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An emissive material ist not working when deploying to the Quest.What's the workaround?Is it actually possible possible to deploy Shader Model 5 to the Quest?Thank you
I have a app already published called "Missouri-Heart of The Nation Virtual Reality Exhibition " the platform is Rift when I submitted but now I want to add Oculus platform as well. So is it possible for you me to update the already existing app to add Oculus as a new platform or should I create a new build with Oculus as a platform.
Hi everyone, I have a problem with object grab, I'm using Unity 2022 and Oculus integration 0.46 I take the official oculus example : DistanceGrabProblem: when I grab an object and move, the object doesn't stay still in my hand but moves to the opposite side, I attach the video so it's clearer. Is there a solution to this? Issue Thanks for support.
A long time i am struggling with thisI have a laptop with 2 gpu's a onboard gpu and a gtx 1050 when i try to airlink it doesnt work when my onboard gpu is on i can turn the onboard gpu off through device manager when the gpu is turned off airlink works but all my games run at 1-5fps except valve games like half-life 2 vr mod and half-life alyxi tried every solution i found on youtube .using nvidia control panel and graphics settings to set the oculus app and all those other files like ovrServer_x64.exe OVR Redir OVRLibrarian OVRLibraryService Oculus Platform Runtime Application OculusClient.exe OculusDash.exe and UE4Game to use my primary gpu .using graphics setting in windows to set app to use my primary gpu.forcing games to use my primary gpu through nvidia control panel and graphics settingsi hope someone has a solution
To help others that have had similar issues, trying to connect quest 2 with a laptop using airlink will run into issues with the integrated graphics card (black screen with three dots) the Band-Aid fixes posted in multiple forums of disabling integrated graphics or enabling high performance graphics on a per app basis come with their own issues from poor performance and crashes to blue screens Or just not working at all. The solution I have found is to use virtual desktop from the quest store and link with this method, so far this has worked flawlessly and resolved all performance issues. Until the link software is able to handle the changeover of integrated graphics to dedicated this may be a viable solution for others having this issue using their quest on a laptop.
Hi all!My team is making a visual training app in VR, currently on the Quest 2. Our existential issue has for a while been visual clarity, especially towards the edges of the display. A core requirement for the project, being that it is indeed visual training, is saccade movements, or in other words, having the head face straight and the eyes look at a target off to the side. This is of course where the visual clarity becomes debilitating for us.I have come to learn that a lot (or all) of this is a natural consequence of how the lenses affect (refract?) the image. The question now becomes, how can we overcome this, or at least mitigate the problem as much as possible? Perhaps the Quest 2 is not the right hardware choice for us, as I've read that it does have a pretty small sweetspot in the center of the screen only. I'm open to any and all ideas! I would hate for this issue to result in us not being able to move forward with the project. Thanks so much 🙂- Lorenzo
Hi everyone.I am working on a VR app that has dynamic text content fetched from an API. There is a loading screen in the app that uses the OVROverlay (Quad) to assign a texture (RenderTexture) created from a TextMeshPro component in runtime. This works fine in PCVR while I am testing using Quest Link, but doesn't work in an actual build. I have tried few things to understand why it doesn't work. I tried converting the RenderTexture to a Texture2D, but even that doesn't work. I verified that the texture is indeed correct by saving it as PNG to the PersistentPath. I also tried using the OverrideOverlayTextureInfo method (in Update), but it didn't work (not sure if I did it correctly). I have attached a screenshot of the OVROverlay Component from the inspector and you can find the code I used to achieve this below (Commented lines include some of the stuff I tried to fix this issue)Thanks in advance!Device: Quest 2using System;using System.Collections;using UnityEngine;using TMPro;namespa
Hi,I am having a crashing bug on the Quest 2 with Unity version 2022.1.23f1 and the 49 release of the Integration SDK. Here's the crash portion of the log. 21:07:28.264 6514 6578 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 21:07:28.264 6514 6578 E CRASH : Version '2022.1.23f1 (9636b062134a)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 21:07:28.264 6514 6578 E CRASH : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/49882890235800150:user/release-keys' 21:07:28.264 6514 6578 E CRASH : Revision: '0' 21:07:28.264 6514 6578 E CRASH : ABI: 'arm64' 21:07:28.264 6514 6578 E CRASH : Timestamp: 2023-02-23 21:07:28-0600 21:07:28.264 6514 6578 E CRASH : pid: 6514, tid: 6578, name: Thread-2 >>> com.robertdiel.hidden <<< 21:07:28.264 6514 6578 E CRASH : uid: 10130 21:07:28.264 6514 6578 E CRASH : signal 11 (SIGSEGV),
I'm developing on Quest 2 and unity, I would like to be able to hold an object in my hand without having to hold down the grip key, via ovr grabber/grabbable, how could I do?I would need something similar to xr origin where there is Action Trigger = sticky,where you just click once and the object stays grabbed. Thanks
Hi. My app has been in review for a while, most tech checks are passed, but I needed to provide some more info on our privacy policy and app monetization. I was asked to write my comments in the "Notes for reviewer" field, so I did. Now a week has passed and the reviewing process has not continued (still the same issues are highlighted). Is there any way to contact the reviewer to make sure (s)he can continue reviewing?
Hello!My team is having some frustrating issues with visual clarity in our Unity project built for the Quest 2 with Unity OpenXR. The clarity is especially abysmal (blurry, distortion) towards the far edges of the screen, which begs the question: is fixed foveated rendering on or off by default with Unity OpenXR? Or is this setting not controlled by Unity at all, and just from the headset menu? If it is on (which it looks like it is in terms of degrading quality away from the center), we would certainly like to turn it off!Many thanks,Lorenzo
so my game approved on applab, so all my video, trailer, image are old, so i wanted to replace to new assets but i can't replace to new assets because my game approved already. do you know how to replace old image and video to new image and video?
so my game got approved and it now on applab, but all my picture and trailer are old so i want to replace to new assets but I can't replace it to new one, do you know how fix it?
I want to develop a system launcher to replace Oculus's launcher through Unity 3d or Others, including calling other 3D and 2d apps, and supporting 2d multitasking, but I haven't found an api that can replace the launcher and call 2d multitasking. At present, I can call other 3d apps in 3d apps and return, but when calling 2d apps, the system launcher window will open directly, and 3d apps will be suspended,I hope to be able to operate native 2D apps with 2D multitasking like launchers in VR applications,Are there any relevant APIs, source code, or sample projects that can help me with document links or keywords in the future
Dear Meta Dev Support,As an developer I am writing to inquire about the "Try Before You Buy" feature on Meta. Could you please provide more information about what this feature is and how it works? Specifically, I would like to know if the package included in the "Try Before You Buy" feature is the same as the official game package?Additionally, I would like to know if there are any differences or distinctions we should be aware of between the "Try Before You Buy" package and the official game package?Lastly, could you please clarify how long users are able to trial the game using this feature? I would appreciate any information you could provide on this matter.Thank you in advance for your assistance. I look forward to hearing back from you soon.Best regards,Karen
When I upload my file I won't to get a test to run on then be on the beta channel it just has a blank space and wont do a test. Anyone know how to fix this?
HiI can't get this feature to work. To test it I have made an empty project like this:Create Unity 2021.3.23 project using VR template (I don't normally, but thought it might be the most official way to make a test)Switch to Android platformCheck "Development Build", "Script Debugging" and "Wait For Managed DebuggerInstall Logcat package (to see the Android log and the Wait for debugger messageClick "Build And Run"When "[Wait for debugger to attach] Also use Volume Up or Down button to confirm..." is shown click on the volume button on my headset... ... ... nothing happens. No messages in logcat, no change on headset which remains black.I am going crazy!!!
Hi,The last time I compiled a debug version of my app was one month ago and there was no problem when I pressed my volume up key to continue launching. I think the system version was v49Recently I upgraded both my system and my sdk to version 50 and samely compiled a debug version. However this time when I tried to press volume key to continue did not work.I don't know what's going on here. What else do I have to check? Oculus USB driver?
i have a unity oculus intergration and im getting RECORD_AUDIO estricted by oculus
I've tried three days on uploading apk, but no solution works.1. Developer Hub: the upload button is grey in both Mac and Windows. In Windows, it has the CLI in Downloads, but it doesn't appear in Mac. Anyway, it's grey button that is disabled. I've tried the older version of developer hub tooin Mac, but it said CLI is not found. 2. In unity editor, the upload button is grey too. It alway has problem with downloading a valid executable.3. cli tool: it always has problem with "A network error occurred. The request will be retried." I've tried four laptops and several VPN nodes. It showed the same error all the time.Can someone save me from this? REALLY REALLY APPRECIATED!!!!It's the last step to finish my first Oculus App, but it's the hardest part to complete.
I developed an app and wanted to upload it to the facebook Quest(App Lab) platform, but I tried many methods and failed to upload itHere's what I've tried and failed 1.The upload button in the app is grayed out, and the MQDH cannot be uploaded2.Using the drag and drop upload function of the latest version of MQDH, it prompts that the CLI tool does not exist or has no permission3.Using the ovr-platform-util command line upload method, it prompts "A network error occurred. The request will be retried."
Hello,So today I wanted to play on may quest 2, so I started it and there was my vicinity but i couldn‘t confirm my guardian. I was stuck for like 20 minutes, I had the hope that it will work, but it didn‘t. What should I do?
and i am also trying to enable developer mode / usb debugging. to no avail. its shocking how such a simple requirement has simply been disabled by meta.... unbelievable. just let people enable usb debugging / adb on their devices without jumping through hoops... and even those hoops don't work!
Hello,When creating an anchor and then sharing it, we come across an error on the app logs:"Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors:SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=falseSP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554bSP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed! Do you have any idea how to resolve this issue (I can't seem to find anything on internet) ? Could it come from a missing Android permission ?
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