Developer Forum [Archived]
Recently active
Hello, As the title says I have the problem of the oculusID to contain the username and the DisplayName to be empty, I am receiving also the profile photo url.I have done the permissions too. Anyone has something similar or know what this is happening?
Hi,Recently I saw that we have to verify our org with documents or the admin of the orgs documents like passports etc.I went to see on the submission process what documents was needed and left. Returned and it's "pending submission" and no way to cancel it. Cuz in short I don't have business docs to submit. Was gonna verify myself with my passport in the admin section. Going to the admin verification bit on PC and it asks for my webcam (don't have one) to take a photo of the passport. So I switch to my phone to take a photo and there is no longer an option for me to take photos/submit my verification photos. Just "add person" and "remove person". Please please PLEASE Meta, reject my submissions and make it so I can submit my passport with a photo again please! Or a reset option in case someone fecked up like I did! If anyone has solutions to this odd problem I am all ears. Cheers in advance.
Hello everyone,Unity 2022.2+ supports motion vectors with URP. Does that means we can use AppSW without the need of using the fork?
We had some huge performance issue on new firmware update with our store apps. I would like to double check if someone else here got the same problem. Our 72fps apps running down to 8-40fps and spacewarp going crazy. Even our R&D apps running low after this update which is a lightweight poly testing grounds. All SDKs and plugins & API levels- are up to date and we cannot find the problem except some heavy threading work on IOTCAM. Can also say Semaphore running on 80-200ms for no reason. Thanks!
If you're having trouble connecting your Oculus to the mobile app, here are some tips to help you fix the issue:Check your network connection: Ensure that your Oculus and mobile device are both connected to the same Wi-Fi network. If your devices are on different networks, they may not be able to communicate with each other.Update the Oculus app: Make sure that the Oculus mobile app is up to date. Check for updates in the app store and install any available updates.Restart your devices: Try restarting both your Oculus and mobile device to refresh their connection and clear any temporary issues.Reset your Wi-Fi connection: If restarting your devices doesn't work, try resetting your Wi-Fi connection by turning your Wi-Fi router off and on again.Regards,Rachel Gomez
Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the UnityHow can i get these data ? I need some help
I've been getting an array index error whenever I try to use the Oculus XRHand Component - required for hand tracking / and body tracking. I've posted about it on the GitHub repo, and had one person confirm a similar issue, but so far no one else seems to have the problem(?)https://github.com/Oculus-VR/UnrealEngine/issues/247 Is anyone using the Oculus XRHand Component in the new engine build without issue? Hand Sample / HandPoseShowcase sample maps throw the error / crash the editor.EXAMPLE:Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:H:\GitHub\UnrealEngine\Oculus\UE5\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763]Array index out of bounds: 1806 from an array of size 24When I open the sample project: \UnrealEngine\Samples\Oculus\HandSample\HandSample.uproject I can play in Viewport / Simulate without issue, but if I VRPreview or build a standalone game I get the array error as soon as the engine registers the he
I just went out and purchased a brand new meta quest 2 256mg and I love it, I even bought a game for it but very soon things happened very soon and founcd to my dismay, it got very hot and very humid i think you guys need to get air moving, it get so humid in the glass eye pieces fog and slides downnose my nose. I have to take mine back because I only get to play for less then minute then it fogs right up. If you could work on that I will definitely get the meta quest 256gb again I have Cerebral Palsey don't get around like I use to and live in public housing so it was a big deal do you have coupons I only get 900$ a month I need some help gettiing the next gen of meta products. the experience of vr was amazing I m totally hoping you fix this. Mm
I'm trying out the new Haptics SDK for UnityI want to test it by playing a single haptic, but when I use this script I get an error with no haptics (testing in Unity editor 2022.2.13, with Air Link to a Quest 2)Script:public class OculusHapticClipTest : MonoBehaviour{ [SerializeField] private HapticClip _hapticClip; private HapticClipPlayer _hapticClipPlayer; private void Start() { _hapticClipPlayer = new HapticClipPlayer(_hapticClip); _hapticClipPlayer.Play(HapticInstance.Hand.Left); }}Error:Error: HapticsSDK has already been initializedUnityEngine.Debug:LogError (object)Oculus.Haptics.HapticInstance:Initialize () (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:101)Oculus.Haptics.HapticInstance:MakeClipFromJson (string) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:127)Oculus.Haptics.HapticClipPlayer:.ctor (Oculus.Haptics.HapticClip) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticClipPlayer.cs:77)OculusHapticC
Hi,since version 50 the WebXR resolution has been dropped (tested with Oculus Quest 2 and Meta Quest Pro).The VR view is now noticeable more pixelated and less detailed/sharp...Please restore the previous behavior/resolution!Best regards,Klaus Reinfeld
Hi,I've created an app and I want people in my organization to be able to test it with me. I added one person to the organization and she now has the app in her library on the Quest device (headset) and gets all updates as I push them. I have since added a few more folks to the organization and they do not have the app in their library. Keep in mind that she is not on any 'tester' list as I never did that for her as she had the app in her library after I added her to the Organization (within minutes). I have since tried to add "testers" to go that rout and no one can seem to log in with their test account. I tried it myself as well and no luck, but again 'tester' was not necessary for her at all. Again, I never added a tester the first time. All I did was add my partner as an Organization member and she has the app listed on her headset and on the "Oculus" app on her phone. Can someone please help. Again I would like to stress that I only added her as an Organizatio
Everything goes fine, it connects, even gets to the last screen where you plug in the headset, I click ok on the Mac and ok on the headset to allow the connections, and then nothing. The headset doesn't connect or show up and I have to do the connection all over again in an endless loop. Uninstall, factory reset etc etc. Does anyone have any idea how to resolve this?The last version of Meta Quest Dev Hub was working just fine for me, same Mac, same headset.
Error: "Application allows backup of private data" Changed the manifest to use allowBackup as false yet it still does not work!code: <?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application android:allowBackup="False"> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> 
Is there a way to send controller inputs to the Quest 2 without using the controllers, gesture/hand tracking or voice commands? I'm working on a project for people who may not be able to use regular input methods due health conditions or impairments. The idea is to lead and control the entire Quest VR experience (not just a specific app) externally from a PC/Laptop/Smartphone. Quest standalone, no PC VR. Example: Pressing the spacebar on the laptop simulates a "B" key press from the right controller. Just wondering if there's a simple solution or if a bluetooth module/device has to be specifically built/used for this.
Does anyone know how to fix this? I'm working on developing an app and this is nauseating. When I press the Oculus menu button (on the right hand controller) it seems that the menu is tracking my head movement. How can I stop this from happening? Thanks in advanced! Example: https://www.youtube.com/watch?v=8nv0Xe_t97U&ab_channel=TkMe2Mrz
I noticed this problem, when I watch movies in full screen mode in the browser, when I turn my head to the left, flashing white stripes appear, and when I try to center the screen in 3D mode, the screen disappears completely. Thank you.
Ok, so I'm trying to get around an Android 12 issue and from what I can tell, the VR implementation cannot display the permission dialog for android.permission.MANAGE_EXTERNAL_STORAGE, but sideloaded 2d file managers are able to. I can already have the java load up another view, but the VR from unity is still kicking in. How can I turn it off?
Just a heads up.. I know this post is long, but I wanted to provide as much detail as possible so we can have a higher likelihood of resolving this issue..I am unable to start eye tracking for the Quest Pro in the Unity Editor. My Quest Pro is connected using Oculus Link. The sample scene renders on the Quest Pro when I hit play, and the controllers/headset track properly. My OculusProjectConfig file has eye tracking set to "Required." In effort to debug this problem...I added some print statements to the StartEyeTracking method in OVREyeGaze:private bool StartEyeTracking(){ print("START EYE TRACKING"); if (!OVRPermissionsRequester.IsPermissionGranted(EyeTrackingPermission)) { print("NO PERMISSIOn"); OVRPermissionsRequester.PermissionGranted -= _onPermissionGranted; OVRPermissionsRequester.PermissionGranted += _onPermissionGranted; return false; } if (!OVRPlugin.StartEyeTracking()) { print("FAILED START"); Debug.LogWarnin
Hello, our game is using Unity 2020.3.32f1 and Oculus Integration v39.0.0. We found in profiler that with OpenXR backend, OVRManager takes about 2ms CPU every frame on a Quest 1 device, while it only takes about 0.32ms if we switch back to the legacy OVRPlugin with LibOVR and VRAPI backends.(The profiler data were taken using a new project with only Oculus Integration 39.0 added, and with the sample scene MRC in Oculus/VR/Scenes)OVRPlugin with OpenXR backend Legacy OVRPlugin with LibOVR and VRAPI backends With deep profiling on, we found that it is from OVRP_1_16_0.ovrp_GetControllerState4(). We also found that if we remove the battery in 1 or both Oculus Touch controllers, the time drops (with 1 battery removed, it drops to around half and with both removed, it drops to near 0ms, but of course we can no longer play without controllers).OpenXR backend deep profiling As a result of this, we can hardly switch to the OpenXR backend due to the FPS requirement in Quest 1
Not able to find movement SDK in Oculus Integration SDK v46. Am I missing something or its actually not shipped yet?
HiI currently develop standalone PC VR based apps using Unity with the HTC Vive.These are not publicly commercialised they are specialised developments and demand high graphic performance (heavy scenes).I am looking to start developing on the Oculus quest 2 and was hoping to take advantage of the PCVR tethered mode, using a link Cable to a VR ready PC.MY QUESTION:Can the Quest 2 truly take advantage of using the PC performance in order to get visual performance similar to the HTC Vive performance in this configuration?I see plenty of information about using Steam based games (PCVR esque) BUT that is not really what I want to do. My builds are standalone, currently .exe PC based VR applications for learning/training.I am just trying to determine the performance & limitations of the the Quest for such relating to GPU/CPU use and how it would compare to the HTC Vive builds.There does not seem to be a clear document that addresses these specifics from a developers point of view, but pl
Hello, I don't know if this is the right place to post this.. I wanted to know if it's possible making the taskboard move with you on quest 2 VR headset: for example-I have a tab opened watching a video in AR (so I can see through the passthrough) and I want to go in the other room to take something; I can only move the tab circularly around me, but It won't come with me in distance, not automatically, nor with the help of joysticks; so, I am wondering if it's possible to lock the taskbar at a certain distance and making it follow me. I hope I was fairly clear with my question. Thank you all
We are having an issue with OpenXR compatibility between Oculus devices (Quest 2) and the Steam OpenXR Runtime. We have built our application in Unreal 4.27.2 with the OculusVR plugin and have set the XR API setting to OVRPluginOpenXR. We are also including the SteamVR and OpenXR plugins in this same build to support SteamVR devices. We are launching this build from Steam and are seeing the following behaviour:Oculus devices work over SteamVR when the default OpenXR runtime is set to Oculus OpenXRSteam devices work over SteamVR when the detault OpenXR runtime is set to Steam OpenXROculus devices do NOT work over SteamVR when the default OpenXR runtime is set to Steam OpenXR In the last situation, the application starts in flat screen mode and does not start in the HMD. What is the correct configuration of plugins and OpenXR API settings to support all three of these cases in one build?
Anyone know how to migrate the project from githubgithub.com/oculus-samples/Unreal-HandGameplayto the Unreal 5.1 branch from meta?In the meta site it saysTo migrate a C++ project: Modify your project's build.cs and replace any Oculus modules with OculusXR versions.Build your project.Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.But I have no idea how to do it. I have no coding practice to solve. Can anyone help?
I think this would be a great idea as if I want to get something in a game I don’t have to go through the process of putting in your information and instead just using a “meta wallet”. Another great point would be kids under 18 that don’t have a credit card or debit card to pay for games so they have to get a parent to do that for them. But if we had the feature a kid will be able to get the store credit and the kid gets to spend it as he/she wishes.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.