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It makes lag. The number increases especially when the device manager tab is selected. Reinstalling change nothing.
I want to add some environment variables to my app, so that before anyone runs the app those environment variables are set to particular values before running the executable everytime. Can anyone suggest a method to do it?
I have received emails about the need to verify the developer organization. I am trying to follow the directions on Developer Organization Verification | Oculus Developers for Admin verification. However, I have no Verification button on my Org Manager page. Could I please get some help to complete the verification? Thanks!
Hey guys. I'm having an issue of pulling the SceneModel (Room that I have Setup) from any of the scenes in the The World beyond that use the OVRSceneManager to load the SceneModel. I've been using TheWorldBeyond (https://github.com/oculus-samples/Unity-TheWorldBeyond) to try and get this running. I have also created several new projects on many different versions of Unity (2020.3.18f, 2021.3.18f & 2022) and tried the VirtualFurniture Scenes from the Oculus Integration SDK - receiving the exact same issue as below. I've tried default/different combinations of Build Settings, Package versions and Platform types (PC/Mac/Android) and still had no luck. I've attempted some of the solutions in this thread (https://communityforums.atmeta.com/t5/Unity-VR-Development/OVRSceneManager-can-t-query-scene/td-p/98...I tried this on Windows 11 and Windows 10 and got the same error message. Anchor support is set to Enabled as per the project default. No matter what I've tried, I
Hi, Trying to build and run my project and I am getting this error when compiling and running into Oculus Quest 2.Any help appreciated.
My game has evolved to include multiplayer coop and light PvP. But my AppLab listing is outdated. I am unable to update my listing since the "save button" is greyed-out.How do I update my AppLab listing after approval?
As the title says whenever I try to purchase one of the SKU's it just says the item is not available even though it is published and everything.
Hi,I've just published my game on Applab. Where can I see the sold units and wishlits? Some dashboards are hidden because of less than 100 copies sold, but how can I track marketing actions if I can't see the current number?Is there a place/API where I can track these, similar to Steam? Thanks
help
I’m just starting to set up my Meta Quest 2 and every time it says, would you like to add a business account? I click decline and it just gets stuck on the screen with bubbles. I have restarted it three times.
I'm trying Mixed Reality Capture on Oculus Quest 2.I have installed the MRC Tools 5.1.0 plugin in OBS Studio 26.1, but I don't see OclusMrcSource in the OBS source.The following error is recorded in the OBS Studio log. LoadLibrary failed for'../ ../ obs-plugins / 64bit / oculus-mrc.dll': The specified module could not be found. (126) Module'../ ../ obs-plugins / 64bit / oculus-mrc.dll' not loadedWhen I looked it up, it seems that oculus-mrc.dll calls the following DLL. Avcodec-57.dll Avutil-55.dll Swscale-4.dllHowever, the DLL that comes with OBS Studio 26.1.0 is new as follows. Avcodec-58.dll Avutil-56.dll Swscale-5.dll Could you please make oculus-mrc.dll of MRCTools compatible with these DLLs?
https://www.youtube.com/watch?v=fgqmg104FV8 i tried all the posible things i can douninstall all usbun install oculus quest pcrest oculus quest 2reinstalla nividia
I understand that the Oculus app for PC requires newer, more powerful GPUs in order to link the Quest 2 for PCVR games, however I need to link the Quest 2 to my PC for the purpose of development of a school project in Unity. I'm borrowing the Quest 2 from my school, so I didn't know that it would require such GPUs. From a couple tutorials I've watched, the easiest way to test a playable version of the project that I'm building in Unity is to link the Quest 2 to my PC via a link cable. I've already spent a bit of time setting up and developing my project in Unity, and now I'd like to test if the XR interaction and other elements in my project actually work with the headset. The problem is that my Quest 2 can't link to my PC app, because I have an older laptop with an outdated GPU(NVIDIA GeForce MX150), but my processor should be compatible(Intel Core i5-8250U[8th gen]). I don't actually want to link the Quest 2 to the PC app for any other reason than for my Unity to recognize
I'm interested in reaching into the "XR_META_performance_metrics" OpenXR extension and retrieving the motion_to_photon_latency metric, through Unity (not necessarily but I assume that it would be the simplest way?).However, I'm unsure as to how I can do that. I'm able to access all enabled extensions in Unity through OpenXRRuntime.IsExtensionEnabled(extensionName) but I can't seem to figure out the next step of accessing info related to the extension.Any help / direction towards something would be appreciated! Thanks!
can i see my mods
Hi,I've installed the new Oculus Integration asset from the asset store (V42) to try the new hands interaction 2. I set up my XR Plug-in management to Oculus (both on Windows and Android)Yet, when I run (in the editor) one of the Interaction example scenes I get an error for a missing DLLI tried several Unity versions and few different projects. Any idea? Thanks
Dear Meta team,I plan to use the Quest Pro for behavioral science. Obviously when using Meta software (e.g., Horizon Worlds), behavioral data of my participants would be processed on Meta servers, which would be a no-go in my work environment (i.e., ethics committees would not allow such research). Therefore I will build my own PCVR software with Unity with which research will be conducted. Can I be sure that in this situation, no data from my participants will be sent Meta? Or would the Quest Pro nonetheless send some data (e.g., eye-tracking, voice) to Meta Servers without me actively asking for it? The data processing terms (https://developer.oculus.com/licenses/processingterms-1.2/) are not clear to me in this regards. Kind regards,M Rubo
Anyone know if it's possible to have a VR360 video looped when turning on the Oculus Quest 2 ?I'm trying to have a video looped permanently in the quest without needing interactions from user
So, my game has been inactive of updates for a while for the reason of I can't seem to upload a build without some kind of error and when I fix it I get a new one. Now I try to upload a build again but to my surprise I cant press the upload button. The button is completely gray as if I'm not allowed to press it so if anyone knows a solution to this please tell me.
Hello, if i follow your process to https://developer.oculus.com/oculus-start/apply/ and try to create Organiaztion it shows "Unable to Load Content Check your URL and try again."if i try https://developer.oculus.com/manage/verify/ to "Verify Your Oculus Developer Account", i have to add Credit Card set up two-factor authentication. I have tried both without success. The Credit Card Information wont save and the two-factor authentication is set up but is not recognized by this site. Any help would be appreciated,best regards
I log on to my Meta account via email and I'm not using a VPN. I created two-factor authentication using the Duo Mobile app and am verified. I could not verify by text because I never received any messages after entering my number multiple times. I can't create an organization in order to enable developer mode. On my Account Manager screen, the Select Organization drop down menu is grayed out and inactive. @MetaQuestSupport please help.
I am developing on Quest 2. I am using the Agora RTC SDK which would access the microphone for voice input. I specified the permission in the AndroidManifest.xml file, and also ask it in the Unity code for access. However, the prompt isn't showing up on Quest 2 like it did on other Android devices. Is there something missing here? How does the others voice related app do this?
Hi, Support: we are trying to integrate IAP in our Apps on Quest App Lab, but we didn't find a way in the dashboard to package multiple SKUs as a bundle and sell them together.Is there such a method that can realize the batch sales of multiple SKUs as a bundle, in which user can enjoy the preferential price? At the same time, we also hope that after one purchases any SKU in the bundle, the price of the owned SKU can be deducted when the user purchases the bundle later.
Spent a god awful amount of time trying to get eye tracking working to no avail. tl;dr: it seems like there's an issue with permissions generated in the manifest generation stage somewhere.inspired by https://forums.oculusvr.com/t5/Quest-Development/Movement-SDK-features-fail-to-start-on-Quest-Pro/td-p/994198 Repro and debug info:Unity V2021.3.12f1Oculus XR Plugin V3.2.1Oculus Integration v46.0OVRCameraRig - Quest Features (Eye Tracking Supported)OVRCameraRig - Permission Requests on Startup (Eye & Face)Test Scene: Assets/Oculus/SampleFramework/Core/DebugUI + two cubes with OVREyeGaze enabledFile -> Build Settings -> Project Settings -> XR Plugin Management -> Oculus -> Android icon -> Quest Pro checked Summary:Looking at the manifest in the generated apk (used Android Studio to inspect), I see that face tracking tags are included but eye tracking tags are missing.Additionally, when starting the app with these settings the face permission
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