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I am trying to develop a VR app with Unity for Oculus Quest 2. Is there a way to perform force release of currently grabbed objects?I've tried with interactor's Unselect() method but after that grab becomes imposible sometimes, i.e. I can't grab objects with current hand anymore.
on met developer hub the version is set to 3 and when i change it to 4 or higher and try uploading it to developer hub again it still says APK_Version_Duplicate.
Can someone please help? I'm building a VR game with Unity and trying to implement the same type of player controller (Using ONLY the grip buttons to grab the "air" to move, rotate, and scale the player, while any other forms of locomotion are disabled (No joystick controlls or teleporting at all) that is used in:1. Demeo2. Spacefolk City3. Gravity Sketch4. Horizon Worlds (Build Mode)5. DeisimI cannot find anything online that explains how to do this, or even hints at it. Every tutorial and any documentation I've read all say the same thing. They all only reference player movement and controls by use of the joysticks or teleportation. Arm Swing and Gorilla Tag movement are the only other alternatives out there, or at least that I've been able to find. Please Help! I'm getting desperate at this point, and becoming very discouraged. 😞Thank you in advance.
Hello! I have now contacted 3 different chats/emails at Meta who have redirected me/haven't been able to help. I am in the last few months of my masters program and have to get an APK from Unity onto my headset ASAP for my thesis! I have a Quest 2 Headset that is updated with the most recent software (just updated it again today– Feb 7th– #49.0.0.186…). I cannot turn developer mode on via my phone app and I cannot connect my Quest 2 to my mac or my PC to the MQDH desktop app (it won't recognize it...and it won't get recognized on SideQuest either). My Quest 2 won't show up as a device on any of these methods, and therefore I can't offload my Unity APKs. I see in forums that this was a major issue starting in December, but that there was a "solution" that was a software update for the Quest 2...wondering if there's a different solution or the issue still isn't fixed or how to go about this? This was the forum I already read and it didn't really answer what was going on and how
Working on Unity 2020.3.39f1, I updated to the latest Oculus Integration to try to fix this issue (but no luck). When setting levels inside the Application with OVRManager.foveatedRenderingLevel only level 2 actually works (Medium), and I can see it working in the periphery. The Metric tool does however show all changes from 0 to 3 but only level 2 actually shows anything in the screen. For some reason level 4 never gets triggered. Any ideas?
Hi all, I know from other threads that others are having long waits for games to be approved on the App Lab but while checking on the status of mine, the submission date has gone very strange and change my Submit Date to 1 Jan 1970 (assuming something has set date the date to zero)? When I first pressed submit it look normal and said 25 Nov 2022.Has anyone else seem this before?Cheers in advance.
Hello!I've been developing for Quest Pro and strictly using passthrough with handtracking. I can't get over how small the handmesh is compared to my hands. I've never realised how poor this scale of the handmesh actually is because in VR you can't compare. But I feel like the fingers are always 1-2cm shorter than my real hands and this really affects the experience. I've tried playing around and modifying the "handscale" factor and bumping that up a bit. But after a while you start to have Mickey mouse hands before the fingers are long enough.Does anyone have a good solution to this or is it possible to use more raw handtracking data and perform my own solution? Cheers
I'd like to use deep linking (or what one could call custom URI scheme or custom application Protocol) from the Oculus Browser to open my Oculus Unity application.Here's what the doc states about deep linking:developer.oculus.com/documentation/unity/ps-deep-linking/Apparently another developer attempted to do that on Oculus Go unsuccessfuly, because the Oculus Browser blocks the deep link opening:forums.oculusvr.com/developer/discussion/69199/oculus-go-opening-application-from-the-browserHere's what Unity doc states about deep lin on Android:connect.unity.com/p/deep-linking-on-android-ios-with-unityAnd it seems it gets blocked on Oculus Quest Web Browser.Anyone already achieved this with succes ? If it's not supported by the Oculus Web browser, could this be supported in a near future please?N.B: sorry for the screen captures instead of code paste but the code contains URLs and I'm not allowed to post URLs on the forumHere's what I can see in the "Android Device Monitor" Log when I cli
Hey,For the validation, the user needs to be able to change the forward direction using the oculus button.Sadly, this does not seem to work in 5.1 using OpenXR.The HMD Recentered Delegate is not thrown, when trying to reset view on oculus.Did anyone got this to work on 5.1?
As far as I know the only way to change the description text of an app is to make a new submission in "Distribution->App Submissions" page. But it had been stuck in "submitted" state for two days. Is that normal to take that long to review a new submission?Or is there a quicker way for making small changes on the store page?
Hi I recently uploaded a game called monke move (gtag fan game) But it’s stuck under review for 2 weeks
The vr headset is the best
I'm testing a project in 5.1.1 and attempting to enable FFR.XrApi=NativeOpenXR - Unreal Loads, but FFR options in the Options MetaXR plugin greyed outXrApi=OVRPluginOpenXR - Crashes unreal on startup with dx11 or dx12 rhiAssertion failed: Size > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Buffer.cpp] [Line: 24] Attempt to create buffer 'FOculusXRHMD' with size 0. UnrealEditor_D3D11RHI UnrealEditor_OculusXRHMD!OculusXRHMD::BuildOcclusionMesh() [P:\SVR\spaceVR51_convert\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:2711] UnrealEditor_OculusXRHMD!TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> >::DoTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206] UnrealEditor_OculusXRHMD!TGraphTask<TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::Set
So I'm using the official MetaXR Plugin that just released and I'm using it with UE 5.1. I've enabled all the the Facial and Eye tracking in the Project/Plugin settings. When putting the face component in my Blueprint I'm not getting any Expression Values at all. Are there specific steps I need to take to get the engine to recognize the Headset? Playing in Editor works in VR, just not getting any Facial data coming through. And yes, I have Eye and Facial Tracking enabled on the headset as well.Please Help!
I am trying to build a VR application using the native oculus sdk provided by meta in Vulkan. I am facing an issue with textures in the application. The Textures are flickering(more like jittering) at the edges. The jittering is more prominent inside the VR. Any idea what might be the reason behind it? Furthermore I have already implemented mimapping for the textures and multisampling is also implemented. If any more details are required please let me know. Here is the link to the refenrence video.Flickering can be observed in the flower pot in the video.
I'm trying to get shadow cast against the passthrough image. I have a transparent shadow shader (attached to an invisible floor plane) that works fine against a UI Canvas/Image in 'Screen Space - Camera' (see screenshot). When I remove that UI image though, I was expecting it to render that shadow over the passthrough image on the headset, since the passthrough image is at the back. However, no shadow gets rendered. Has anyone done this sucessfully?
I was creating a multi-player experience for quest using unreal engine and AWS because I saw https://aws.amazon.com/blogs/spatial/building-an-openxr-enabled-unreal-engine-vr-server-on-aws/ . I created a aws account just because of this documentation for VR multi-player. I followed the whole documentation uploaded linux.zip to my ec2 instance created apk for my 2 quest 2 devices and side loaded it with side quest. But I have a problem when I open the map and press the connect button my position and the whole map just resets for both of my devices (Not at the same time but after few seconds) and they don’t see each other and they don’t even see the object interaction. In short words I don’t think the multiplayer is working. There are no errors while building or launching the apk. I am using Unreal Engine 5.1.1 and meta quest 2. Thanks for reading and I would really appreciate everyone’s help because I am not familiar with aws much and using it because I found thi
Every time I upload a build I get the error “android:installLocation should be ‘auto’” I already set it to auto. I am really confused and need some help.
Hey guys! I was wondering if there is a way to log controller coordinates or hand tracking information somehow and send it to logcat logs. I'm working on a project where I need to do this. Do you guys have any idea? P.S. it would be great if I don't have to instrument or change the code for my app and if this info is being already logged somewhere.Thanks!
Hi,I work in the research industry and, to conduct VR experiments it is important to log the device's input systems position/orientation. This helps to study user behavior and possible correlations between these data and device metrics (CPU,GPU, etc)Your profile tool is quiet advance, but they do not include that info. The only way I found to get this data out would be to develop an app/run it and log the information. This is not practical when the goal is to research about user experience vs third party application.Please consider these as a feature that will help us academics to study VR and push this technology forward!Thanks.
Hi all,Is there any way that we can publish an app to the store, which can only be downloaded to a Quest 2?Thanks in advance.
In the documentation for IAP it reads, add-ons have 2 price display options, the defined price and the $0.01 off that displays for developers within the org.Well when we login to test this, it does not behave like this on the alpha channel or the live channel. Both have discrepancies. We have seen people outside the org. purchase items for $0.01. On the back end, for my account, in the alpha channel I see this:And the store page is this: Is hard to monotize a game with values all over the place and items being sold for $0.01. Our economy is being crippled by these bugs. We have not been able to find a reason for these price discrepancies. We can not understand why. We use the function GetProducts by sku. So we send a list of the skus we need to display. Seemed more reliable than trying to sift through all the products available.
Hi, We have some functionality in our application that is only supported in v49. We are able to determine the users System Version number (associated with the specific update) but are trying to determine which Version corresponds. Does anyone have access to a conversion table that lists all System Version numbers and the corresponding Version? Thanks
Hello, my Oculus Quest 2 project has randomly started crashing on launch with the following error on the log:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error: === Critical error: ===[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error: Assertion failed: Texture->Surface.Image != 0 && ImageBarrier.image == 0 [File:D:/build/++UE5/Sync/Engine/Source\Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 1274][2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.27:138][ 0]LogExit: Executing StaticShutdownAfterError[2023.02.13-14.04.27:138][ 0]LogAndroid: FAndroidMisc::RequestExit(1)[2023.02.13-14.04.27:138][ 0]LogAndroid: Error: Error reentered: Assertion failed: IsInGameThread() [File:D:/build/++UE5/Sync/Engine/Source\Runtime/Core/Private/Misc/O
I had 5 Quest 1's. Did a factory reset on them to pair with a new tablet. Only got 1 to pair successfully. RMA'd the remaining 4 to Oculus.Just got a refurbished unit back and it also stops at the pairing screen. Tried to pair with phone with the same result. What gives Oculus?
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