Developer Forum [Archived]
Recently active
I would like to know how Arkio in Oculus recognizes where the ground is in passthrough mode, or how Oculus achieves this effect. Please tell me some methods.
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 regardsqu
Hi,I'm using the scripts from the Locomotion Sample Scene to teleport on nodes with left hand.And I have 1 problem as shown in the picture, tube renderer is not in hand position.I found the element called Procedural Arc but don't know how to configure it to hand position.Does anyone have any solution for this problem?Excuse my English and thanks for the help.
Hello,The last update of the plugin is not able to compile on my project. I got the following errors UATHelper: Packaging (Android (ASTC)): ld.lld: error: duplicate symbol: FOculusAssetDirectory::AssetListing UATHelper: Packaging (Android (ASTC)): >>> defined at Module.OculusXRHMD.2_of_3.cpp UATHelper: Packaging (Android (ASTC)): >>> D:/Devel/UE_5.1/Engine/Plugins/Marketplace/MetaXR/Intermediate/Build/Android/UnrealGame/Shipping/OculusXRHMD/Module.OculusXRHMD.2_of_3.cppa8.o:(FOculusAssetDirectory::AssetListing) UATHelper: Packaging (Android (ASTC)): >>> defined at Module.OculusHMD.cpp UATHelper: Packaging (Android (ASTC)): >>> D:/Devel/UE_5.1/Engine/Plugins/Runtime/Oculus/OculusVR/Intermediate/Build/Android/UnrealGame/Shipping/OculusHMD/Module.OculusHMD.cppa8.o:(.bss._ZN21FOculusAssetDirectory12AssetListingE+0x0) UATHelper: Packaging (Android (ASTC)): ld.lld: error: duplicate symbol: FOculusAssetManager::FOculusAssetManager() UATHelper: Packagin
Hi!I've tried to find a solution to the aliasing masked materials in Oculus Quest 2, for a mobile app. It's especially visible when we use backdrops with masked textures or for masked vegetation. All the edges gets very jagged and flickering.It helps using translucent material instead but it is so costly, and preferably we'd want to avoid that.I'm not really a tech artist and I have tried to find out if someone else have found a solution. I've tried out the alpha to coverage that is available through the materials settings but I couldn't see any difference at all.Is there some rendering settings I need to edit or is there some function we would need to enable within the project? Or is it some hardware limitation?In the project settings we're using:We're using 4xMSAAInstanced Stereoand Mobile Multi-viewHowever in some of the mobile apps I do play I don't experience the flickering on the trees. However I have no idea what their materials are set up to be like.Is using masked materials ev
Hello, I am the CS manager of a VR game in Meta Quest, and I am trying to help our developers to determine the causes for some crashes appearing in our crash report.In our Crash dashboard we have noticed these two reasons for crashes:Unsymbolicated SIGSEGV:libunity.so::unwindstack::LocalUpdatableMaps::Clear()SIGSEGV:linker64::__dl__ZL13call_functionPKcPFviPPcS2_ES0_We would like to know more about what are these 2 reasons for, so that we can work on future fixes to any related issue in our game.Could anyone please provide some guidance?
Hi there!Just trying out the Lipsync plugin to use in Unity, was wondering if it requires a specific voice clip sample rate to perform better.
Hi after the latest update, the save game function is no longer working. It was fine before that. Assume it’s related to android permissions. Please apply a fix asap
Hi ... I recently bought an eGPU (Thunderbolt) dock from Ali Express to use with my computers including my Dell XPS 13 2021 ish laptop (11th Gen I7, 16GB RAM) and it seems to work well. 🙂I had a bunch of stuff accumulated on this laptop and eventually I noticed Desktop Window Manager using a huge amount of RAM ... 3GB+ (I think it would have grabbed more if available). I have 3x monitors on the eGPU and the laptop screen ... 3x 1080p and 1x a portrait widescreen - so I expected higher usage - especially with virtual screens and whatnot for VR stuff (incl. Immersed). But I couldn't figure out why I was seeing such big figures.One of the apps I had installed was the Meta PC (regular) app, and the remote PC thingy I think.--Anyway. My 500GB drive was about full and I thought it time to reinstall anyway - getting a 2TB drive while relatively cheap, and setting-up triple boot (2x Windows and 1x Debian for Proxmox) etc.I've been slowly adding applications to my principle W
Recently, I bought Medal of Honor for my quest 2. I tried downloading it and it gave me a notification about me not having enough storage. So I decided to delete most of my apps. once I had 42 gigabytes left I realized I can download it, so I tried to. still didn't work.
I upload my apk developed by UE4 engine to AppLab, and have followed all the steps outlined in the "Test Users" document. In the BeginPlay of GameMode blueprint, I have successfully passed the VerifyEntitlement process. However, when I call GetOculusIdentity, there is no response whether it's a Success or Failure. Could anyone please suggest what the possible issue might be?
Downloaded the Oculus Integration package, and tested the hand prefabs in the default scene with the recommended quality settings. However, the hands still seem to be a little shaky compared to released Unity apps I've tried and the main Oculus environment. Anyone know how to fix this?
I feel a bit confused about aligning the scene with the real world play area.The play area is an empty 8x4m room dedicated to VR games. The player will be prepared and equiped in a small room next to the play area. When ready, he walks to the play room in passthrough vision mode, he takes place to the starting location of the play area, when done the game starts. Questions:- The floor in the play area is a perfect rectangle 8x4m, should I use Scene API (and how) to define perfect planar bounds instead of the manual Guardian setup with controller? (is Scene API only relevant for Mixed Reality or is it also suitable for full VR?)- While actually testing my game with manual guardian setup, the room occasionally shifts or rotates in a wrong axis, etc. (pretty scary because I don't want to have to setup the room again while players are waiting to play their game) So how can I ensure a persistent play area? Does Spatial Anchors may be useful?
My app plays a H.265 spherical video.However, there were many tearing noise on the screen. Tearing did not appear in a screen recoding videoand tearing was also happened in case that rendering a still image as the video decoder working.However, if the video decoder was stopped, tearing was not happened . I would appreciate it if you would give me some advice. Other info:- Meta Quest 2- Unity App ( Unity 2021.3.22f1 )- Stand alone ( Not use Quest Link and Air Link )- Using android.media.MediaCodec as the Video Decoder
Hi i tried to use air link to connect my laptop with oculus quest pro.my laptop specification is i7-12 and geforce 3070ti(laptop). So i think there is no hardware issue.(Actually I used a airlink with my laptop but it cause issue recently)So my situation is with PC oculus app and in quest pro air link screen they show a"connected, missing requirements" and if i enter launch it got stuck, literally infinite loading in black screen.Thanks for all your advice!
Question: I am looking to develop an AR/VR website that allows users to capture body measurements (e.g., height and chest) and find clothing items that fit based on those measurements. I have outlined my requirements and would appreciate guidance on the technical implementation.Background:I want to create a website that combines augmented reality (AR) and virtual reality (VR) technologies to provide users with an immersive clothing fitting experience.The website needs to capture body measurements such as height and chest from users.Based on the captured measurements, the website should compare them with available clothing sizes to determine the best-fitting options.Specific requirements:What are the recommended AR/VR development tools and frameworks for this project?How can I integrate motion tracking to capture accurate body measurements?Which database system would be suitable for storing user measurements and clothing information?How can I implement the algorithms to compare body mea
I am currently developing gesture tracking and near-field interaction for the Quest, and now I need to use VirtualKeyboard. Why does VirtualKeyboard require an Eye Level for interaction? How can we make it work properly at Floor Level as well?😥
How can I read/write files from/to the device while logged in as a secondary user?I currently write logs as well as user-generated content to Unity's Application.persistentDataPath, which comes out to be under:Quest\Internal shared storage\Android\data\com.MyStudio.MyGame\files\ However, when logged in under a secondary user account, I can't seem to enable the ability to browse files on the device using a PC, so I can't gather any debug logs I've written to debug issues while logged in as a secondary user. If I log back in as the primary user, I only see logs, and user-generated content written to the above location by the primary user. No user-generated files by the secondary user appear. But when logged in as the secondary user, I can see their user-generated content, but not that of the primary user.It seems each user somehow has their own data folder, but I can only access the primary user's data via a connected PC. And if I want to manually place data files into the fold
Haven’t used my oculus in a few months, but I just updated everything to the latest. I can’t launch any games that involves online. Always shows a connecting status or states that it cannot access the Internet. I have tried deleting and re-downloading the games but that did not work. Not sure what else to do. I can use YouTube, VR, or browse the Internet with no problem.
If I play in vr preview on Quest Pro, vr will cover the entire screen and I can't mix it with reality.How can I make the level background transparent? Aren't they already transparent? -UE5.1-Meta Quest Pro-Remote play in editor
Hi!Our team is working on a multiplayer app for Oculus Quest 2.The application has several rooms in which users communicate with each other (we use Agora Voice to connect users). Each room has its own audio channel.Connection to the audio channel occurs at the moment when the user enters the scene. After the latest Oculus Quest 2 update, a volume bar began to appear every time the user changed the audio channel. This greatly degrades the user experience. Tell me, please, is there any way to remove the volume bar when changing the audio channel? Will this problem be solved with the next update of the headset?I would be very grateful for your help!Unity version: 2021.3.16f1
Recently I have imported the new Meta XR Audio plugin into my project to use as the spatializer and tried to delete the old legacy Oculus Spatializer however Oculus Spatializer still appears under Project Settings > Audio > Spatializer Plugin after dll files have been deleted. Nothing is in the project that should be linked to it so I am confused as to why it is still showing.
I would like to track calorie expenditure for users in my fitness app that I'm developing. I noticed that Meta Quest Move provides a feature to track calorie expenditure in various applications. Therefore, I would like to know if Move provides an API that allows me to access this health data?
I tried to connect the blueprint following to the document, but most of the description in the document was vague. For the surface passthrough view, the mesh to be added should not be able to add the blueprint and must be the static mesh directly in the scene. In addition, I failed to use the passthrough view which underlay as the background. And I also tried the PTsample in UE5.1.1, except for the surface passthrough, none of the cases can run successfully. The PTbackground or PTmask case is just a reconstructed passthrough layer to cover the whole view. I wonder if there are details to put virtual object above passthrough layer in quest development.Moreover, through some casting or ABD, I was able to project the passthrough view in the HMD to PC for screenshot recording. However, when I was playing passthrough in UE editor, the whole recording of the running scene was black and I could not record the passthrough view. I wonder if there is some way to record this passthrough view
Hi I have an Applabs app that installs correctly onto my Quest2 and can be seen in the library as expected. When i install the same app on my Quest pro it only shows in unknown sources. Can anyone provide help with this frustrating issue? thankyou!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.