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Hi,I am currently experiencing frame drop issues while playing 360 videos using the Vulkan API. I have tried various solutions but none of them seem to resolve the issue. But Video smoothly playing with OpenGL 3.0.FYI:Tested device - oculus quest 1 .Oculus XR Plugin version - 3.0.2Oculus integration - 46.0Unity version - 2021.3.10f1Please help us to resolve the issue or any other method for smooth 360 video playing.Thanks in advance.
When my son played videos games i would get him to just 'walk around the set' so i could see the environment. Then i found on youtube folks would 'edit out' the game part and just play it as a 'movie'. i now have a quest 2 and i LOVE the home backgrounds but i wanna walk around and not be limited to the few 'white spots that i can jump to....(as a side issue..i suffer really really badly with motion sickness..takes me hours to get over it)..One of the backgrounds is Lord of the Rings..... but you can't leave the balcony....i want to go explore the whole area. so QUESTION ONE... are there any backgrounds i can just go off and wander through ( i bought Upside Town just for this purpose}...but ... it's expensive to buy a game that i have no intention of playing just so i can go meandering off. QUESTION TWO.. games can be expensive especially in todays climate has anyone ever thought of being able to have the option to just RENT A GAME FOR A FEW HOURS. i boug
Hello,I've a question about Photon PUN 2. Is it possible to communicate to everyone who's connected to the PUN server ?Because, in my case I've a waiting room, it's a lobby. I've an "admin" who can send everyone who's connected to the lobby to different rooms of the game. The admin is connected to the lobby at this point.My goal is to bring back everyone into an admin room. So I need to send a RPC or whatever to bring everyone back.
Hello, I am incredibly frustrated. For the past two days, I have been unable to verify my phone number with 2FA in order to gain access to "create an organization" so I can enable dev mode on my Quest 2. My phone number has been entered correctly, the problem is with Meta not sending me a text message with the 6 digit code needed to verify. I have scoured the internet and seen other posts with the same problem, yet no solution or acknowledgment. Due to this inability to verify, I cannot develop content for the platform, and will be left with no choice but to abandon Meta and purchase a competitor headset. I reached out to the general quest support (As there is no "Contact us" on the developer support webpage), and after a lengthy session they simply redirected me back here. Please help, as I would like to support the Quest 2 and develop on this platform.
When I tried making a new app in the Developer Dashboard, and going to App Submissions -> Pricing, it was simply stuck on "Loading..."
First and foremost, I'm both new to the world of multiplayer development (i do understand replication and things of that nature though) as well as VR development.So far I have a working single player room with interactables that the player can play around with and now I'm wanting to add multiplayer. So basically Im just needing a way to connect players that have a build of this game together. I'd like it to be Oculus/Steam compatible but one or the other works for me.Which is where the problem comes up. I've been digging for days now across the internet trying to figure something out. Everything points to various different plugins that when I try to install them they say they dont work with anything 5.0 and higher...... So, Hoping to find a helping hand to help get me started. Teach a man to fish and all...Thanks ahead of time for any help.
recently, I bought an oculus quest 2. I created 2 accounts one for me and one for my brother, my brother took ownership. he activated developer mode on his account but I cant because I cant connect the headset to my account since he connected it. does anyone know a way for me to activate developer mode without pairing the oculus or anything, I need help.
I want to develop an app using Spectator Mode in Quest2.For now, I built the Oculus Integration sample scene, Oculus/VR/Scenes/SpectatorMode.unity, and ran it on Quest2. However, the video cast to my smartphone did not switch to Spectator Mode when I pulled the trigger on the controller. Upon investigation, I found that the following code in UpdateSpectatorCameraStatus() in OVRSpectatorModeDomeTest.cs is not working. if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger) || OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger)) { camMode = OVRPlugin.Media.GetPlatformCameraMode(); if (camMode == OVRPlugin.Media.PlatformCameraMode.Disabled && readyToSwitch) { OVRPlugin.Media.SetMrcFrameImageFlipped(false); OVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Initialized); StartCoroutine(TimerCoroutine()); } if (camMode == OVRPlugin.Media.PlatformCameraMode.Initialized && readyToSwitch) {
Hi,I'd like to share my app via Meta's App Lab so my customers could install it and try quick and easy - without enabling developer mode, installing via ADB etc.The idea is to: - publish app via App Lab - share free trial version (app connects to license server on startup to validate trial / license) - after trial period user is asked to provide license key (available to buy directly from me on my wesbite) Has anyone tried similar approach? Is it legal with Meta's policy? Or maybe is there option to sell via App Lab with time license? (I'd like to sell my app more like subscription than lifetime license)
Hey all,I am a developer currently making a small app for a customer. I have a quest with developer account and would like to send the app to the customer's quest 2 without them having a developer account. What would the best way to do this? I've seen sideloading and app lab as an option but I would like to keep the amount of steps the customer has to take to the smallest as possible and this app does not need any verification as it is private.Is there any other way or should I go for the app lab route?Kind regards, Chris
I tried changing my package name according to these instructions. Specifically, I tried to change the name on the XrCompositor_NativeActivity project. I followed several online instructions for package name renaming, but I still get this error when trying to upload my APK for App Lab: "The APK package name, com.oculus.sdk.xrcompositor is only allowed for first-party application."Can someone please tell me how to fix this error? I get this error on Meta Quest Developer Hub when uploading my release APK.
I'm unable to upload the first release build of my game in Oculus Developer Hub. There's a generic error with no further user feedback on why and what I can do about it. These are the steps I followed:1. Download most recent version of ODH (2.7.0)2. Correctly set up the manifest (as explained on https://developer.oculus.com/resources/publish-mobile-manifest/)3. Create build of my game in the game engine I use (Godot).4. Upload build in ODH (or via the OVR platform utility, see my reply on TonyVT).
I'd really LOVE if someone were able to make an app where you can be a carpenter or an immersive experience of being one.My younger brother is only 43years old, and is suffering from Early Onset Dementia.I have been able to get him driving again through the VR experience as well as rock climbing. I'd love for him to be able to feel like he was building again, as he absolutely loved his job!I'd also love to be able to access a fishing experience (not a game where he has to move from place to place, but one where he is simply able to cast, reel in and catch fish. There are SO many good things so far about this for him!
Hi! I am trying to get unique identifiers when initiating purchases for our application.The v49 Platform SDK documentation for purchases mentions retrieving a Reporting ID and developer payload, but I get nothing or zero when I try to retrieve these values from IAP.GetViewerPurchases().Am I missing something? Do I need to make a specific request in the app's Data Usage Checkup? Are developers outside Meta even allowed access to this function?
authorTom/ultimate-XR-dev-guide: A development resource list for all things XR (github.com)I've created this list for personal reference, I hope you find it as useful as I have (I want to give back a little to the community). I have tried to make it as comprehensive as possible. There is some overlap with general game development, and you'll be happy to know there's a slight bias towards Quest headsets. Any pull requests will be appreciated.
The headset keeps telling me to take it off and enter a code it gives me. An 8 digit code but I can't find where to enter it.
The "Controllers are not tracking" popups are constantly showing on the Quest Pro, even if I am in Desktop mode looking at my windows screen, or hand tracking mode. there is no way to remove them in the settings. It says push volume up and down at same time, did not solve. Also when Hand Tracking in my apps, I see them popup a lot, you guys must of forgot something in your code before you shipped to disable these popups when using hand tracking or in desktop view mode. This is a bug. Please fix.
Before the most recent update, my headset worked fine but thanks to your forced update the guardian system no longer works and has completely ruined VR for me, I will be throwing away my headset thanks to your useless, patch notes-less **bleep**e update that did nothing of value for anyone and only made things worse. Imagine having such **bleep** developers that deliberately put out bug-filed updates that ruin customer headsets. Also, any and all advice on the issue is outdated and does not apply anymore because you never stop doing pointless updates like the one that killed my headset. (and the one that took away the ability to turn off the guardian without becoming a literal meta-approved developer WTF?)
I already went out to ask the support for help and I was told I should ask here for help.My account cannot be verified, I used the 2 Way Authentication method, it shows me that I have it on, but I cannot acess any Organizations and it still tells me to verify my account, trying to verify myself over SMS doesn't work, it gives me an error that it's currently not available because of issues.
What's the best way to change Quest app from paid to free to play? I want to make sure the users who paid for the app do not lose any functionality which would be available in free to play app for purchase. They should not have to purchase the in app purchase items for those features to work. Is there an API to check on what date the user purchased the app?
This error is EVERYWHERE. Nobody has found an answer yet. I'm hoping to find one right here.Here's the log.I'll try using the OVR Platform Utility, in hopes of a success. Please let me know if you find a solution!
Being working on a vr project with the oculus integration version 49 which was release just some few days back. Am using Unity for development. After upgrading to the latest version I tried doing some hand Grab pose but it does not work and keep showing me errors. Have verified I have everything in place several times and I definitely don't see what the problem is. The error am getting on the console. when I click on record pose
For months, every time I upload an APK to ODH, I get the error "Processing Error APK install location should be set to Auto"I do set it to auto, it's auto in the android manifest, and it's auto in the Unity player settings. Yet I build an APK and run a validation on it and install location has changed to "prefer external"I don't have a clue why this is happening. I have checked every settings and every line of code. I don't have any code that changes install location to prefer external, in fact there is tons of code in my app to check and set it to auto.Yet prefer external is what it is after building. Why is this the case?
Hello everyone !I'm trying to use translucent material on object with a OVR passthrough layer component on my VRPawn and setted in Underlay mode.When my shader is opaque or masked, no problem but when it's an actor with a translucent material, I can just see them through other opaque objects behind. It seems relative to the fact that translucent material are not rendered in the Scene Depth pass.Is it possible to manage this ? How can we achieve that ?Thanks in advance for your helpUnreal 4.27.2 - Custom build from Oculus GitHub repo
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