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When I reset view/origin for roomscale for Oculus (PC), it seems that the whole play area is relocated, ie. instead of being wherever I was relative to my boundary, OpenXR gives pose just like I would be in the centre of the play area. And there is no way to learn where play area should be.As my game relies heavily on actual location within the boundary, resetting view/origin breaks a lot. One could argue that the player should not reset view. Or that's it not consistent with other APIs.If I do the same thing with Oculus SDK or VRAPI, I get still results against the play area. Well, that's not entirely true, as the origin might be offset, ie. not at 0,0,0 but there's enough information to know where I am relative to the actual boundary. With OpenXR, there's no play area anchoring and resetting moves us around.I use resetting view for the menu to show stuff in front of the player, works especially well on Quest where resetting happens without any popups.Some details: I have two referenc
I'm able to use the MetaXR plugin (v47) within the VR preview of unreal 5.0.3. (Including Hand tracking). The problem is I can't run the build of the app within the headset. It would show an error "plugin openxr failed to load because openxrhmd can not be found..."Only by disabling the MetaXR plugin and rolling back to the Oculus plugin that came with unreal 5.0.3, I was able to get it working as intended. I used the VR template but made my own VR pawn that has only the camera, motion controller component and the respective hand tracking components attached.
Helloquest pro passthru no longer works hand tracking etc. in bright light and on white backgroundThis is very inconvenient when there is a white table etc.I think it looks good enough if it's not overexposed, but is this on the improvement list? Or is it impossible due to hardware characteristics?
Hi All, I recently deployed my first app on App Lab. It was over-priced and now we desire a price change. Does anyone know the correct process for this? I've read "send an email to support" with some specific info. Done. Was told to "Create a New App" and list the relevant price date in your REVIEWER NOTES. Done but haven't heard and the approval is stalled. Can anyone help a first-timer with how to get this done? Thanks a lot. Mark
I've submitted my app on the 2nd Jan for approval for the App Lab. Has anybody also experienced these delays? It should be approved within two weeks as far as I know. In the meantime I've imroved the app already and could directly submit a new version. For comparison Google takes about an hour to approve an Android app and Apple a day roughly. Why does that take that long? Meta team, can this not at least be sped up for the App Lab (as the name suggests it's a lab) so that rapid development is possible? After all it's not even on your store.
I've changed my app from BETA channel to be available in the Applab. It's changed but when I search with the exact name in the Oculus store, it's not listed in the Applab section. I'd like to know how long it will take to be visible to users.
I've been using eye tracking successfully for some time. However, we're developing a fallback for devices without it, or it hasn't been authorized by the user, and the api doesn't seem to behave as expected.OVRPlugin.eyeTrackingEnabled returns true in every situation I've tried:PC link with Quest Pro, eye tracking turned off in settingsQuest Pro in a build, eye tracking turned off in settingsPC link with Quest 2We're using Unity 2021.3.15f1 and Oculus v47
Hello,I have a program that was created in Unity for the Rift that I am trying to use with the Quest 2. This is an educational program that I want to test. I can find it through the virtual desktop while linked to my laptop. When I start the program exe, it flashes, then it goes back to the Oculus link virtual environment. My laptop shows the program running and I can see it on the screen, but not through the Quest 2. I do get the sounds coming through the headset. Other programs work ok.Is this an issue with trying to use a program developed for the Rift, or am I dealing with a setting / upload issue? Do I need to ask the developer to export from Unity for Quest 2?Thank you.
How do we request old-school Nintendo and Arcade games be added to the platform? I understand licenses have to be purchased. However, I am not a child, and I'm not too fond of sports, killer solider, dead, or racing cars. I would love games to play from the GOLEN AGE of arcade games. I want the original games, not some rip-off version of the actual games. I have listed a few games. I am pretty sure there are many more I can name, but for now, here is my wishlist. Pac-ManDonkey KongZeldaPokemonSpace InvadersCrash Bandakoo
Hi All, I am using DistanceGrab sample scene from Oculus Integration version 42.0. After the cube is grabbed and the player moves, there is a jitter of the grabbed object (video attached). How can I resolve this? There was a similar post earlier, but that didn't solve my issue: https://forums.oculusvr.com/t5/Quest-Development/Moving-Grabbed-Objects-jitter-Unity/td-p/814552/page/2 Thanks,Arihant
I have built my project once and when i try to build again i get a Gradle Error(“ Gradle has edited unexpectedly”). The project ask builds successfully but when i try to build to Quest 2 it creates the previously stated Error.
Hey there,when I came back to work this morning, I found both of my Quests unable to be listed under adb devices. I tried Mac and Win but the list won't get populated.In difference to yesterday I realised that every time I connect a Quest to a computer the Quest will ask to confirm: "Allow Access to Data. The connected device will be able to access files on this headset." This wasn't there before remains come back every time.I am unable to side load any builds which is kind of a show stopper.
It looks like a recent update to the Oculus Browser may have broken getting input for the A and B buttons with WebXR/THREE.js. Has anyone seen a similar issue or can confirm? I tested on Both a Quest 2 and a Quest Pro and both reproduce the issue.Here's some example code which used to work:https://github.com/fbriggs/lifecast_public/blob/main/web/lifecast_res/LifecastVideoPlayer8.js#L571The most important parts of the code are:renderer = new THREE.WebGLRenderer({antialias: false,powerPreference: "high-performance",depth: true});...vr_controller0 = renderer.xr.getController(0);vr_controller1 = renderer.xr.getController(1);...vr_controller.button_A = vr_controller.gamepad.buttons[4].value > 0;vr_controller.button_B = vr_controller.gamepad.buttons[5].value > 0;
When using VK_KHR_timeline_semaphore, vkCreateSemaphore returns -3 with the following in logcat: <gsl_ldd_control:556>: ioctl fd 68 code 0xc0100958 (IOCTL_KGSL_TIMELINE_CREATE) failed: errno 13 Permission denied As mentioned in the error, permission is denied, further logcat analysis indicates that the OS is preventing access to /dev/kgsl-3d0. It's also worth noting I run a Meta Quest 2 on the latest publicly available firmware.
How long does it take for in app purchases from your game on oculus to transfer to your card you have
Why am I not getting most of my analytics anymore on the dashboard? The only one that is up-to-date is installs. All the rest stop at Feb. 3 (9 days ago)
Hi,I'm a beginner, I've seen the examples of grab, distance grab of Oculus,I would like:1- after taking an object with the grab, have it remain in my hand after I release the grip button, such as a racket in my hand.2- I'd like to initialize an object when I click the grip button and that it gets grabbed in my hand, like a ball. Could someone suggest me some examples? Thank you
I was trying to expand the wall and found an issue with the scale. Somehow, it is also able to affect the plane orientation. When I attach any 3d asset on the wall, it causes the geometry of my asset go berserk. To fix this, I had to create a new plane actor at origin and apply the original scale to get the dimension. Then, using the "GetComponentBounds", I recalculate the scale. With this new fixed scale, I can create my new wall. Also, I had to call "ClearScene" on "OculusSceneActor " after building my custom walls because Quest performance is tanking if I left it on.
Can a sideloaded APK be updated from within quest?I aim to have many headsets installed with sideloaded private apk's and I am looking to see if there is any way that the app can be triggered to updated from with quest.Currently I can only see assume that you would need to re-sideload it.
Hello Everyone,I'm having trouble performing something that should be quite straightforward. The final goal is to make the correct controller vibrate when hovering a button. I got everything working except the capability to recognize which controller is the pointer from.Once the pointer triggers the OnPointerEnter event, I want to get the information if it was the left or right controller and vibrate only the controller that triggered the action. Does anyone know how to do that?
Hi,I want to create a canvas with general info of my vr game and I added a scale animation so the canvas will show up as a pop-up window and have a close button on top right for closing. When I press the button to show, the scale -up animation is triggered from 0-1 and the canvas is "growing" untils end. The problem is that the close button is not working.When the canvas is already at scale-up without previous animation, the close button is working and the cancas is scaled-down properly.Any ideas?
I have been using air link to control the pc and do development, everytime I try the play button in unity however ever since the last 3 days I have been presented with the infinite rotating hourglass in the oculus quest 2 trying to launch the scene, I tought it might be the assets I added, however after rolling back for a working version it still dosent work. The loading screen keeps on rotating and unity completely stops responding and you can't do much if not prematurely terminate the process and the same with the oculus. Does anyone is having a similar problem? Any insights what might be the problem?
Hello,i've got a Problem with an Meta Quest app.Everything is fine, but when i hit the oculus Button to open the Menu the menu opens as expected, but the surrounding of the application is freezed to the Headmovemend, so you really get sick during navigating trough oculus Menu, during the "pause" of the application.
On the latest Unity LTS (2021.3.4), with a project using Gamma colorspace as set in playersettings, if you import the Oculus Integration (I used libOVR, not OpenXR, due to the need for hand tracking), drop a OVRCameraRig in the scene and make a build for the Quest 2, everything renders with a higher color saturation and contrast than it should. This issue did not occur on Unity 2019 LTS.This issue does not occur with Linear color space.This issue is also resolved if I completely remove the Oculus Integration files from the project and make a Quest 2 build without it (still using XR Management + Oculus XR Plugin package of course).
There's a brilliant little single-file VrApi demo over at https://github.com/makepad/hello_quest which I forked and adapted for the OpenXR runtime, perhaps this is useful to somebody: https://github.com/iamtommo/hello_quest_openxr
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