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- Developed with Windwos10 and Unity 2019.4.34f1- The firmware of Oculus Quest2 is the latest version.- This is a bug that appears after performing a factory reset. there is one issue.VR content freezes on Quest2.This issue occurs very intermittently, about 1-2 times in about 20 plays. [Please check the link video below]https://dnsoftcokr.sharepoint.com/:v:/s/msteams_ed61d1/EYCrmnaQh-RGkn9LyzhWlDcBQ1ehKdzQWNoprzZnr2gRig?e=YB35zp Have you ever seen this phenomenon?Or what is the possible cause?
Hello!I am working on a VR project. I have been able to put the hand tracking and it works fine but the issue is that I can't move and I need the teleport and I don't know how to activate it or if I have to create my own script.Thanks for your help!
I am building an app for quest in unity.I have integrated the Oculus Platform SDK & made all the requirements according to the documentation. When I run the app and purchase the consumable purchase for the first time, the purchasing is successful.But for the second time it gets stuck and the callback is never called.While waiting for the callback if I press the power button on the headset & hit cancel on the power-off popup, then it automatically goes back to the app and purchase gets completed and and waiting callback finally gets called.Don't know hot to over come this issue. I have checked out all the possible solutions on the forum, but can't found any.Is this a problem within the SDK?
Hello, a few hours ago I received my quest 2, and I'm very happy, but it asks me to log in to the Oculus app, but when I log in, the site is on a white screen and I can't proceed with the account setup, if I don't log in on the website I can't complete the quest 2 setup This is what happens when I log into my account on the oculus app and this is what appears for me in the quest 2
I use the d-link Air Link with the quest 2.Whenever inside a game I grab a lever or a dial, the controllers start acting differently.If it's a dial then it won't spin as much as my hand, or it'll spin out of control.If it's a lever it'll either almost not move at all or just jump between on and of.
I wonder if there is a tracked keyboard with nordic layout for Quest 2? Preferebly an all in one. It is hopeless to work when you cannot se what you are doing on the keyboard... I work in Virtual Desktop.
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaYHere is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way.https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!
I'm trying to retrieve the Guardian geometry using OVRBoundary.GetGeometry(BoundaryType.PlayArea) but it always returns an empty array, despite the fact that I've definitely set up the Guardian. Anyone else have issues or success with this?
I want to get Data of logged in Oculus user, so I went to this page documentation/unity/ps-setup/ and tried to activate "Use Standalone Platform", but that checkbox was disabled.Also the following script does not work on the first line. Users.GetLoggedInUser() seems to be NULL.How do I get it to work in Standalone mode?void Start(){ Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.Log("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message ); return; } else { User _localUser; _localUser = uMsg.Data; Debug.Log(_localUser.DisplayName); } });}[Using game engine and Oculus SDK]Unity 2019.4.18f1 (LTS), Oculus SDK 1.55.1
Does anyone know how to implement Hand Tracking on the PC using the link cable?A solution must be pretty close, it’s easy to play with the Hand Tracking features in the editor via the VR Preview, but when packaging the project to Windows and playing via the link cable the Hand Tracking is gone.Apps like Immersed have Hand Tracking enabled, but I can just imagine the custom code they had to do it.
I created simple oculus project for which I just installed oculus integration and do some configuration.When I start to play on unity editor, it just play in editor not on Air linked device.Old project which use 47 or older can play on Air linked device.Any info is helpful.Thanks
Hi- is there a way to get eye tracking data such as eye position, rotation, pupil size, etc. from a Quest Pro using Unity? I'm unsure how to get this specific data.
When a mixed reality scene element OVRSceneAnchor is destroyed, it get ignored during the whole game session.Opening Mixed reality a second time in another Unity scene is impossible, or very laborious.This is because of recent changes in the Unity Integration SDK in OVRSceneAnchor.cs.Problem is reproducible on v48 & v49. Not on v43.I removed the line :DestroyedSceneAnchors.Add(this.Uuid);in OVRSceneAnchor.cs line 209 for a workaround. But maybe there is something I'm missing ?
Hello everyone,I try to find a way ta have a portal effect on the Quest2 and Pro, like this : https://assetstore.unity.com/packages/templates/systems/ar-portals-urp-202936Any idea ?Thanks.
I have a couple questions regarding Cloud Backup during development.1) What are the details for cloud backups and different release channels? Are they separate per channel?2) I've noticed game data persisting after uninstall before reboot. Is this data used if the application is reinstalled before it is deleted? Can the data be used across release channels?
Building an oculus app with Unity 2020.x IL2CPP with target architecture arm64 failed for:Exception: Failed running "response.rsp"stdout:Fatal error in Unity CIL LinkerSystem.InvalidOperationException: No action for the assembly TinCan, Version=1.3.0.0, Culture=neutral, PublicKeyToken=7e2d97554f738180 definedat Mono.Linker.AnnotationStore.GetAction(AssemblyDefinition assembly)at Mono.Linker.Steps.MarkStep.IsFullyPreserved(TypeDefinition type)at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field)at Unity.Linker.Steps.Marking.MonoBehaviourMarking.MarkNeededFields(TypeDefinition type)at Unity.Linker.Steps.Marking.MonoBehaviourMarking.DoAdditionalTypeProcessing(TypeDefinition type)at Unity.Linker.Steps.UnityMarkStep.DoAdditionalTypeProcessing(TypeDefinition type)at Mono.Linker.Steps.MarkStep.MarkType(TypeReference reference)at Mono.Linker.Steps.MarkStep.MarkField(FieldDefinition field)at Mono.Linker.Steps.MarkStep.MarkE
Im trying to get the current user ID so I can share the spatial anchors, and I did this code:var loggedUser = Oculus.Platform.Users.GetLoggedInUser(); textIP.text = loggedUser.ToString(); But somehow this gets an error and the user info does not display.Is there another way to get the user id?
When we have a button to poke, what is the threshold of triggering a poking action? Which variable can we change to change this threshold? Thanks for any suggestion.I am using this:https://github.com/XRBootcamp/InteractionSDKhttps://xrbootcamp.com/meta-oculus-interaction-sdk/
When I test my game on pcvr the hands are lined up with my irl hands but then I load my game up on my quest2 the hands are rotated off center. Im using unity as a game engige dose anyone know any settings that will fix this?
Here are the steps to apply ARCore to Meta Quest 2:Download the ARCore SDK First, you need to download and install the ARCore SDK. The ARCore SDK can be used with development tools such as Android Studio or Unity. Download the necessary files from the ARCore SDK download page and install them.Install ARCore on Meta Quest 2 Since Meta Quest 2 is based on Android, you need to install the ARCore APK file on Meta Quest 2. The ARCore APK file can be downloaded from the Google Play Store. To install the ARCore APK file on Meta Quest 2, follow these steps.Connect Meta Quest 2 to your computer.Use the Android Debug Bridge (ADB) to install the ARCore APK file on Meta Quest 2. For example, you can use the following command to install it:adb install -r <path to ARCore APK file>where <path to ARCore APK file> is the path to the ARCore APK file you want to install.Add ARCore to your Unity project To use ARCore in Unity, you need to add the Unity package provided by the ARCore SDK. The U
Hello, I am working through this hello_xr Sample App (https://developer.oculus.com/documentation/native/android/mobile-build-run-hello-xr-app/) but running into build errors.About my enviornment:Windows 11I am getting stuck at the step where I need to build. When I try building the project, I get a bunch of errors like:Build command failed. Error while executing process C:\Users\jackd\AppData\Local\Android\Sdk\cmake\3.10.2.4988404\bin\ninja.exe with arguments {-C C:\Git\OpenXR\OpenXR-SDK-Source\src\tests\hello_xr\.cxx\Debug\4q165j76\armeabi-v7a XrApiLayer_api_dump XrApiLayer_core_validation hello_xr} ninja: Entering directory `C:\Git\OpenXR\OpenXR-SDK-Source\src\tests\hello_xr\.cxx\Debug\4q165j76\armeabi-v7a' [1/36] Generating C:/Git/OpenXR/OpenXR-SDK-Source/src/tests/hello_xr/.cxx/Debug/4q165j76/armeabi-v7a/include/openxr/openxr_platform.h FAILED: include/openxr/openxr_platform.h cmd.exe /C "cd /D C:\Git\OpenXR\OpenXR-SDK-Source\src\tests\hello_xr\.cxx\Debug\4q165j76\armea
I basically wanted to know how to setup meta avatars so that I can able to intract with gameobjects like cube or any other objects. I am making trying to make a multiplayer using PUN2 and meta avatars 2. I am able to get avatar instantiated, but I am not able to pick up or move any gameobject. I have tried OVR hand grab intraction as well as ray intraction setup tutorial but nothing is happening, do I need to setput anything with avatars also? And I haven't found any tutorial on meta website how to enable intractions on meta avatar 2. Please help me if possible please metions steps how should I setup up everything.
Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
since last week I was able to play perfectly fine my Assetto Corsa with my Oculus Quest 2 with my PC (Ryzen 5, Nvidia 970 GTX Video Card, 16gb Ram).Last week I was asked to update the Oculus App on my PC. After the update, the Oculus App forced a reboot on my device, I saw a little progress bar different than the usual one (I guess a firmware update or something like that), and after this update my gaming system is basically screwed up.Since I installed the update, I can no longer use "Oculus Quest" as Rendering VR engine, because it has stuttering, artifacts, distorded images and is slow as hell in general, while, on the other hand, if I choose "OpenVR" as rendering engine, everything works. OpenVR is generally slower and has worse performance than the native VR rendering provided by Meta, but at least it works. So the update screwed something, so for me it's not possible to play anymore using the native VR engine, and there is of course is no way to downgrade the fir
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