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Hello, I've searched high and low for an answer on this but have found little to nothing, and the recommended steps to fixing my issue that are found on the Meta website don't work in the slightest. I am trying to redownload VRchat, since we moved the headset to another computer and account on said computer. I logged back into my Meta account and went to play, but it keeps throwing that the app is having issues downloading and to visit the support page. It does this with every app I've tried. Another issue: when attempting to use the desktop feature, which allows to use the desktop while keeping the headset on, it also doesn't work, as it won't even allow me to use the mouse cursor when in desktop mode. Someone please help me with this, as I've no clue how to fix it or what even caused it.Extra info: won't load VR apps launched using SteamVR either, but will launch SteamVR home.
I am getting the below error when trying to run a hand interaction application.The hand interaction works, however I am trying to extract the hand pose information and hence I need the HandFilter.cs script to print out this information. However, due to the above build error, I am unable to run the script beyond the a few lines in the Awake() method and hence unable to extract the required information. A similar issue is seen with other scripts as well that require importing InteractionSdk.dll. They all fail due to the import issue. I am running on MacOS, and I found that there is a InteractionSdk.dll for Win32 and Win64, but not for MacOS. Is that the reason behind this issue. Requesting an urgent response since I am unable to move forward due to this InteractionSdk.dll error. Is there a way to resolve this error???Please let me know if any more details are needed regarding this error.Thanks 🙂
I'm on an Apple Silicon Mac When hitting play in the Unity editor, I get this error repeating over and over DllNotFoundException: OVRGamepad assembly:<unknown assembly> type:<unknown type> member:(null) I just want to test my game in the editor using OVR Headset Emulator keyboard controls, but it refuses to work due to this error. Tons of other people getting this same error as seen on the Unity Forums:https://forum.unity.com/threads/preview-game-in-mac-m1-max.1250917/
Hi,I'm currently working on porting a Unity game from Rift to Quest 2. The issue I'm facing is regarding split applications using obb files. I uploaded both the apk and the obb file via the Oculus Developer Hub. (ODH) However, when I install the game on the Quest 2 via ODH it installs the apk but does not download the obb file, even though the large file option is checkt in the settings. Now when I manually put the obb file on the Quest 2's file system the game is not able to load the obb file. After I put the obb file on the Quest 2 I have to reinstall the apk by drag and drop in the ODH in order to make it load the obb file. So I'm a bit concerned how the obb file handling is working with the store? Has anyone else experienced this issue? Am I doing something wrong with the ODH?
It has been so long and i still cant delete my Payout info from my developer dashboard. The support is so long to wait. Ive asked to delete my payout info like 2 days ago and still nothing. Any thoughts?
Can a 13 year old or older be an Oculus Developer?
Hello there fellas. We have a problem. We use autodriver for E2E testing. In our old codebase everything worked fine (Unity 2018.3.4 + VRTK) in our new we see an offset between recording and playing back .autodriver files which renders autodriver useless. This is wUnity: 2020.3.21XR Core Utilities 2.0.0XR Interaction Toolkit 1.0.0-pre.8XR Legacy Input helpers 2.1.8XR Plugin Management 4.0.7Does anyone have any ideas?
I am trying to upload a build to AppLab and getting error "This APK contains libInteractionSdk.so and targets Android SDK 31. This is currently unsupported; please set the target Android SDK to 29 or 30, or remove the Interaction SDK and try again."I am using Unity 2022.2.6f1 and Oculus Integration v50 (also tried with v49 with same error).Anyone else having the same issue with Unity 2022.2?Will try an earlier version of Unity but can't find out which Unity versions that uses Android SDK 29 or 30.
Now, I'm trying shared spatial anchor but I can't get how example should work.I created 2 account and signed in with each account on different devices.I build example and deploy to each devices. Then, I run example on each devices and create room on one device and join that room from another device.I spawned one cube on first device and create anchor and make it shared status and aligned status.On another device, I can see spawned cube but position and orientation isn't same against physical space.Do I have to do anything other to make it same?
Hi,We tried several times to set a build of our applications to the Production (Store) channel, but we always get the following error.
I bought a meta quest gift card but the code is not long enough to redeem and i have tried everything but nothing is working please help
I recently updated my project to v50 Integration and suddenly my Ray functionalities became broken. I removed all assets from my scene thinking it was something that I had broken until I thought to try the Ray Examples scene from Interaction SDK which I now realise is also broken (v49 worked just fine in the examples and in my project).To replicate - try and move around in the scene especially looking backwards in the scene away from from where the canvases are and you will see very bad freezing and glitching of the camera. Urgent please fix!
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity.Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID.The same oculus email ID is being used for the login inside Unity as well.I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID.Please let me know if anybody has resolved this issue. Thanks.
I've successfully connected my Quest to my PC via USB cable, and it shows up in Dev Hub. I ticket the "Metrics HUD" slider so I can see the metrics, but it doesn't work. I look in headset and there's no change. What am I doing wrong here? Is there another step to the process?
I am currently working on a project in Unity that utilizes the OVROverlay component for virtual reality. I want to add text to the overlay, but I'm not sure if it's possible to do so using the Text component in Unity (without having to convert it to a texture) or is there a similar component that takes text as input. Has anyone had experience with this and can offer any guidance or solutions? Any insights would be greatly appreciated. Thank you! Unity Version - 2020.3.44f1Device - Meta Quest 2
I'm building a Unity VR multiplayer application, following this course on Udemy. In the course, they use the Unity XR Interaction toolkit, but I've been using the Oculus Integration package instead. So far, this hasn't created any significant problems - until I begin testing with two players.I've been running into a problem where the moment a second player enters a room, the camera inside the VR headset goes wonky. It becomes frozen or fixed at a certain position, as if the world is stuck to the camera. I know that the scene still runs because I tried it with my headset pointing at a campfire with particle effects, which were still moving and running fine. I found a link here that describes pretty much exactly the problem I'm running into, except their solution didn't work for me. I also don't have control over my hands / avatar - it's like I'm being placed in the headset but I'm not actually there. I'm quite baffled, and I'm not sure what to do anymore.I created a
Hi, I found a bug/issue with the added passthrough recording for the Quest Pro local device. When ever I disable the guardian system, why does recording passthrough on the Quest Pro no longer pick up the passthrough background when recorded locally?Meta, Please fix this bug as it makes recording passthrough a lot more difficult In large open areas. I have to rely on Wifi to capture a good recording while the guardian is disabled.The meta hub casting and recording has a lot of bugs and it would be why faster to allow the Quest Pro's passthrough recording to be done locally when disabling the guardian. Thanks
I have a project that uses the deprecated vrapi that I'm attempting to convert over to OpenXR. There seems to be an issue I'm running into while trying to set up Vulkan. My understanding is that `XR_KHR_vulkan_enable2` is the preferred extension to use while `XR_KHR_vulkan_enable` is deprecated. In other words, I should be able to use `XR_KHR_vulkan_enable2` on its own without requiring `XR_KHR_vulkan_enable` functions.The specific issue I'm running into is, when I call `xrCreateSession`, among the log messages I see some warnings:VulkanLoader::LoadDeviceFunctions: Failed to load vkCmdDebugMarkerInsertEXT, likely vkDevice created without xrGetVulkanDeviceExtensionsKHR/vrapi_GetDeviceExtensionsVulkanVulkanLoader::LoadDeviceFunctions: Failed to load vkDebugMarkerSetObjectTagEXT, likely vkDevice created without xrGetVulkanDeviceExtensionsKHR/vrapi_GetDeviceExtensionsVulkanVulkanLoader::LoadDeviceFunctions: Failed to load vkGetMemoryFdKHR, likely vkDevice created without xrGetVulkanDeviceE
In the Oculus (Unity) doc "Set up Hands for Interactions,"in the section "Add OVRHands":Under Project, search for OVRHands, then drag the OVRHands prefab under OVRInteraction.Under OVRHands > LeftHand, select the OVRHandDataSource GameObject.Under Inspector, set each of these fields to the corresponding value:Camera Rig Ref: OVRInteractionTracking to World Transformer: OVRInteractionHMD Data: OVRHmd <--- ???There is no HMD Data field (see screenshot attached).Is this no longer needed? Doc --> https://developer.oculus.com/documentation/unity/unity-isdk-set-up-hands/
Hello, how to save the game data in progress (ex. virtual helmet rotation y-axis) in the Oculus Quest2 helmet, and be able to open the folder to find the stored file data after the end. I use this C# but not woking, how to test that data can save in helmet : using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEngine.UI; // private List<string[]> dataList = new List<string[]>(); // // private string[] header = { "Name", "Age", "Gender" }; // // private string filePath; // save path public class DataRecorder : MonoBehaviour { private float[] yRotations; private int currentIndex = 0; public DataRecorder dataRecorder; private void Awake() { yRotations = new float[1000]; // } public void RecordData(float yRotation) { yRotations[currentIndex++] = yRotation; } public string SaveDataToFile() { string filePath = Path.Com
Hey all.We've been using the Rift platform for testing our games on PC but recently we've been having problems retrieving any user's friend list. The error message in question is:"error":{"message":"Permissions error","type":"OCApiException","code":200,"fbtrace_id":"AKUo-ZTkKryRvDol_mzVEuv"}As you can see it looks like a permissions issue but according to the dashboard these are granted for both apps. The entitlement check, user ID, profile picture and everything else is working fine.Both apps' pages are new since the previous ones were deleted by mistake.
Hello, I am creating this forum today to bring the team to the attention of a developer on the applab platform that breaks several content guidelines (with proof from the developer himself in form of screenshots relating to the game) I was directed by a meta employee to come to the developer section for this report. Below are information of things this developer has done both in his community, what he allows with his game, and proof of it, each section references a file I will not post publicly on this forum, if a member of the Meta support team requests the files I will gladly give them privately. I have also been made aware his oculus username is: Mind-Kraft , he has also been known to go as PacBot and Zoop. 1.png: shows information of the developer himself allowing for Hate speech, harmful stereotypes, or the promotion or incitement of violence against individuals or groups based on protected characteristics. We don’t allow content that attacks people based on race, ethnic
My vr air bridge wase kinda hard to connect each time but i use to find a way to get it but someday, it stop. I tried literally everything include uninstall Oculus desktop app, factory reset the headset and delet all pc network seting...still nothing. Always end with air bridge configuration done, ready and connect one i jump on the air bridge wifi in the geadset. The problem is from there, impossible to pair with pc even if i see the air bridge in the air link pairing popup...it's not blue, its grey and nothing appen when ivclic to pair....please help
Since yesterday evening I am not seeing any matches being made even though players are in the matchmaking queue. Did anyone else see the same issue?
Hello everyone,I'd like to so some performance tests and comparisons with the Oculus Quest using Unity 2020 and i'd like to know how to deactivate ATW. In the article on the Oculus Blog called "Draw Call Cost Analysis for Quest" it states "Disable Asynchronous TimeWarp (ATW) to prevent the ATW thread from blocking the main render thread. TimeWarp is included in each raw GPU measurement." So does anybody know if there is a way to deactivate ATW on the Quest and if so, how?!Thanks,OcuAlph
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