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Hopefully someone can point me in the right direction. I'm developing a game with Unreal 4.27. I'm using a custom movement component, and have a standard component setup. Pawn->origin component->HMD camera. I'm doing smooth movement off the sticks to move the pawn around. That's all working nicely, no surprises in the setup. I'd like to allow the player to just walk around IRL at the same time. I see that in many VR games and that's how I usually play. Currently I get a relative HMD offset per tick and apply that to the pawn to line them up. This sort of give me what I want, but I end up with a double offset. The HMD offsets to it's parent and then the pawn does the same. I'd need to set the HMD local offset back to 0 0 in XY so that everything lines back up again, but it appears that offset is controlled by the XR system and any number I set just get overridden. If I apply an opposite offset to the origin co
Hello, I am using the OVR Player controller with OVR Hands, tracked by the device controller, not by the hand tracking system.As next step, I add the new meta avatar below the OVR Player controller (exactly below the TrackingSpace transform), keeping the OVR Hands logic, because I need to interact with other objects. However, the OVR Hand hand model is not synced (does not overlap) the meta avatar hand. Is there a way to fix, fine tune, that issue? I cannot use the hand tracking system, I need to use the device controller for tracking hand rotation and position, but replacing the controller model with hand one.Thanks in advanced for any help.
Hello to everyone.I use to disable guardian in my phisical vr escape room to let the players moove without limits.From 1 week i think, with guardian disabled in developer hub and in the quest, i see the players drifting, all the objects moove a little bit, loosing initial position.How can i solve this? until a week ago there was no such problem...
hello, I have a quest 2 I did everything to pair and start working with quest 2, my quest 2 is paired on the phone, and it could be cast but it doesn't work and is not paired like the below image. after that, I tried to pair and connect with a laptop and it also it didn't work, I used straight connection with lan it doesn't work and also I get messages when I want to use wifi( Im using the same wifi) I have no idea what I should do.
Hey all,I recently got a Quest Pro (and shortly after, a Quest 2) and being the stubborn person that I am, decided to try writing an OpenXR driver for Quest Link to use on macOS and Linux, since Meta does not currently support these platforms (nor do I expect them to any time soon lol).However while writing my own driver, I noticed that the Quest Pro consistently had worse performance. Looking further, I found that with the exact same resolution, encoding settings, etc, Quest 2's USB transmit is a stable 0.5ms, whereas the Quest Pro often crosses the 1ms transmit time.Quest 2:INFO [comp_ql_calc_frame_pacing] Avg: tx 0.575194ms, encode 18.336222ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.479831ms, encode 18.421983ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.482888ms, encode 18.347163ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.480982ms, encode 18.464094msQuest Pro: INFO [comp_ql_calc_frame_pacing] Avg: tx 1.075382ms, encode 12.934615ms INFO [comp_ql_calc_frame_pacing] Avg: tx 0.710
oculus quest 2 homes have immersive skyboxes. I am making a game in VR with Unity is it possible to make it?how can I start?
My Problem:when I try to connect my Quest 2 to the PC (Win 10) while dev mode is on and allow to access data, it does not showing up as device. I tried every solution last 2 days and nothing seems to work (including updating all drivers). However my PC does recognize the Quest 2 when I eigther turn off dev mode or simply not allow the access data on the popup window inside the Quest 2. I tried to connect the headset on my laptop and there it seems to work just fine. Any help?
I use ovr_Room_LaunchInvitableUserFlow to bring up an Meta system menu so I can choose who to invite.This has been working until a week ago when testing but possibly could have been like this for a 2/3 weeks.There is no list of players, it just says "Requests" in the top left of the screen and the rest is empty. I am running the game from a developer build installed from android studio, if that makes any difference. I don't think this made any difference in the past though.Keep thinking of querying the players friends and just displaying an in-game menu instead but seems a shame to not use an interface that is the same for all Meta games. Thanks for any help.
I see that Unity always get the latest plugins and API for Quest development,one example would be new Destinations API for invite friends in VR, available for unity but not Unreal,and new avatar also not available for Unreal, is Epic and Meta are not going along , or development forUnreal is more difficult or something that I don't know about.
1 - Why do I have to create a Nintento Mii mandatorily before just getting to the basic menus, I'm not 12.2 - Where is my library I built when Oculus was good? Or is that just.... "gone for my benefit of experience?"3 - Is Oculus Lounge still a thing, do I have a cool customizable home that feels warm and inviting and has a few mini games to reacclimate to VR, or is Home just that endless, empty, soulless void now?4 - Have you guys considered building a help + support system UI for ease of use by humans, or..... ?
Hi, I've made it possible to store progress data to the public storage on the Quest, but I need a unique name per user that isn't the user name or ID that is considered sensitive data. There are ways to hash the names, but I want it to be human readable.What is the recommended naming method to store unique user data on a public folder?Thanks 😊
I can't get the passthrough to work with the Meta Quest Pro.When using the Spatial Anchor Sample project I can spawn the anchors and cubes, but everything besides them and the ui and is black. Similarly I can't get it to work on the Passthrough project.I checked the documentation, but I have the same settings. https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/
At the moment "Oculus Platform Command Line Utility" is only provided for Mac and Windows.Any chance of providing a linux build?I am trying to setup CI instance in AWS, and this ( being able to upload builds ) is one of the last things to get working.
Can anyone share insight into the internal cameras - do they only collect positional data?
Hello everyone,I was woundering if someone is actualy working on creating a dumbell app?Here is how I would see it:First of all a user would create his avatar, an avatar that looks like those images of body without skin, showing only muscle and maybe nerves. In the virtual gym the user would see his avatar in a hudge miror and he would see his moves handleing those dumbells with precision. Captors would show him to correct his position and his way to hold and move thise dumbells if necessary. While moving, he would see in different colors those muscles working. The app would suggest programs to workout and allow him to do his own programs and to share them.I think some app like that would get great success.Thanks
Hi, I am using Unreal Engine 5.02 as engine, and I am using the VR Template from the engine. I can generate the apk file without any problem. I add the apk file from my computer to MQDH 3.2 and everything seems fine. The problem that I am facing is the Launch App option from the 3 dot is not available in MQDH. The only thing that I can do is uninstall. However, I already have another apk from a different project and the Launch App option it is available. Has anyone known how to solve this problem?BTW, I checked to File Manager ---> Apps---> and tried to launch the app and it is not working. Same problem as described in my previous paragraph. I am connecting my Oculus Quest 2 using the link cable. The image below shows that the other apk have the option to be Launched within the Quest 2.
Hi everyone. I'm trying to upload my app to the Quest lab. The app is native (some JNI OpenXR and a Flutter android embedding for the UI). `ovr-platform-util` gives me two errors that I cannot seem to resolve: The Android min SDK version is 16, but should be 23 or greater.But, the min SDK version is set to 29 in every possible place I could find. The focus aware manifest meta-data tag must be set with required="true".There is <meta-data android:name="com.oculus.vr.focusaware" android:required="true" android:value="true"/> in the main manifest as well.How would I go about and resolve these errors?Many thanks!
There are so many day-to-day development issues, I thought I'd share some of the big time wasters.(And one potentially dangerous one - I'd love some feedback on #1) I'm disappointed in general at how developer-hostile the headset OS/UI/Shellenv/QuestLink is, and quite annoyed at how many liberties Meta take with our time with regards to not fixing basic usability issues. Please, feel free to chime in with your own annoyances.#1: Airlink/Questlink gets stuck in a glitchy state with broken tracking and flashing warped tracking (daily). Usually just from leaving it on the desk for 5-10 mins.In this state, anything waiting on OpenXR will be stuck, and often crash.The solution is to - (as admin) kill OVRserviceLancher.exe and all descendants- wait for the device to respond to input properly and exit- unplug / replug- Start the oculus app again- sit through "Checking the status of your oculus app"- reconnect Tried: Win10/Win11, AMD/nVidia, n
Ben Peck - Writing - UE4 Outline Effect for VR (ben-peck.com) I tried to draw a outline like that link and succeeded in every Platform except Quest2 stand-alone.That link simply used stencil buffer to caculate outline, and it's material includes some hlsl code. The problem comes from them..One of hlsl codes like this "return SceneTextureLookup(UVs, 25, false);" printed ERROR when I executed build packaging.Error code:PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression12' returning half3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(half2, int, bool)' PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression3' returning vec3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(vec2, int, bool)'Anyone knows why?Is it impossible for Quest Stand-alone to use custom stencil value? OR Are there other ways to make HLSL work for Stand-alone?Please reply me if you know how to
I'm trying to calculate the angle between the hand and the wrist. I have tried to calculate the angle between Hand_WristRoot and Hand_Forearm but it does not work for me because both have the same position. Any ideas??
After the Upgrading project from Unity 2020.3.4 (URP 10.4.0) to Unity 2021.3.10 (URP 12.1.7), we are experiencing a stutter/frame pacing issue that had not been there before the upgrade. The stutter is noticeable when the player is using smooth locomotion and also visible on animated moving objects. The issue is only noticeable on Quest vr builds. With Steam VR the issue does not appear present.We’ve been able to reduce the issue by switching to 72h. But there is still a stutter every one to two seconds. We’v e discovered that if we try to change the refresh rate with the OVRManager call the issue will get worse until the headset is put to sleep and woken back up.OVRManager.display.displayFrequency = 80;OVR metrics have no visible stutters and appear smooth.When running with the profiler the issue gets worse and the spikes show as OculusRuntime.WaitToBeginFrame.What We’ve tried and hasn’t had an impactUpgrading the Oculus Integration 3.2.2 (Package Manager)Upgrading the Oculus SDK to v
I'm not certain if this counts as accessibility or not, but it's in the same ball park. If all glasses do is warp the way that light hits our eyes to make our vision clearer, then do you think it would be possible to code a VR headset to take a glasses prescription and change the way it presents images to mimic the glasses and clear their vision in the virtual space? That we have glasses prescriptions means that we know how those measurements effect our vision, so why can't we program the headset to make those changes to how it presents images to us? If you combine that with eye tracking and foveated rendering, then it doesn't seem like it should be impossible.
If all glasses do is warp the way that light hits our eyes to make our vision clearer, then do you think it would be possible to code a VR headset to take a glasses prescription and change the way it presents images to mimic the glasses and clear their vision in the virtual space? That we have glasses prescriptions means that we know how those measurements effect our vision, so why can't we program the headset to make those changes to how it presents images to us? If you combine that with eye tracking and foveated rendering, then it doesn't seem like it should be impossible.
I contacted Meta via Chat in the beginning of January 2023, it has been over a month now. My concerns is that I had an unauthorized charge which was deducted from my account. I thought it was a fraudulent purchase so I closed that debit card in doing so I was issued an new account that was linked to the old account, But Meta is stating that there is a problem refunding the funds that is was issued on that account, I have set up the new debit card on the site, this is been a very frustrating process to say the list. I keep have to contact them to find out the status of this and I keep getting the same reply that the specialist are still working on this. Ticket after ticket no follow up phone call, it hard to believe it only took me 1 hours to purchase their product and games but it has been a nightmare is getting my refund processed. I am not a IT specialist, but on an account aspect of things just mail me a check because apparently somethings as simple as a refund is not a complex as c
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