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I am developing a project for meta quest 2. I have a problem with the bad direction of line generated by Line trace by channel. Everything is normal in VR preview.How to solve this problem?
Hello, I have been trying to implement and package the Oculus Audio Spatialization Plug-in for MetaQuest2 (UE4.27 Native Audio) without success on our project and on the Oculus-Vr/UnrealEngine git hub project.https://github.com/Oculus-VR/UnrealEngine. I built the engine through VS2019. Tests are made on the VrBasic level. 1- This error appear in the editor output when the Plug-In is set in the Spatialization project settings LogAudio: Error: Oculus Audio SDK Error - Failed to set unit scale: Unknown Error 2- The Spatialized Plug-in HRTF seems to work in the editor and the result is enjoyable. 3- Packing is successful. 4- On the Meta Quest 2, the level load but crashes as soon as a sound is played. LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected. 5- Changing the buffer settings to extreme settings (Callback buffer Size 4096, Nb of Buffer To Enqueue: 32) adds latency as e
Hello, we are developers of a VR app. When we tried to add a new Meta account email to our app's Release Channel on Oculus Developer (https://developer.oculus.com/), we got this message: "We couldn't find anyone with the Oculus email."This email is a newly-created Gmail that has just signed up for a Meta account on https://auth.meta.com/. This email is not a Facebook account.Did something went wrong, or is there a step missing? I thought by registering a Meta account, this email is already an Oculus account.
Yesterday I still saw analytics and suddenly it's saying that they can't show the data to me as there is less than 100 copies sold. How do you think I know when I have 100 copies sold if you hide the data from me, the developer. Would be very nice to know if I have sold 20 copies or 80 copies.
I have created a combined Unity project for the Quest and the HTC Vive. I was hoping OpenXR could be used for both, but unfortunately for Quest I still need the Oculus Integration package for the entitlement check and that again requires the Oculus XR plugin.So i cannot use OpenXR for Android builds.But I still want to use OpenXR for PC Windows builds. In the Project Setting for PC I see the MetaXR Feature, which should not be there because I am not building for Oculus. If I disable it I get a noticifcation when I press Play that the feature must be enabled.But when I enable it and then press Play the editor crashes.After upgrading the Oculus Integration package to version 51 I notice a flag 'oculus Quest Quest Support', which is very weird for a PC build target. When I disabled both this flag and the MetaXR feature and pressed Play the editor stil crashed. After restarting the option was gone and replaced with 'Use Mock HMD'What is happening and how can I get rid of the MetaXR feature
Hello,I'm trying to re-enable my developer mod on the latest build of quest 2, I've used developer mod since last year and for some reason, it has been disabled. When I looked into the website I figured I need to do a verification and since I don't own a credit card in my name for now I tried SMS verification but I get this error:This Page Isn't Available Right NowThis may be because of a technical error that we are working to get fixed.This is the page I use for verification:developer.oculus.com/manage/verify/Then when I try to enter the phone number i get the error page. I also tried adding two-step on my facebook account and connecting my oculus and facebook account, but it doesn't work.(I added T-S on facebook but it won't carry on to oculus, only now there is a third option added to developer.oculus.com/manage/verify/ that says: Add mobile number to Facebook, which i don't understand since I Did add number to facebook)I've been using developer mod for my university proje
Hi, I'm trying to upload a new build to the store channel of an app listing and I keep getting a very generic error message: MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDDcXFfdv1Op0Any indication as to why or what this error message indicates?
Hi, Using this reference documentation I was trying to do a basic test of the S2S IAP calls: https://developer.oculus.com/documentation/unity/ps-iap-s2s/#s2s-rest-requestshttps://developers.facebook.com/docs/facebook-login/guides/access-tokens Test calls (replace CLIENT_ID, CLIENT_ID_SECRET and for the proper values): curl -X GET "https://graph.facebook.com/oauth/access_token?client_id=$CLIENT_ID&client_secret=$CLIENT_ID_SECRET&grant_type=client_credentials" -v Server response: Note: Unnecessary use of -X or --request, GET is already inferred. * Trying 31.13.83.8:443... * Connected to graph.facebook.com (31.13.83.8) port 443 (#0) * schannel: disabled automatic use of client certificate * ALPN: offers http/1.1 * ALPN: server accepted http/1.1 * using HTTP/1.1 > GET /oauth/access_token?client_id=CLIENT_ID&client_secret=CLIENT_ID_SECRET&grant_type=client_credentials HTTP/1.1 > Host: graph.faceb
I'm making a VR app, I can only test it on my dev account, if I test IT using my personal account the Meta Avatar doesn't load and the Entitlement Check returns me an error.We don't want to make the app public anyway, so is there any way to use it without having to add each user as a tester?
This is my pitch to come work for Meta and finally be happy working doing what I love. I'm an artist, and independent researcher the box deep thinker inventor of a project using VR and programming a system unique to a one of kind Desktop Quantum computer built for advanced VR and AR sensory accessories to explore potentials to the furthest extremes of defense from hackers and viruses. Functing uses in areas of VR and AR in the medical field/ therapeutics, psychologist visits along with experimental weaponry and defense security systems. Coded locks to protect homeland security from cyberattacks among all other areas in need of this interest. Using my creativity, to build a tangible real machine in theory now but in the future I pray for the accomplishment of a lifetime, to be the one working on and designing it naming the coding programming and operation for encryption with it and help manufacture for the public a version that called beta VRQ version 1.0. I'd just b
I'm having problems with my app's Manifest, I want to publish it on the ALPHA channel, but when building I get errors, even using "Create store-compatible AndroidManifest.xml"I tried to debug, I added: |android:exported="true"| and |android:installLocation="auto"| in the Manifest, I was able to build it, but I couldn't upload it.OVR Platform Tool log: NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO - android.permission.MODIFY_AUDIO_SETTINGS Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-
Problem:- Meta Quest Developer Hub (.apk built from Unreal Engine 5.0.3) crashes upon launching.- App launch was working fine 6 hours before my Oculus was left switched on unattended (went to bed, woke up, did nothing to change anything and it didn't work anymore. was able to launch + cast prior).- Used an old working .apk file to test and it crashes upon launching as well.Have tried to troubleshoot but to no avail:- factory reseting oculus + changing a new oculus set- reinstalling several backed-up .apk files which used to work prior to sleeping- repackaging .apk from my different backed-up unreal projectsImported a sample VR template from UE5 and packaged it, .apk app launches successfully on Oculus. However, migrating my project file into the new template causes the new .apk to fail launch.Rebuilding my entire game from VR template is too time consuming.Any solutions/troubleshooting suggestions would be greatly appreciated. Please send help!
I want to let that some specified PC can access HMD's internal folder and others cannot.Can I do that?If I can, how can I do that?
I listed two add-on items from the Platform Services Add-ons menu, but I needed to delete one of them. They're both "not in store". My only other choice is "Cancel" and when I select it the status becomes "Unavailable". However, when I access the products from the Unity SDK both items show up. Is there a way to permanently remove an item?
I ran an app made in Unity on Meta Quest2.Then, it works normally when a certain object is out of sight,When a certain object enters the field of view, the movement will be significantly delayed. I think that there are also things that express big cities in other VR apps,Why can't my app draw that object normally?Is it because the object has too many polygons?Approximately how many polygons does Meta Quest2 work with? [Target object information]Size: 389,155KBVertex: 2,750,126Side: 8,524,762Surface: 5,755,044Triangular plane: 5,755,044
helloi want to get occulus Avatar in my unity game so what i can do?
I have very little experience in creating multiplayer games. I'm pretty much a beginner, so forgive me if I ask the wrong thing!In my game, I want to use hand tracking, not controllers. If I use the "OculusXRHand" component, the bone movement is not replicated. So I created a custom hand and took all the finger rotations from the oculus hand tracking library and animated my hand via blueprint animation.But when multiple players are connected, each sees yourself hand movements which are copied for all other players.To get data about the movement of the bones I use "Get Bone Rotation" there is an input parameter "Controller Index". The default value is 0. Maybe I need to take the index of each player separately?Where do I get the controller index?Or what am I doing wrong? Help!!!
Hi there! We are developing a custom controller for Meta Quest 2 and would like to know how to contact Meta with a business possibility? I cannot find any relevant contact info for such purpose...Thank you for any help in advance!
Hello, I encountered an issue with my meta account while in developer mode. I came across your blog post that suggested deleting the meta account and creating a new one with my Facebook account. However, after deleting my meta account, I am unable to log in with my Facebook account, and I am now locked out of my account. Can you assist me with this matter?my name is Nir ZigdonAnd my email is Zigdonnir gmail.comthanks
I'm using Oculus SDK inside Unity and whenever I try to run Unity with no headset attached it crashes. I've opened a bug report with full logs given to them and they've concluded that the problem was the oculus sdk.They send me this saying this is the cause of problem : 0x00007fff76fd6ad7 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff76f9e902 (LibOVRRT64_1) ovr_ReleaseHapticsClip 0x00007fff66610876 (OVRPlugin) ovrp_UnityOpenXR_OnSessionDestroy
I built an MR using passthrough. How do I obtain the images I see in my eyes? Previously, only virtual images were obtained without real-world images. Please tell me the relevant solutions.
I can't figure out how to get around this issue. I have generated a keystore file and successfully used it to compile my app, so my app is signed, right? It's in my Unreal settings, with the Keystore, the user name, and password. The Keystore is in the Build folder, it's a "Shipping" build. UE4 4.26 compiles the app successfully. But when I use the Oculus Platform Window to upload it, after it goes through all of the upload stuff, it stops and tells me I need to Sign my App. It's a free game, so I don't know why it needs this level of security at all. :p
Whenever I scale my fov up on my oculus mirror, the quality in the actual headset goes down. Not like a frame drop but it pixelates it. Is this intentional and how do I fix it. I use the Rift S
I am having issue uploading images to the Oculus App Lab App Submission > Assets section. I have consistently got an error that says “Unsupported Image Dimensions” while the dimensions/resolution have been verified multiple times.
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