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Hello all,I've been trying to enable OpenXR hand tracking feature with Quest 2. However, I keep getting:XR_EXT_hand_tracking is not available from the OpenXR runtime or any upsteam API layer. in the logs and the hand tracking ext is nowhere among the extensions and layers.Tried to fix the issue on OpenXR forum, but the issue doesn't seem to be on their side as WMR runtime successfully loads the extension. Logs:[OXRTK] 2022-08-21 16:36:49 -0400: OpenXR Toolkit - GA-1 (v1.1.4) [OXRTK] 2022-08-21 16:36:49 -0400: dllHome is "C:\Program Files\OpenXR-Toolkit" [OXRTK] 2022-08-21 16:36:49 -0400: OpenXR-Toolkit layer is active [OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_D3D11_enable [OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_D3D12_enable [OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_opengl_enable [OXRTK] 2022-08-21 16:36:49 -0400: Runtime supports extension: XR_KHR_vulkan_enable [OXRTK] 2022-08-21 16:36:49 -0
Hi all,I'm trying to integrate the face tracking functionalities with unity on a character I created with Character Creator 4. This character has a lot of blendshapes, enough to cover all 63 featured by the face tracking SDK. The problem here is that the Blendshape Mapping component doesn't allow me to introduce or edit any mapping of the list in any way, and the auto map function fail to find the correct pairings between featured expected blendshapes and character blendshapes. If i change the name of a property, that property change back automatically to the previous auto-mapped one; if I try to add a property or remove a property with "+" or "-" buttons, nothing happens. The same for selecting the featured blendshape from the menubutton right in the properties.Any workaround to work with custom characters and map manually blendshapes? The documentation states this "If the existing blendshapes don’t match the naming convention of the expected blendshapes in BlendshapeMapping
I'm having trouble inserting models into home. The error is not in the model, because I have already inserted it into home. It gives me the error "check the model for GLTF validation errors and try again later". I get the same error when inserting the template home. Does anyone know if there's a validation failure?
I have bought a new Oculus link cable to connect to my pc. It shows the green check mark and says it is connected and active on the pc. However, when I try to play anything on steam vr or oculus app, I get audio but no video. All I see on my headset is a black screen with three white dots. Can anyone help me with this?
Is the a plan to add an IOS Build to the ovr_audio_spatializer_unity deployment?
After changing my unreal version from 4.26.1 to 4.27.2 my oculus quest packaged game stopped working, it loads fine, but there is no sound and the screen is all black except of my print strings, I can travel between levels and stat scenerendering shows some drawcalls etc but nothing is visible(even draw debug spheres), also http requests fail as well. Other that that the logs are looking fine.The splash screen is hiddenManual camera fade is set to 0Stat levels shows all sublevels loadedLightning was built for all levelsLoading screen is visibleStereo layers are visible here are all my rhi logs: LogRHI: App is packaged for OpenGL ES 3.1 and an ES 3.2-capable device was detected. LogRHI: Extension eglPresentationTimeANDROID Present LogRHI: Extension eglGetNextFrameIdANDROID Present LogRHI: Extension eglGetCompositorTimingANDROID Present LogRHI: Extension eglGetFrameTimestampsANDROID Present LogRHI: Extension eglQueryTimestampSupportedANDROID NOT Available
I wanted to get a new update for the quest, but I came across that the update didn’t come after more than a week, I live in Ukraine, and after asking my friends, none of them received a new update, what’s the problem?
I don’t understand why you can’t support it
I keep on trying to submit a app to applab but it will not give me the IARC Rating. Every time I submit it, it does not give me the rating and does not give me the green check mark. Can anyone debug what is happening?
Please cancel my account deletion
please help
Hey, has Oculus rooms API been broken in the past few days? I saw the announcement about deprecation and we are using oculus match making, it was working til 3 days ago. Second breakpoint is not triggering, the first is. Means they aren't sending the Match found notification. Some service must be down.
I'm using Unity 2021.3.16 and whenever I try to build and run my unity game to my headset, I get this error> Configure project :launcherWARNING: The option setting 'android.enableR8=false' is deprecated.It will be removed in version 5.0 of the Android Gradle plugin.You will no longer be able to disable R8I followed every step in this https://developer.oculus.com/documentation/unity/unity-conf-settings/#enable-vr-support so I don't know what the issue is. I've looked online but they all pretty much say the same thing (to use custom gradle file and edit it slightly. Did that but didn't help.)
Hello! I need to know when metaquest 2 detects the hands and after this, I will need to activate some things in a script. Does anyone know if the oculus integration has a function or callback to use for this purpose?
Hello, it's possible in Unity with Meta Quest Pro occlude the virtual object by the real world. All this thanks to the passtrough?I'm using Scene Model feature of Meta Quest Pro but I'm having an issue.I place a plane over every wall but virtual object are not occluded by the real world, in this way I can't see real world and I lost all the immersivity.It's possible occlude the virtual object and place it behind real object? I want my virtual object are always behind? I want reconstruct the wall of my room virtuallyAll this with passtrough active.
I am posting these problems and resolutions for the Locomotion Sample here in the hopes it will save someone else time. This is with the Oculus XR Plugin version 1.6.1 and Unity 2020.2.0f1 using a clean URP project, although different combinations may apply.The main problem that took me a while was that teleportation, besides node, was not working with the sample scene. Debugging the code, I found that the layer mask was wrong for collision detection. This is easy to fix, once you know it, under the LocomotionController, for the target handles, ensure the layer mask is set to just Default. It showed as mixed for me on the Nav Mesh and Physical ones. I am not sure if it is corrupted in the package or somehow just in my environment configuration.A few other things that may be helpful to others working with this project:The documentation says teleportation (not nodes) is using Nav Mesh. The current implementation at least as of this version (1.6.1) is default to using the Physi
So I can build without issue from Unity for Android/Quest2 and load the project no problem onto the HMD. But whenever I use the Oculus integration build options which supposedly patch via the gradle cache it craps out without even writing a file (it completes the build successfully but then throws "Gradle exited unexpectedly" and writes no files at all. Does anyone have a suggestion for this or should I simply use Unity's build tools and stay away from Meta's?
With deprecated Oculus API, it was possible to submit multisample textures. Now, with OpenXR, xrEnumerateViewConfigurationViews() tells that maxSwapchainSampleCount is 1. It means it's impossible to create multisample swapchain images (XrSwapchainCreateInfo.sampleCount must be 1). Is that correct? So, the only option is to render to other multisample framebuffer, then do `blit` to swapchain image?
Hi, I was unable to find any posts on this subject. Using ovr_audio_spatializer_unity_47.0, I have not been able to find a way send a sound source's "pre-fader" (pre-distance-attenuation) level to the reverb send. Did I miss something or is there another way to ensure that sources' energies can resonate in an acoustic space independently of the the proximity of the listener to them?
I'm testing Shared Spatial Anchors on Meta Quest Pro. The codes below.using System.Collections; using System.Collections.Generic; using UnityEngine; public class SpatialAnchorSender : MonoBehaviour { [SerializeField] ulong partnerUserID; void Start() { StartCoroutine(Share()); } IEnumerator Share() { var anchor = gameObject.AddComponent<OVRSpatialAnchor>(); yield return new WaitUntil(() => anchor.Created); var anchors = new HashSet<OVRSpatialAnchor> { anchor }; var user = new OVRSpaceUser(partnerUserID); var users = new HashSet<OVRSpaceUser> { user }; OVRSpatialAnchor.Share(anchors, users, (collection, result) => { if (result is OVRSpatialAnchor.OperationResult.Success) { Debug.Log($"Success sharing {collection.Count} anchor(s)."); } else { Debug.LogError(result);
Hey good afternoon so basically I wanted to buy a Music Pack on Beat Saber so I asked my Dad and he said yes so when he tried to add the payment through debit card which usually works but this time it didn't so I was confused and my dad was to and he tried it on Pay-pal it didn't work either so if a moderator could email me about this problem thank you.
My Quest 2 set recently started showing purple ghosts of objects in my surroundings. They disappear if I put my hand in front of the visor. It is sometimes minimal and at other times so bad I have to stop playing.
HiIs there a specific Android Emulator configuration that is used to simulate the Meta Quest 2?Regards,Nestor
I'm developing for Oculus Quest and in my app I get the error "user does not have app in library" when I do the Entitlement Check. I did the Oculus App Setup and copied the AppId and Oculus UserId into Unity OculusPlatformSettings and OVRAvatarSettings. Can someone help me determine what is wrong or perhaps what I need to do to get my App to pass the Entitlement check?
Can you guys help me I have a horrible pc that is not pcvr ready but I really want to make my own vr games. 😞
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