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Is there anyone working with games or apps with multiplayer face-tracking or eye-tracking features using meta quest pro?
Hello everyone! I wanted to create a two handed grab pose using Interaction SDK for holding the weapons like AR, Sniper etc for my FPS game. I've searched this a bit but can't find anything useful. I know how to record a hand pose and already managed to record two handed grab pose but whenever I put my hands as in the recorded pose, it grabs the object with one hand only. Things I did so far :Added the object to the HandGrabPoseTool sceneGave it according scripts (Rigidbody, Grabbable, Physics Grabbable and Two Grab Free Transformer)Recorded poses
Airlink connected , launches back to Oculus home
I am trying to make a multiplayer VR game, and after uploading Apk and installing it on oculus, when I launch it the black screen and the three dots keep loading.
Hello everyone, today i discovered that many of my applications developed with Unity no longer open, some do not start at all, in others only the black screen appears. Now the apps have been installed on different devices and different accounts.the problem doesn't seem to come from unity builds as somebody starts a certain app and somebody else doesn't. I can't find any correlation. Also unistalling the application manually and reinstalling it the problem persists, same thing doing the factory reset.Please Help me!
I'm hitting a major blocker that's stopping our development. The problem is we are using Unity's addressable asset system to load important content for a game (a list of models, our game is a sandbox game of sorts). When we try to load the asset in the headset, the app will crash 3 seconds in or it will just completely freeze up indefinitley. It works perfectly fine if we take out a lot of models and the obb file is only 200 mb but when it is 1 gb, it will just stop working. It also works perfectly fine locally.Any idea why this would be the case or what we can do to debug this? We've been working on this app for a year and a half and right now it feels like we are never going to publish it with this issue. Some help would be greatly appreciated. Thanks!
As shown in image hand is shown broken when I try to build it to oculus and run it. Its fine when running in unity and my previous apps are also running properly. Please help me to understand this issue.
when searching FPS you don't get as anywhere as many results as you should, games like contractors don't show up, the tags used in all store listings need to be overhauled to make navigation and finding product easier for users
Hola, me ha desaparecido de la barra del menú el icono de trasmitir, que salía una flecha, ¿como hago para recuperarlo?
I developed a virtual reality application using Unreal Engine for the Oculus Quest 2 headset, but the graphics in the packaged app don't match what I see in the Unreal Editor. I'm also having performance issues like slow navigation and delayed graphics. Can someone help me understand why this is happening and offer a fix?Thank you
Hi, I recently tried uploading my game to AppLab for review but received a security vulnerability error: Application allows backupThe `allowBackup` setting is enabled within the app's Android Manifest via the `android:allowBackup="True"` entry. Problem is, after reviewing the Android Manifest, this entry doesn't exist anywhere. Where can this entry be found?
Hello,In our game we're trying to open up the oculus store page (in headset) and have it point to another game's page. I understand there is the "oculus.Platform.Application.LaunchOtherApp" method, however there are several issues we're experiencing:- When using a Rift, and the user doesn't have the game, it simply throws an error. From the deep linking documentation it seems to me that the store page only opens up if the user is on the quest.- This method still wouldn't work as we don't actually want to launch another app, but simply pause the focus of the game being played, and show an in headset overlay that displays the store page for the other game.Is this possible?
Hi, We want to build a application which will work with oculus quest 2 and have a cross platform feature. Users can enter either with Windows, Android or IOS and can control their character in third person view controler. Can we use Meta avatars with all other platforms?
Context: I would like to subscribe to webhook events to receive notifications whenever a user's subscription changes (ex: buying a subscription, canceling a subscription, changing the subscription date, etc.)Possible solution: According to the official documentation, it seems to be possible to subscribe to webhook events to receive real time notification whenever the Application object changes. The Application object seems to have 3 fields, join_intent, create_new_session and order_status. I think that subscribing to the order_status field would send events whenever a user's subscription would change.Problem: I can't find any documentation about the order_status field. There is some documentation about the join_intent field, however the only thing I found about the order_status field is this sample from the Oculus dashboard (when subscribing to the Application webhooks): { "field": "order_status", "value": { "event_time": "1659742639", "user_
Is it possible, and has anyone implemented, to use the webhook feature for Quest IAP purchases, including subscriptions?Right now, a server is making requests to the entitlement and subscription APIs to check on the status.If its possible to receive a webhook when a customer makes a purchase or if there is a change in their subscription, that'd be ideal.
Hi,Where can we get support for Applab Submissions? One of our app was submitted on October 4th and has been under review since this date. That's quite a while...
I received my QuestPro controller today and tried to use it with my Quest2, but for some reason it didn't work. I have tried all the solutions I have found on the internet. I have tried all of the following solutions and have not been able to use the Quest PRO controller with my Quest 2. I can't find any other solutions, so if you know of any, I would be grateful if you could let me know.tried↓・Attempt to connect as normal・Charge the controller・Ensure that the versions of the smartphone app and the headset itself are up-to-date.・Reconnect pairing.・Initialisation of Quest2・Changing the Wi-Fi connection point・Wait a few hours for pairing to take place.・Restarting the Quest2 after pairing※The attached photos show the current situation. I am now charging the Quest2 and the controller while waiting for the pairing completion notification.
Hello,I've been using the developper mode for our organization for a long time now, but suddenly it logged me out. When trying to log back in, it requires either a credit card, or a 2 factors method to enable dev mode again.I've added the 2 factors method successfully, but the dev webpage is still stuck, asking me to set up a 2f verification. When I click on the button to add a 2factors, it opens the other dashboard, which displays 2 factors enabled...I've tried to reach the Meta Quest support, but they sent me here.
My oculus was stolen and you say it can't be tracked. I find that hard to believe. If it truly can't make a program we're it can be tracked. These thief's need held responsible. You say all I can do is whip it clean from my account. Sure just so it can be used with there account. So unfair I payed allot of money for my oculus you would think you would create something so it's trackable. I believe you can or can make it trackable. Bet it was mark Zuckerberg it could be tracked.
I have been in contact with Quest2 for 3 years, and the current system has been updated to version 49.First of all, I am very grateful to have such a VR device that allows me to appreciate the shock of the metaverse. I have always spared no effort in recommending Quest to my friends.However, Quest2's hardware is very good, but the software has always had some unbearable problems.I have been looking for related feature settings since 2 years ago, but there is no result.--------------------------------In the column of all applications in the main control room, there are a large number of invalid or even disgusting records.These application records include uninstalled, not installed, usage tutorials, etc. Although I can switch to the installed column, the primary usage tutorials that cannot be hidden and some application icons that cannot be used at all still cause me a lot of trouble.As an old Quest player, there is really no need to repeatedly display various elementary tutorials on the
I havecoculus quest 2, my oculus quest 2 doesn't even see my phone hotspot s23 ultra 5G. My headset can see only 2.4G but when i change to 5G it's not even on the list on wifi in the headset. Tried everything such as reset to factory and all that. Nothing helped
Hi, does anybody have information about the experimental Meta XR Simulator that shipped with Oculus Integration v49? It sounds too good to be true. But how will it work? will it simulate an actual Quest app, or run as Rift? I made a small test with it, entitlement check works, but trying to set group presence gives error an "There is no running app"I know it is experimental but any kind of info or documentation would be appreciated 🙂 thanks!
I am currently trying to use interaction SDK + stereoscopic video to work together through the Unity game engine. Rendering a stereoscopic video requires using multi-pass rendering in Unity. In the OVR camera rig, I already enable "use per eye Cameras" and set up the render target display accordingly for each eye. But any virtual object displayed just looks like there is a projection error -Does anyone have an idea what other settings I need to do to get multipass + Oculus integration to work correctly? I am using a Meta Quest Pro, Unity 2021 LTS, and Oculus Integration 44 with OpenXR backend. Please anyone knows what I could
If you are using Airlink, you are unable to read proper boundary info. ie. what runtime provides you (doesn't matter if you use OpenXR or Oculus SDK) is incorrect.Here's a video of me recording three cases https://youtu.be/0RAaA14LYusAnd copied the description from the video about parts/cases:Recorded on Quest, the game uses VRAPI (OpenXR gives the same result but with VRAPI I am able to render the actual boundary)Recorded on PC, Quest 2 is connected via Airlink, the game uses Oculus SDK. Note that there is an offset for the play area centre here.Recorder on PC, Quest 2 is connected via Airlink, the game uses OpenXR. Note there's no offset and I am standing closer to the apparent play area centre. I also moved my arms behind me to show where the boundary ends.The most interesting bit here is that Oculus SDK (2) read boundary points properly but still provides incorrect play area info. It almost encloses the whole play area (GetBoundaryDimensions can accept values for boundaryType, I us
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