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There is a strange bug where objects with multiple materials cause textures to Flicker. This only happens on the Oculus Quest 1 & 2, and only with objects with multiple materials. Object with one material work fine. When I ran same app with the Unity editor I had no flicker but on the quest it will flicker with multi material objects. I'm not sure what is the problem nor how to fix it. I put a video below as well images of one thee objects with problem. https://youtu.be/4W2wrTyeKXI There is a strange bug where objects with multiple material cause textures to Flicker. This only happens on the Oculus Quest 1 & 2, and only with objects with multiple materials. Single material textures work fine. When I tested on the Unity editor I had no flicker but on thee quest it will flicker. I'm not sure what is the problem nor how to fix it. I put a video below as well images of one thee objects with problem
Hi, I'm trying to capture microphone input from my Quest microphone using the OVRLipSyncMicInput component. I find that whenever the application loses focus or pauses I get a huge performance spike in my profiler coming from OVRLipSyncMicInput. It seems that whenever the mic starts or stops it's just a huge computational drain and I'm wondering if it's causing problems with my app.Is anyone else experiencing anything similar? Thanks!
In my case I am using an Interactable Unity Event Wrapper, which should call a method from the GameManager (My main management script), which is attached as a component to a GameObject in the hierarchy.However, as a GameObject it cannot be referenced from the Event Wrapper (Only scripts and prefabs are possible).It might also be useful to say that it is not possible to get the GameManager instance in the Interactable Unity Event Wrappers code because it is "encapsulated" by an assembly definition.Does anyone know how I can modify my GameManager or use the Unity event wrappers differently to call the method? I am always available to answer questions that provide a clearer picture of the problem.Thank you very much for all answers in advance!
Hi!Since there is seemingly NO way to contact the support team I am trying it over here: I want to set up a password for my occolus developer account. They send me a code to verify my account and set up a password.First I put the code in and it literally tells me that the password is not safe enough?!?!?!?!?! This is where I need to put in the verification code, not a password, why is it telling me the password is not safe enough?Then I tried a different password, got the same code again, put it in, and it just says Try again and get a new code. HOW - i keep getting sent the same code over and over again. This is so ridiculous :')
I've been able to package the SharedScene sample project, but when I run it on my Quest Pro the lobby menu does not seem to spawn. With no menu spawned I'm able to press the trigger which launches me into the scene capture flow but thats really it.I've also tried running the project on a Quest 2 but am also not seeing the lobby menu. Pressing the trigger just quits the app.Am I doing something wrong? Or is the sample project just not ready yet?
I am a legally blind user. I can see, but my vision is extremely poor. Even with corrective lenses, I will never see 20/20. More and more games are making text harder to read, by both making it smaller, but also making it dynamic (meaning that even if you move towards it, the text stays a constant distance from you).it would be nice if maybe there was an option to have text read aloud when you are looking at the text. Or maybe while pointing at it with a controller.
Hey guys, I'm working on a project using unity. The project is like a game center where you can select from and play all kinds of games. Is there any way to keep the game selection interface displaying on the Oculus TV and switch to VR mode when the player selects and enters the game? Building hybrid apps in Unity | Google VR | Google DevelopersHere's the doc I found in Google VR, can I do the same on oculus?
Hi all!! Thought you would like to hear my idea for development. I think awesome things to come with Instagram and Quest 2. How about Portal TV behaving like PS VR camera for Quest Headset and Portal TV camera scanning human for Instagram virtual interaction with new and improved Instagram application, Much more accurate than avatars that are artificial and precise human interaction from cameras in living room. Would love to have work with my current Quest 2 and Portal TV sitting there dusting!!
Hi everyone, I'm a new developer. I'm uploading my SaaS network...think Netflix and I'm almost at the end and ready to submit, but the submit button is grayed out and when I hover over it is says, my first submission needs to have a binary attached!!what is a binary and how do I get one?How Do I upload a build?How Do I sign my app?Can someone help me?
Hi All,I've gone through all the posts, and am trying to figure out if there is a built in pointer class similar to OVRGazePointer.I am able to get gaze pointer to work. I am also able to move OVRGazePointer references to a RHand controller, and use GazeIcon on a single hand.However, this does not facilitate switching to left hand.When using PrefabRuntimeController, and on OVRManager setting RenderModelSupport to Enabled, the controllers appear. I already have an OVRPointerVisualizer so the line is rendered for user with controllers. The problem is when looking at the GazePointer example, the event system is assigned a SINGLE cursor for the gaze icon. I suppose I can write a simple script on L/R triggers to switch the cursor from left to right hand, but I can't imagine this is not built into the SDK to be handled already, as I have seen other apps and both controller's have a GazeIcon (like Oculus Login / Home).I would like to avoid 3rd party assets, and am hoping somebody has fig
I am developing a game for the Quest 2 that will be browser based. I noticed a bug where the app freezes / crashes for a few seconds and then resumes. I spent a week debugging and was able to find that it reliably happens when looking straight backwards (180 degree turn from the initial orientation). I checked in other webxr games with different engines and confirmed it can be reproduced there too, so it is definitely an oculus thing and not a my game thing.I am extremely frustrated with what finding help for this issue. Is there anywhere to open a ticket with Meta? Any link I have found doesn't work. The game represents a significant investment and this bug makes it unplayable. Here is a video of the bug in a paired down app with hardly anything going on: https://drive.google.com/file/d/1zxEyYvY5hj91Qhi96RaZJ4dYwY8SkTGi/view?usp=sharing
Hello fellow VRers,I started a new project with the Oculus Interaction SDK in Unity. Haven't really done much yet. Any ideas why my hands are flickering?Here's the video and reddit discussion: https://www.reddit.com/r/Unity_XR_Developers/comments/11zx9wo/how_to_fix_flickering_hands_unity_oculus/?utm_source=share&utm_medium=web2x&context=3
I've been having an ongoing issue with the MQDH and my Quest Pro for weeks, I've asked here, asked on reddit and contact support multiple times. The person from quest support directed me to developer support and developer support directed me back here and said a member of the "Bug/Technical Support Team" would assist me but despite my efforts I have yet find any kind of help. I'm not going to post the issue again but if someone from this bug/technical support team is around shoot me a message so we can try to get this problem resolved.
I install the oculus app from google play, start the app, i log in and tries to open meta.com but doesn't load anything, just shows a blanck screen. I have googled this and found a thread saying that changing language to US from auth.meta.com solves the issue, but when i try to load auth.meta.com with firefox explorer in mobile shows also a blank screen.I am trying to reinstall the app as the Meta quest developer app doesn't recognize my device anymore, i am not sure if that was cause i uninstalled the app or cause i updated the Oculus Quest 1
As mentioned in the subject, I'm using UE5.1 with the Meta XR plugin released Feb 7, 2023 (In Unreal, the plugin's version is shown as v1.81.0, but on the download page it is called v49?).In Unreal's VR Template project, the left controller menu button brings up a Widget with a few buttons on it. With just the default OpenXR plugin enabled, this Widget menu works as expected. After enabling the Meta XR plugin, this menu will open, but as soon as it is "clicked" via either controller trigger, all subsequent input is lost as if all input mappings have been removed. In other words, after you click one of the menu buttons, the menu cursor freezes and you can no longer interact with the menu or even close it.This behavior happens in both VR Preview and with an installed stand-alone APK. Disabling the Meta XR plugin causes the menu to behave as expected again.
Hi,when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck).That thing should not happen because the remote user has an avatar and has a valid token as well.Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken).I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution.Has anyone faced this issue? Thanks in advace for any help.
Hi,When we look at the taxonomy guidelines (https://developer.oculus.com/resources/publish-taxonomy-guidelines/) then it looks like the 'Education' genre is available under the 'Apps' and the 'Entertainment' category.However, when we are filling out our app metadata in the developer platform then the 'Education' genre is available under 'Games' and 'Entertainment' but not the 'Apps' category. This is obviously a mismatch between the documentation and the developer portal.1. Is this a bug in the developer portal or is the documentation not up to date?2. How does setting the app category affect discoverability? Right now we are forced to mark our app's category as 'Games' so we could enable the 'Education' genre.
I'm having trouble successfully connecting an Arduino to my Quest 2 using Bluetooth. In the Bluetooth devices section I can see the Arduino, but sometimes I can't even pair with it for apparently no reason. Whenever I do pair with the Arduino (by repeatedly forgetting and restarting both devices), it usually just stays paired, but pressing "+ connect" does nothing and the keyboard functionality doesn't work. Then I have to repeat forgetting and re-pairing the Arduino until after multiple tries it finally does pair and seems to be connected. At this point the devices function well and it is possible to use Arduino to send key-presses to Quest 2. However at any point the connection might silently drop for seemingly no reason and I have to start the entire process from the beginning.Is the unstable connection to Bluetooth devices a known issue? Are there any tips or suggestions to things I could try to stabilize them and help them connect first try?
Hello,For about 4 days, I have been trying to add a new member to our developer hub for them to assist with keycodes and release channel access. This person made a meta account and a meta developer account, but they do not possess a headset. I made sure they were logged into their account. When I enter in their email or username, it is unable to locate them. I confirmed that the spelling was correct and escalated this to my developer relations coordinator. If you have any resources on a fix for this, I would appreciate it. Thank you!
Hi!I had this all working with the legacy OVR system, but I've switched to the OpenXR backend and now it doesn't work any more. Very interested in any help, suggestions, pointers.I'm using OpenXR as the backend, and am only referencing using a built apk on the device, not use of link in any way.TryGetBoundaryPoints doesn't return any points. The only way I've gotten boundary points is with:OVRPlugin.GetBoundaryGeometry2(OVRPlugin.BoundaryType.PlayArea, IntPtr.Zero, ref pointsCountThat's great, it works fine, but if the boundary changes and I call it again I get the same points as before. I've tried everything I can think of including shutting down OpenXR and then starting it up again. No dice.The only "solution" that is working for me now is on any event where the boundary may have changed like resuming focus, I save game and reload the scene. That way I get the new boundary points. While it works, it isn't ideal.Help!Damon
Spoiler (Highlight to read) I have an idea, today ai can create a picture with some key word, ia for music are in development for music it seem. But what about an Ai that would create a virtual world depending of you keyword? Like you type cthulhu, 19th century, providence, mystery or whatever to be each time in a unique world, infinite playability, and no need of game develloper, absolute control over all the processus. That would be a good thing to help your mataverse. Have a great day.
Hi,I'm currently using a 3050 RTX (laptop) for my Meta Quest 2. The GPU I am using is not whitelisted under devices suitable for the PCVR. However, I am looking for a way to use my Meta Quest 2 when running my Unreal Engine 5 scenario. Would I be able to do this even though the GPU is incompatible? I am looking for a solution that involves a direct link between the two (no Wi-Fi needed).
Hi!Can anyone help?I am creating application with choose avatars.How i can set defaut grey avatar on start? And return default grey avatar after change it?
I work for an early stage startup, and we recently had our app verified for release on Lab. Since then, the higher ups decided they wanted the app to have a different name and asked me to create another app and release it under the new name. Now the question, how can I remove the first uploaded app? I'm really not finding any kind of docs on how to do this.... Thanks!
I want to use the camera image.Please tell me how to get the image of Oculus Quest's camera in Unity.
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