand-alone controllers for use with other headsets such as the Big Screen headset. Surely an Open VR (or something) driver could be written to replicate the communication mechanism that currently going on between the Pro/Quest2 and these controllers? Though I guess that doesn't aid Meta's revenue stream so it will probably never be exposed.
Mission.1. Create a 3D world with a single player to navigate through the scene.2. Publish the scene.3. Access the 3D world and Interact with objects discovered.4. Record interactions as completed, or assign a score. Save data to file for use later.5. End of MIssion.Thoughts? Simple enough?
Hi,Meta accounted back in December that developers could within their games start to take advantage of an increased GPU fruquence (link: boost-app-performance-525-mhz-gpu-frequency-meta-quest-2).Is there a list of games where this has been implemented? Specifically wondering about it within the IronMan VR game.ThanksDoug
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