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So I wanted to verify my org but I don't have such documents from the gorverment so I wanted to do an admin verification now I need to cancel the org verification to switch to an admin verification. How do I do that?
Hi, I plan to create a virtual reality room which will include 7 square spaces of 2.40m on each side, separated by 10cm sound barriers. Each room will be equipped with a Quest Pro connected wirelessly to a PCVR with the best possible speed (Wi-fi 6E). To optimize bandwidth, do you recommend using a 6E Wi-Fi router in each cabin? Is this technically possible or would there be too much interference?Wouldn't a single router for all 7 headsets be saturated?
For context, I'm using Unity Editor Version 2020.3.1f1 and XR interaction toolkit 1.0.0-pre.3 (as suggested in the Create-with-VR tutorial). How do I allow the user to use the controller's joystick to rotate an object in all 3 axes (like a circular rotation) instead of only being able to rotate left-right and up-down? I tried tinkering with the settings of the toolkit but it gets corrected by Unity editor itself. Any help will be appreciated!
Im kind of confused on it, where do I see the money I am going to receive from meta, is it IAP revenue last 28 days?
I released a new update on the alpha channel for my game. It has been in the Malware Review Test for about a whole 24 hours now. Anyone else having this issue?
Hi Oculus/Meta Forum,I am working with a young man with a spinal cord injury who is unable to move his neck but is incredibly interested and keen to try VR.Firstly, we are wondering whether the eye tracking capabilities of the Oculus Go/Quest is able to be configured to replace movements of the neck? This may grant him access to some games on VR.Secondly, in the event this is not possible, would there be a way to replace movement inputs with a mouse input to access functions and movements in VR? My client has an integra mouse which he can control with his lips. Think of a regular mouse with left and right click capabilities, but that he controls via his mouth.Thirdly, if this is not available, then is a controller-assist option available for say a family member / friend / nurse to move on his behalf while he wears the VR headset? I.e. controlling for not just what the controllers usually do, but also account for movement in all planes.Thank you in advance, and looking forward
The process of taking a screenshot on PCVR with any oculus device, whether USB or AirLink, is so archaic. We are in this age where we see all of these incredible technologies like face-tracking and eye-tracking, yet when we are in PCVR, we have to,press the oculus button to return to the oculus environment,hover over the details/systray in the action panel,select the screenshot button,rush back into the game and position my right eye so that the subject of the screenshot is in frame before the 5s timer ends,which is absolutely mental!There has to be a better way. there must be the capability to have the oculus button + some second button take a screenshot.
when in PCVR, you are unable to see the current % of battery left for any of your controllers, or your actual headset.this is so wild to me.Please add a UI element on hover to show the remaining %.
Here I have developed a car simulator game that can be played with logitechG29 in unity Windows but when tried to build and run a game in oculus quest2 the build has successfully completed but I cannot play the game in oculus quest2 using logitechg29. please provide me a way to play my own game in oculus quest2 using Logitech!!
Oculus software makes Alienware 17 R5 not start Window correctly unless uninstalled in Safe mode which is super tedious. I have the latest software installed and everything.I did get it to work after reinstalling but an update to the Oculus made it not work again.Who knows how many people around the world have the same issue with not being able to boot into Windows and not knowing what to do.
it veri goooood 👏
I want to update my Alpha game on App Lab. It is now asking me to verify my business. I am an Indie developer. I don't have a business or an EIN number. Does this mean that I can't upload my games to App Lab anymore?
To give some background, Android introduced file storage access restrictions with Android 11. This has presented a problem with some Unity apps I've been working on as they are currently set up to function like so:1. A launcher app downloads AssetBundles to a particular location on external storage.2. The launcher app launches another Unity app based on user selection. This app then loads the AssetBundle files from the location that the launcher app downloaded them to.With the new restrictions, this doesn't seem to work at all regardless of where on external storage I try to download the files. Either the launcher app can't download the files there or the launched app doesn't have access to open them.As a workaround I'm using the MANAGE_EXTERNAL_STORAGE permission as detailed here: https://developer.android.com/training/data-storage/manage-all-filesI'm aware that this is a restricted permission, but I'm not intending to distribute these apps on the store, so that
I have an app that utilizes hw accelerated video decoding (via AMediaCodec). Two 8k 25fps streams are decoded. On the latest update (51), the codec fails with OMX_ErrorHardware. It did work before.Here's a snippet of logs:05-04 17:59:58.700 921 5812 E OMX-VDEC-1080P: OMX_COMPONENT_GENERATE_HARDWARE_ERROR05-04 17:59:58.701 921 5812 E OMX-VDEC-1080P: ERROR: Sending OMX_ErrorHardware to Client05-04 17:59:58.701 921 4965 E OMX-VDEC-1080P: Empty this buffer not allowed after error05-04 17:59:58.701 921 4965 E OMXNodeInstance: emptyBuffer(0xf262b144:qcom.decoder.hevc, 0xc [16588800@0xbf6fe000 (0..+319512) f=10 ts=1280000 fc=-1]) ERROR: Hardware(0x80001009)05-04 17:59:58.701 5760 5810 E ACodec : signalError(omxError 0x80001001, internalError -2147483648)05-04 17:59:58.701 5760 5809 E MediaCodec: Codec reported err 0x80001001, actionCode 0, while in state 6/STARTED05-04 17:59:58.701 921 4965 E OMX-VDEC-1080P: Fill this buffer not allowed after error05-04 17:59:58.701 5760 5809 D MediaCodec: fl
Are there any devs willing to share their published app's destination names to enable app to app travel? We are working on a platform to reduce user friction and are looking to partner with developers of multiuser apps. Please reach out at partners@revelvr.com
Hello,I want to stream the oculus screen (as I do with the oculus app) but receive it on my own receiving app.Now I stream the screen through a TCP connection, capturing the screen, but that is quite expensive at performance level and I lose a lot of fps.I would like to know if there is a way to use the video that oculus shares natively and receive it in my own app or how to transmit the screen without so much loss of performance (My oculus app is developed with unity).
Hello there,I am a young student interested in oculus quest and also programing a fitness app for it in unity engine.I read about oculus quest MOVE in the forum that since sep 2020 will be uploaded to the glasses, but I cant find any information regarding developing side.as if we can read its data to our game or any libraries for that.Can anyone please help me? I am devasted and helpless and cant do more search on this. Please any one assisting me on this with a direct link to the developers site of it! it is really appreciated
Hi everyone,since last past days Im Trying to upload an apk in my ODH but the upload fails and I received a strange message:any ideas?thx
I opened a case, 6774076, with Meta support and they directed me to these forums and closed the ticket. Although, the case is not resolved. On page https://developers.facebook.com/async/registration/dialog/ , Contact info, Error: "Email cannot be sent. Please try later"This has been an issue for approximately 4 days now, and I do not know what to do.
Hi, I am trying to implementent IAP in a Quest 2 game but it just won't work. All I do is calling the initialize Methode and then try to get the purchasable items that are already set up (but not in store yet). The GetProductsBySKU Method gets called but it never triggers the OnComplete Method.
I'm oculus quest app developer. I need to implement a option that users can share images to their facebook account while using my app. Could you please tell me whether there is an option available to do this. If yes please tell me how?
Have you encountered this situation?
Hi guys, When I log in on fb with my mail in logged me into an empty account instead of my own. I deleted my account in the hope to get rid of the empty account and get back into my original account. But I think I might have deleted my whole fb. Anyone know I can fix this? I tried forgot password but don’t get a mail. I tried logging in by looking for my account because it still exist when I look it up but keeps saying I’m using an old password
We are using the 'Get Device ID' function in Unreal for our Oculus Quest 2 app as we are using the ID to identify headsets for authentication purposes.We have been doing this for many months and the device ID has remained persistent during this time.However recently after we updated our app, the device IDs changed for all devices. Previous versions of the app still displayed the previous device ID and it appears that it changes only for this new version. And note that if we uninstall the new version and re-install a previous version of the app - the device IDs revert back to the original ones.The only real difference between the new version and previous versions of the app are:we updated the Android SDKwe signed the app with a keythere was a headset firmware update.Note the version of Unreal hasn't changed.We are trying to work out why the device ID has changed and what a possible solution might be.Does anyone have any understanding as to why this may be occuring?Or have thoughts on wh
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