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Hi,I am trying to open a 3D model in a GLB file type onto my Oculus but none of the information in the tutorial seem to work, is there any way I can open a 3D model onto the Oculus or does that feature not work anymore?
When I try to build an Oculus (Android) or Windows app using the Voice SDK version 47 I get what looks like link errors:Building Library\Bee\artifacts\Android\19qtv\libil2cpp.so failed with output:C:/Program Files/Unity/Hub/Editor/2021.3.16f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android\libc++abi.a(cxa_demangle.o): In function `_ZL6strlenPKcU17pass_object_size0':/buildbot/src/android/ndk-release-r21/out/linux/android-ndk-r21d/toolchains/llvm/prebuilt/linux-x86_64/sysroot/usr/include/bits/fortify/string.h:248:(.text._ZN12_GLOBAL__N_116itanium_demangle22AbstractManglingParserINS0_14ManglingParserINS_16DefaultAllocatorEEES3_E13parseFoldExprEv+0x2a0): relocation truncated to fit: R_AARCH64_CALL26 against symbol `__strlen_chk@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.3.16f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/
Is there, or are there plans for, an SDK for developing & importing worlds/content from Unity to Meta Horizons? I tried looking online for answers, but the answers seemed to be "we promised there would be 2 years ago."
I've been using my tablet to cast to my quest 2 with the oculus app perfectly fine for a while but for some reason when I cast now the screen goes gray and changes sizes constantly. Is this issue fixable? I am on a Galaxy a7 tab lite if that helps.
Hi there, I am new in the community forums and hope some of you can help me out. I am currently working one a 3D game with Unity. I want to deploy my game to my Oculus Quest 1. I do have all the necessary assets and settings. I know about them, because a couple of weeks ago it worked quite well. In the meantime I do not have done any update on the Quest, Unity or the Hub. When I click Build and Run in Unity, it try to open my game on the Quest, but nothing happens. In Unity says "Build successful" so no error message there. On the Quest it says "game exits repeatedly". Any idea what to do?
In packaged game i can create anchor but i cant save anchors that i created. The code is like below but it doesnt call binded function.i am trying to debug it but in rift mode even CreateSpatialAnchor function delegate doesnt work(which is working packaged game).i could not figure it out why save anchor delegates is not called.if you need more detail, i can explain more. Thanks..
I am the creator of many custom homes over on Sidequest under my username there -ROBYER1. I got a Quest Pro recently and found that my custom homes that worked fine on Quest 2 no longer play back audio.I took a look at the differences between the Quest Pro official home environments and the Quest 2 official home environments and I noticed the Quest Pro home environments use a 4 channel Opus encoded .ogg instead of the usual 2 channel Vorbis encoded .ogg from the Quest 2 homes. I tested this out by inserting the 4 channel Opus encoded .ogg from one of the meta official home environments into my own custom home environment and the audio suddenly worked. Why do 2 channel Vorbis encoded .ogg files not play audio on the Quest Pro when they worked fine on Quest 2? Screenshot of the files, Quest Pro Cascadia home background audio .ogg on the left, on the right is a usual .ogg file from Custom home environments that works on Quest 2
Hello everyone,I am looking for a (preferrably simple) solution to send strings from my computer to a running standalone application on my Quest.Basically I want to create 2 unity applications:1. Mini PC App (the app lets you type in a string (e.g. "Hello World!") and send it to the quest (in the same wifi)2. A standalone Quest app that receives the string as soon as it was sent and displays the string on e.g. a whiteboard.Is this possible? How would I achieve this?Thanks in advance and best wishes!
I’ve tried verifying my developer account via two-step verification and my phone number, but neither have worked.This is what I usually have for the verification page, and what I have marked are the statuses of what I tried to do for verification.Here is what I have on my account for the two step verification, and the Meta Developer portal says I haven’t activated it.Also, for verifying my phone number on Facebook, their SMS systems aren’t responding to my phone number or any other phone number for that matter. In conclusion, I cannot add a phone number to my Facebook account, and the Meta Developer portal can’t verify me even though two-step verification is on. Is there any way to fix this?
I am working on a research project with the university where we use hand tracking with Meta Quest 2. A key element is being able to adjust the thresholds for establishing a grip, whether it be a pinch or palmar grip. Can anyone tell me if there is currently any way to do this without using synthetic hands and predefined poses?Thank you
Is anyone else having trouble with the app sharing? I created a second account on my second headset and enabled app sharing. All the apps show up under shared, but anything purchased will not install. Only the free apps actually ever install. I have looked at multiple boards and tried hard resets. Could it be a problem with the second account I set up?
I have a simple GLB file which I want to view on Oculus Quest 2.
Hi,I couldn't find any information about the 3D models of Meta Avatars that would allow me to modify them other than the Unity SDK. Is there any way to access these in one of the given formats (.obj, .fbx, or .blend)? Thanks! Mikey
When trying to build the plugin for 5.1, it just returns errors, any progress on bringing the plugin to 5.1?
I have rebooted my oculus due to a problem. I tried to link my acount again but the code isnt workin
Im using the One Grab translate transformer in an object but I want to disable it when the objetc reach certain point, but I just cant disable the translate transformer effect, even removing the component at runtime doesn't seems to disable the effect.
Hi all,I'm working on a learning VR application in UE5 for quest devices. One issue I've been grappling with for the past few weeks is the ability to stream the perspective of the headset to a web server. I want teachers to be able to just click on the student in our web application and see whatever they're seeing. The casting feature is rough around the edges and can be difficult to use in a classroom environment with multiple headsets. It also requires the oculus app and a Meta login, which school networks really don't like. If anyone can point me in the right direction, it would be very much appreciated.
Hi, I want the Meta Avatars to lip-sync with a custom audio file on Unity.Any help on how to proceed with it?
Hi,Could someone help with the code for VRC.QUEST2.Functional.2 pause requirement and how to implement the code into unity?Thank you in advance.
I am using RenderDoc Meta Fork 44.1 and Quest 2 with OS VERSION: 49068160412800150 and Version: 47.0.0.282.341.428237303Lately, anytime RenderDoc launches a Unity built application, it crashes with a backtrace:/apex/com.android.runtime/lib64/bionic/libc.so/system/priv-app/VrDriver/VrDriver.apk...After failing to launch, any subsequent attempts to launch within Quest or using Meta hub also fails with a crash until the headset is restarted. I should note the applications I tried start and work fine unless they are started from RenderDoc.
Hi I just upgraded to the RenderDoc Meta fork (renderdoc for oculus). I am able to connect and launch my application but capture button does nothing? is this a known issue?
Our goal is to allow a user to capture screenshots in our app with our custom camera tool, and have these screenshots appear in the Oculus "Sharing" menu. Currently we have a custom camera tool in our app. We are successfully saving the images we capture to:/storage/emulated/0/Android/data/com.company.app/files/filename.png However, we receive an UnauthorizedExeption: Access to path "" is denied when we attempt to move our images, or save our images to:/storage/emulated/0/Oculus/Screenshots/ What is the proper way to ensure our custom screenshots show up in the Oculus system "Sharing" menu?
when running the hello_xr example, if I even so much as add a java file (specifically an empty activity) I can no longer run the example. I'm fairly early into investigating the issue here, but I figured I would check and see if anyone had success mixing standard android development with the OpenXR sdk. We have some existing java code we would like to reuse and have had absolutely no success whatsoever adding openxr to an existing project, or vice-versa. Any guidance would be appreciated.
We want oculus services to run in India and we want meta in India So That Everyone in India could afford without the taxes of exporting and importing it it costs ₹15,000 ($200) And For the 256Gb varient it costs ($250) more just for shipping 📦 it would be nice if meta comes here in India the world's most populated country! It would be great to have their support bc, if we buy quest but it's broken there is no warranty here.. Please take serious note regarding this meta\oculus
So I initially followed the guide for hand tracking and set up the hand with the OVRHandPrefab under each hand anchors. I then followed the interaction guide which added the interaction hands into the scene. I set the left and right hands up in the same way. However, only one hand is coming up as part of the OVRinteraction as shown in the image. Not sure what I've done wrong tbh. Left - has black hand from initial setup and interaction hand.Right - has only black hand.
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