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We are using a less common Android permission request (REQUEST_IGNORE_BATTERY_OPTIMIZATIONS) in order to support downloading multiple large 360 videos to the Quest 2 (total ~30GB).This permission request appears in a different UI to the standard permissions, and we are finding that it only appears correctly approx 50% of the time. The other 50% of the time the permission prompt background appears, but without the text or buttons. This is causing issues as without accepting this permission, our downloads will fail. Looks like this when text doesn't appear:Should look like this: Given the size of the download, the user will take the headset off whilst the download completes. We require this permission in order to prevent the device from entering doze or app standby and killing the app/download manager. There is no error or log message shown in logcat when the dialogue does not display correctly. We’ve attempted various methods of requesting this permission and it still onl
Inside the following prefabs:Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefabAssets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefabAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefabAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefabAssets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab
With the Spacializer plugin set in project settings, we are repeatedly seeing these errors every frame when running on the Quest hardware. 09:37:49.690 5039 5158 I OvrAudio : ovrAudio_SetSimpleBoxRoomParameters: OVRAudio not initialized09:37:49.690 5039 5158 I OvrAudio : ovrAudio_SetSharedReverbWetLevel: OVRAudio not initialized09:37:49.690 5039 5158 I OvrAudio : ovrAudio_MixInSharedReverbAndAmbiLR: OVRAudio not initializedNote that OVRManager is initialized and running. Is there something else that must be present for OVRAudio to initialize? Searching the codebase, I do not see much in terms of OVRAudio. Is the ONSPAudioSource supposed to init OVRAudio? Or is there something else I am missing?
In less than a month I have been through 2 Meta quest headsets, yes 2!First was purchased on April 9, arrived April 10. May 3 the headset melted while plugged in using the charger provided in a good, working socket that has no issues charging anything else or anything electrical. Meta support wanted me to send them my headset, wait for approval to replace, and then wait to have the new (by new I mean refurbished) to come in, about a 2 week process for something I am trying to use daily for physical and mental health. Instead of waiting that ridiculously long time to get something replaced due to a defect that has been RAMPANTLY REPORTED ACROSS THE INTERNET, I returned the device to amazon who happily accepted the return after explaining the defect, and purchased a new headset. New Headset was purchased May 4. As of today, May 10, the right controller is now broken. Headset is not tracking it and all I see is a single blinking white light that flashes every half second or so.
1) UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'2) UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'Oculus.Platform.Core.getAppID (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:50)Oculus.Platform.Core.Initialize (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:142)ShopManager.Start () (at Assets/Scripts/A My Scripts/IAPs/ShopManager.cs:40)But Its set. Also second problem is that my game crashes on start or just at random moment. Im very confused what can cause this and all i have is oculus reports
Hi there,I am trying to connect a quest pro with the pc oculus app using the charging cable provided (which I read that it should be link compatible), but it is not connecting (I have disabled air link in headset) and I am trying to use Unity for developing, within Unity, I am also not seeing the quest pro as a device in build settings. I am currently connecting the headset with pc using the charging cable (usb-C), it does charge the headset so the connection is there, would I need to purchase a separate link cable in order to connect the headset with PC? Thanks for your help in advance!
Hi , I am trying to install a CA certificate in the meta quest but unable to see options to add the certificate and run it. Does quest have anything as such ? This is for testing our apks. Please help!
I have followed the instructions here for integrating our in game's user reporting flow with oculus button triggered user reporting:https://developer.oculus.com/resources/reporting-services?intern_source=devblog&intern_content=user-reporting-requirements-developer-tools-updatesHowever when I run it in game (in Unity Editor), the flow just prompts me to record video and send it off to Oculus.The callback is never triggered.I have oculus integration version 47 in the project.Is there a way to confirm at runtime what version of oculus integration is actually running in project?Is there something I'm missing?
when i try update my game i try to change it but i cant find the switch platform button on number 2
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Hi, we are developing a metaverse platform and ever since v51 we have been unable to load our main scene properly. It seems as if it is due to requiring more memory than our other scenes however this scene has been fine up until the update. We were getting a low memory crash with a popup saying the device cannot run our app due to low memory, however after optimizing it we are now only getting a freeze with logcat complaining about 100% memory usage. It runs fine on Quest Pro so I would assume it's due to Android 12 requiring more RAM for it's OS functions and thus limiting the amount of RAM for Unity apps more than with Android 10. Our scene is the most important scene as others load but we would like to get this resolved asap. For further context the scene has a lot of different meshes and gameobjects like terrains. Please let us know what we can do to get our scene to load properly on Quest 2 as the majority of VR users are using that headset. We have tried loading the scene as
Hey there!I would like to create some educational content with the Oculus Integration such as free and paid courses.Is it allowed to show and include the Oculus example assets/prefabs that come with the Oculus Integration into my videos?Thanks and best regards,Rob
Hello,2 members of my team can't seem to create the Oculus Developer Account, they don't receive the verification code that would allow them the finalize the account. For some reason only those 2 email addresses are affected. Is there anything we can try to fix this ? Or is there someone I can contact to get this sorted out ?Thanks,Jeremie
Hi all, I am developing a multiplayer application with Unity 2020 using Photon. In the app it is also possible to record your own voice and store the file on the headset. The app runs without any problem on the consumer headset (version 38), but crashes immediately on the business headset (version 29), even before the Unity splash screen shows up. Does anyone know if this might be due to the older version of the business headset? Or do I have to handle permissions for e.g. audio recording differently? How can I get error logs from the business headset? Any help is greatly appreciated!
Hello, whenever I try uploading a new version to my oculus game all it says is An APK has already been uploaded with version code _. Please update the application manifest's version code to _ or higher and try again. I keep trying to go higher but it just wont work at all. I do not know what to do anymore. I am using Unity.
I try to integrate my own custom avatar with the movementSDK.I filled the component OVRCustomSkeleton with all the bones of my character rig, but when I play the app, the mesh gets terribly distorted. What is going on here..?
Hi.I work on a VR character for Oculus Quest Pro.I use my own character model and I want to integrate it with the MovementSDK.My setup is built based on the "MovementRetargeting" scene.It works ok, but the quality isn't that great.The neck of my character is extruded back. I tried to fix that by adding additional bone into "adjustments" in the Drive Third Party component, but it didn't help. The neck is always distorted. Any suggestions on how to fix that? Is there something I am missing?I have skin weights set to unlimited in unity build settings.
Greetings, I have been following the website for the past few days now. I have a tech related website and I am much more interested to review this website on my site here. I dont know if it is possible or my website is eligible to do this. If my website is eligible to do this please let me know. I would greatly appreciate your kind response. I tried contacting this community by mailing, but I did not get any response. I am posting it here.
I'm trying to help my friend with his vr game but the upload button is completely disabled on all release channels, what do I do?
I tried to use the Ray Interaction feature of the Oculus Integration SDK to interact with Text Mesh Pro UI, but it doesn't work. The raycasting passes through the UI surface. However, when I used the same UI surface with the Ray Interaction feature of OpenXR, it worked fine.I'm wondering if the Text Mesh Pro UI can be used with the Ray Interaction feature of the Oculus Integration SDK. Are there any specific settings that need to be configured?Any help would be greatly appreciated.
Hello, since i swapped 3060ti for 3080 (10G) I have strange performance issue with Airlink at 120Hz.When my performance headroom gets under 50%, it stays stable for a few seconds and then starts oscillating infinitely and movement/image in the game becames jittery/stuttery and unplayable. It usually jumps between 20% - 40%. Sometimes the frequency is slower. If you look at the sky and look back it will perhaps hold 41% but the oscillation never stops on it own.It doesnt report dropped frames, Its not ASW or MSW. This affects every game. If headroom stays over 50%, its smooth. I think I have tried everything, including fresh install. PTC, resolution, bitrate, h264/h265, sliced encoding.. nothing changes. Never seen this with 3060ti.90hz Airlink or Questlink 90/120hz doesnt do this. Maybe its hunting for V-sync offset? Overlay doesnt change though.
I'm using unity 2021.3.23f1. I tried to solve this problem. I don't know how to solve it. I will be glad if it helps. I couldn't upload my app.
I wanted to mess with the capabilities of the quest 2 headset and I wanted to be able to set really low recording profile settings and also some high settings aswell. I wanted to do this in the way that the dev hub does it. Under the "Video Record Settings" screen. I wanted to know if I could get the command that they use to do it because any other method I've tried to use is very buggy. Thanks, Adam
Im very confused what can cause this and all i have is oculus reports
Hi.I see online lots of different answers on this topic. Does Quest 2 officially supports hand-tracking with Link cable? Some users say that they could not do it, but I tried for a few days, built from Unity and I can see the hands, I can move, I can recenter, so it works apparently.The thing is, if it is officially supported, I cannot make it work withh interaction. I use interaction sdk, latest at this moment, to grab some items with my hands. Of course, in editor and in an Android build works, but with link on my PC I can see the hands, but I cannot interact, I cannot grab that object. When I pinch, I can see it lights the tip of the fingers, like it is doing in editor, but doesn't work.I am wondering if it's a Unity thing and I need to investigate further, or is it something that is not yet officially supported.Thank you Thank you.
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