Developer Forum [Archived]
Recently active
.
Hi everybodyI use Quest 2 devices that interface with HM10 Bluetooth component.As of a few days ago, my Quests no longer have the ability to interface with it.- Restoring factory settings in Quest does not help.- The HM10 is working (pairing with other devices works).-Side-load through Oculus Developer Hub does not solve the problem.I strongly suspect there was an online Oculus update I'm not aware of, that caused the issue.I would love to know if anyone has knowledge about the causes of the problem,and of course how to solve it (preferably, of course, without replacing a component) Thank you very much 🙂
Hi everybodyI use Quest 2 devices that interface with HM10 Bluetooth component.As of a few days ago, my Quests no longer have the ability to interface with it. - Restoring factory settings in Quest does not help.- The HM10 is working (pairing with other devices works).-Side-load through Oculus Developer Hub does not solve the problem.I strongly suspect there was an online Oculus update I'm not aware of, that caused the issue.I would love to know if anyone has knowledge about the causes of the problem,and of course how to solve it (preferably, of course, without replacing a component) Thank you very much 🙂
Hello,I am trying to open the Oculus Quest 2 browser from my Unity application, to display a web page.This was working reliably, but suddenly stopped with no app changes. We believe it could be due to a software update on the Quest.We do:Application.OpenURL("<url>");And that used to take the user to the browser page and leave the app. This was exactly the flow we needed. Now, the app flashes black for half a second, and quickly comes back in focus. And when the user eventually quits the app manually later, then only does the browser open.From Android Logcat, we are getting:Error SecurityUtil Failed to verify identity of calling application for app launch flow. Bundle is missing handshake binder! Now, it sounds like there's a solution! Bundle is missing handshake binder, that sounds promising. But I can't find what a handshake binder is or how to add one. Anyone would have any hint?Thank you
My problem is how can I get rid of jagged edges in my scene, especially with UI elements.HDRP is not supported for oculus quest apk. I have tried the following things but neither solves my problem:quality setting anti Aliasing set tp 2X multi-samplingCenterEyeAnchor Camera's rendering path to forward, turn on MSAA.Here is the script i have attached in the scene:using UnityEngine;using UnityEngine.XR;public class VRRenderScale : MonoBehaviour { void Start () { XRSettings.eyeTextureResolutionScale = 1.5f; }}
Hi,I have already developed a C++ app using Oculus SDK & OpenGL and would like to add eyetracking and handtracking to it (for Meta Quest Pro using Quest/Air Link).How could I process ?1 - can I add eyetracking and handtracking extension using OpenXR without doing any rendering in it (keeping rendering done with Oculus SDK) ?2- or must I convert the rendering process to do it via OpenXR ?I hope you can help me.
I am using Unity version 2021.3.14, Oculus integration v.51 and OpenXR 1.7.0.I was on the OculusXR Plug-In before and switched to the OpenXR-Plug-In. Before, Passthrough over Link worked, it was rendered in the classes when I activated the Playmode in Editor.Now, it gives me this error and does not render Passthrough when I start Playmode:"Failed to initialize Insight Passthrough. Passthrough will be unavailable. Error Failure_OperationFailed."Also, albeit probably unrelated, I am getting this error when stopping the Playmode since I have switched to the OpenXR-Plug-In:"InputSubsystem not found."Please help, it is very difficult to debug Passthrough-related things if I can only see the Passthrough in builds.
I am getting this error message when trying to connect my headset
I try to submit application to Oculus store, but I get this error:Please resubmit with login credentials for a test account so your app's core experience may be reviewed.Can anyone help?
I tried to use Quest Pro with Unity via Link, but when I imported Oculus Integration, the following error occurred. "DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null) ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:50)"I used the Unity Editor version 2022, Oculus Integration version 51, and Windows 11 x64.Please let me know the solutions to fix this error.Thank you in advance.
This is a bug in the Meta IAP system. It's pretty simple to replicate.1. Have an app lab game2. add IAP item in Platform Services 3. change the price in Platform Services4. Try to buy using IAP API.5. Expected. Oculus purchase prompt pops up. Actual: "Error 0: Cancelled"Note: This works totally fine if you don't change the price
When i tested the IAP button on my headset i was prompted to an oculus payment screen where i paid $.01 for a durable item that will cost users $4.99. For me the payment was successful, but for the users once they put in their pin to complete the payment through the oculus prompt; it says unavailable. Anyone know what could be going on?
Hello, everyone! PLS help me understand!I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same).What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately?Im work on UE5.1.1
Hi everyone,I just accept the mail in order to see my preview app and once I did this, I received a "congrats screen" but on my quest 2 I can't see the app.¿Can you help me with the problem?Note: I configurated the developer mode and pair the quest with the user so, I don't understand anything....
1. Open Meta Quest Developer Hub2. Enable logging3. keep using the headset while logging is on4. notice after 5 or 10 min the log window is white and not respoding.It seems there is no access to log. And no way to use the app (requires app restart) Have you seen this bug too?
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memoryWhen this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active?I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.
is it gone has it been replaced?
Hey GuysI am working on a simple VR game in UE5 for quest. Currently there is a main lobby level with some UI that you point and click on to load the main level. Its just a button connected to an "OpenLevel" nodeWhen I make a build and put it on my quest the buttons work and I load into the new level. However when I send the same build to my colleagues they press the buttons and it does not load into a new level. They still see the OnHover and Onclick state changes of the button.😥🤨😥
I can use android's ACTION_VIEW intent to open certain URL in browser, is there correct way to do the same but for Store page, not for browser? I found workarounds (https://forums.oculusvr.com/t5/Oculus-Quest-Development/Linking-To-An-App-s-Store-Page-Review-Tab/m-p/841949) but I'm not sure if they are reliable since there are no documentation for this kind of functionality. Thank you.
I'm not seeing new builds that have been successfully uploaded to subscribed channels or the production channel.
For about the past 5 days, our users from all organizations have not been receiving any updates on their subscribed applications, despite everything working smoothly before. Do you happen to have any insight as to what changes may have occurred on App Lab?
Hey devs, So we went thru the full upgrade on the URP fork, customized our shaders, turned on ASW. Here’s the brief: it becomes just as difficult to get to 36 FPS now as it was to get to 72. AA, the reason that we wanted to use ASW to increase compute capacity, brings it down to 25 FPS, with evident visual artifacts. It’s not a small CPU overhead with up to 70% compute increase, it’s a half baked feature that doesn’t deliver per spec but spent a week of my time to accommodate. 2021.3.19, 2021.2/spacewarp URP fork. Would love to know if there’s anything I missed.
No worries, we forgot to turn on Developer Mode😅
I'm trying to turn developer mode on. And I used 2fa to verify my account but it keeps telling me I have to verify my account even though I have 2fa on. Does any one know how to fix this?
This pop-up dialog box won't stop appearing after the latest update! I do not need MetaXR features in my project and my project works just fine with the Oculus Quest 2 through Steam. But this pop-up keeps stopping me in my tracks every time I start up my project and EVERY TIME I play test through the editor. It's extremely annoying. Please disable this!!!!!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.