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I noticed that you can pass the --DisableTimewarp flag to the OculusMirror tool to disable timewarp (I assume both normal and async). This is useful because it lets you record VR video without black fringes. And it is possible to turn off ASW using the OculusDebugTool. I want to be able to turn off timewarp for VR video recording that doesn't use the OculusMirror tool - is this possible?(Obviously this would just be for my own recording and not something I would be shipping in an app.)
Hi, We're adding in-app purchase and DLC support to our Applab app. In-app purchase is approved in data use checkup. We've uploaded an asset and associated it with an add-on and it's visible in the developer portal correctly associated with the SKU. The asset has purchased fine via the APIs and the other IAP APIs are working - such as ovr_IAP_GetProductsBySKU. However, ovr_AssetFile_GetList() always returns an empty list on completion when using ovr_Message_GetAssetDetailsArray and ovr_AssetDetailsArray_GetSize . It reports success/no errors. Even though the asset has been uploaded. Is this a bug or known issue? Without this we can't get at the asset ID to initiate downloads. Details:Latest Oculus SDKs (v50) using UE 5.1.1. Example code:OculusSubsystem->AddRequestDelegate( ovr_AssetFile_GetList(), FOculusMessageOnCompleteDelegate::CreateLambda([this, De
We very often get "System UX has stopped" on the Quest 2 and the only solution seems to be to factory reset the device. This is super annoying as it takes time, all apps are gone each time and you always HAVE to watch the tutorial video (this is almost the most annoying part, as you cannot skip it and it stops if you don't wear the headset).Is there any quicker fix to this than doing a factory reset?
I setup a new urp project I download openxr from the package manager and imported oculus SDK and I accept whatever it says I switch from ovrplugin to openxr hit play and the editor crash am I doing something wrong
Hello, I'm building a quest 2 game in Unity that runs at 90fps. I'm experiencing a strange behaviour, when I run the the apk, the games average frame rate is 71fps (I think it alternate between 90 and 45) and stays like that for an indetermined time, sometimes it goes to 90 after a while, but everytime if I open the quest menu (by clicking the oculus button onthe right controller) and close it, it goes to 90 and stay stable after that.I really don't see how is it possible.If someone have an idea.Thanks for any help.
I've installed the Quest Remote Desktop app on my mac and PC and now, both are spammed weekly telling me there's a new version available to download. In the settings, I can't seem to find any settings to turn this notification off. Does anyone else know how to do this or do I need to do it at the mac/PC level, as opposed to the app level?All the best,
Why do you need a document to update your game my friend had a really good update and gone so change this bc there’s people that are making games this shouldn’t be a thing
on the quest 2 try to :1. record a screen capture video 2. sing a note for the duration longer than 1 second.3. playback the video, notice note is being supressed.expected:user can have control over the audio processing that is going on super issue for music apps. steady pitch longer than a second is picked up as noise.the noise supression is great but sometimes user wants to sing these notes...didnt try the pro but i guess its the same
i want my unknown sources on
How do I implement this "User Reporting Plugin" thing with Unreal Engine 4 blueprints? I don't code at the level shown in the example.
Does anyone know how I can install a security certificate on the Quest 2 headset? I know it's possible using MDM software like ArborXR but I wanted to know if anyone knew how to do it manually?
I am trying to get the physical width and height of the device to create the swapchains.With the old Native VrApi that is currently deprecated, I could use VRAPI_SYS_PROP_DISPLAY_PIXELS_WIDE and VRAPI_SYS_PROP_DISPLAY_PIXELS_HIGH to retreive the correct physical screen resolution.When tested on the Meta Quest 2, the results were 1,832 and 1920.I am moving my code to use Native OpenXR.Using the OpenXR Runtime when I query for typedef struct XrViewConfigurationView { XrStructureType type; void* XR_MAY_ALIAS next; uint32_t recommendedImageRectWidth; uint32_t maxImageRectWidth; uint32_t recommendedImageRectHeight; uint32_t maxImageRectHeight; uint32_t recommendedSwapchainSampleCount; uint32_t maxSwapchainSampleCount; } XrViewConfigurationView; and for typedef struct XrSystemGraphicsProperties { uint32_t maxSwapchainImageHeight; uint32_t maxSwapchainImageWidth; uint32_t maxLayerCount; } XrSystemGraphicsProperties; The recommended width and
Hello everybody.Does anyone know if it is possible to get the value of the proximity sensor placed in the middle of the lenses of the oculus quest 2? I need it to immediately understand when the user has removed the viewer.I tried some solutions, but the events I received are always triggered when the oculus goes into sleep mode (15 seconds after the user actually takes off the helmet).I'm using XR Interaction Toolkit. Thank you.
I want to submit my application for review in app lab and fill in the meta fields. The final step was choosing the price of the application, but I can't choose it (I need to set it to free) because the dropdown is loading endlessly. What should I do? Is the payment info flag only valid for paid applications or do I need to fill in this information in order to select free? There are no errors in the google chrome console.
Was searching and trying 2 days. NO. Anyone found solution? buying beer’s for =>?Thank you and greetings.
I was surprised to see that a new user I added to my organization with ONLY a permission to "view apps" is able to see all other members in the organization? Is that intentional? Shouldn't that be a permission in itself? (I expected that user to only see themselves i.e. to remove themselves vs seeing all users that aren't relevant to them and potentially revealing identities of other users in the org)
The server-to-server subscription check API documented here is no longer returning the cancellation_time response field when specified with the “fields” parameter. This mush have happened in the last week, maybe since adding the “next_renewal_time” response field. curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "fields=sku,owner{id},is_active,is_trial,cancellation_time,period_start_time,period_end_time,next_renewal_time" -G https://graph.oculus.com/application/subscriptions returns { "data": [ { "sku": "OPTIONAL_SUBSCRIPTION", "owner": { "id": "3559884437424131" }, "is_active": false, "is_trial": false, "period_start_time": "2021-03-09T13:04:20+0000", "period_end_time": "2021-03-09T13:04:20+0000", "next_renewal_time": "2021-03-09T13:04:20+0000" }, ], "paging": { "cursors": { "before": "QVFIUlliZAnlkTEVnUkFkVTBJZAW9lMWprR0dkaGtuQjhTT0lTdzRiTEo1dkstSXoybDVRWEFFUzA0RURfQj
I cloned and built Oculus-VR (branch 5.1.1-v50) and opened PTSamples. After factory resetting my Quest Pro, then I was able to see passthrough on PTBackground with some floating virtual objects.I am using AirLink or the cable with VR Preview. I have tried builds to my Quest Pro too. Developer mode is enabled and I have these settings on the PC app:A lot seems to not be working. The passthrough does not work on the other samples except Styles, and there I do not see any virtual objects. Input does not seem to work on any level.I was frequently getting crashes. Changing to DirectX 11 seems to have stopped those crashes, but I think other people are running DX12 or 13.Also, it is still inconsistent. Sometimes when I try to run the level I still get a back screen, even though passthrough was working before. Resetting the Quest Pro seems to help.I have been working from this documentation:https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/Finally, I have had no lu
Cannot find purpose where using VR often would make sense other than for simulation of course.For chat and social it's kind of alright but getting dizzy in VR makes it not that great. I use the Meta Quest Pro with fitting. Some people use it for therapy but it's the same old sharing of each others stories. When watching NBA, it gets quite boring. I used to be heavy into racing and flight sim but I stopped doing it. I was going to program in Unity with it but it's kind of where, you can do the same thing better by making a UI app than wandering in VR and getting dizzy. A lot of the stuff can be made without needing a company or pay to use services. I'm unsure how many companies will survive in the future. Imo, manufacturers that make devices should be worth more than paying to use services though VR is incredibly dying. The XR metaverse could come out but ultimately if that makes people disoriented too, then people won't use. Money dumping hard into this kind of research and devel
Hi guys. I can't create organization mode.I go to Verify step, but I take this mistake: "Server response with error 3252001".What I can do?
Hi, I'm using Meta Quest Pro to develop an application that supports dynamic foveation.I found that there are some functions that can get the coordinates of foveated center as shown below: XrFoveationEyeTrackedStateMETA foveationState{XR_TYPE_FOVEATION_EYE_TRACKED_STATE_META}; foveationState.next = nullptr; CHECK_XRCMD(xrGetFoveationEyeTrackedStateMETA_(m_session, &foveationState)); and get the values through foveationState.foveationCenter[eye].x and foveationState.foveationCenter[eye].y. However, these functions didn't work as expected as I always get (0, 0) from (foveationState.foveationCenter[eye].x , foveationState.foveationCenter[eye].y). The official document doesn't have the description of this part, does anyone know how to get the foveated information from these functions?
Hi,I made an app on Applab and I would like to remove Quest 1 support from the store page. How would I remove Quest 1 support? I would only like to support my app using Quest 2 or pro. I am using the Unity game engine. Is there a screenshot of the editor someone can provide to me? thanks!
Hy, i'm trying to implement an in game currency for my vr game and i'm curious if meta supports it on its API i looked into the docs but did not found anything that would solve my problem, i understand that we can create products and that i could create let's say a "100-coins" product and handle that on my app/game. But my point is how would i handle the balance in my game, i understand that i could save it locally or on a database but i was hopping that meta's api provided something to manage the balance of in game currencies, anyone has any experience on the subject?Thanks in advance.
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 unreal engine in the documentHow can I get this data and the corresponding expression for development in the unreal engine?I may need some help
All builds submitted to my release channels in the last 24 hours have no vulnerability test results and are therefore not published to the release channel. Examining the test results of these builds shows this: "No test runs were found to be associated with this build."Is this a system-wide issue or just related to my app?
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