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Can oculus please, please enable hand tracking when using PCVR? There are some games, like DCS World, that would benefit greatly from it. Being able to reach out and activate buttons and switches with your actual hands would be awesome. Or just giving us the option to emulate quest 2 controllers with our hands would be pretty great.
I am developing a music making software for Quest2I would like to export the music created by the user as wav, but I am having trouble exporting it to a folder that is only visible in the shipping build.If there is a better way to do this, please let me know.In the development build, wavs are exported to the following folder./sdcard/Android/data/(Package Name)/files/UE4Game/(app_name)/Wav(For example, is there any other way than modifying the UE engine to export to the MUSIC folder?)
Hey everyone!Currently Im working on a VR game for both Standalone and PCVR with Unreal Engine 5, as the subject states, we're currently having issues with the Save Game Data and Game Instance specifically for standalone on the Quest 2. It all works perfectly on PCVR. We have already configured android permissions to read and write external storage, and distribution signing key. But now when trying to Add the Build through Meta Quest Developer Hub it fails.Has anyone encountered any issues like this or should the Save Game and Game Instance be handled in a specific way for Quest 2?Android permissions set on project settings Distribution signing test key MQDH cant install the new apk Device log from MQDH
I was testing some driving with a Steering Wheel with the Two Grab Rotation Transformer and I've notice when the vehicle is moving/rotating the hand tends to move in that direcction making an offset between the virtual hands and the hands in the real world.In the video attached im not moving my hands but you can see the steering wheel is moving with my hands. This doesn't happend if the vehicle is not moving, so maybe is some problem with the hands "inertia" trying to stay at the previous spot causing it to "turn" around the steering wheel? (Just guessing).Video with the bug:https://youtu.be/5Sk8j1xxiFU
Hi, im a student Software Engineer in México, I recently buy a Quest 2 to create software, im barely new in this área, i just use Flutter and a little bit of Unity, does anybody have courses or documentation for learn VR with this system? I appreciate help in this. Thanks everybody.
So this happened while I was playing on my quest 2, with full battery, charged controllers, and the latest software update. I was playing the amazing game known as COMPOUND, a 90s style hardcore rougelite shooter, rougelite meaning NO save files which meant if you died or closed the game you would start from the very beginning. It was literally one of the best if not the perfect run, i had the best guns, full health, and plenty of ammo. I first started experiencing guardian issues, which often altered the height of my character, which has been another problem ive had for a long time and have had no luck fixing. Then in one of the most difficult levels, the game randomly pauses. I try to open the oculus menu, press the manu button and turn sleep mode on and off but nothing works, the I am met by the three dots, but nothing happens. I try and i try but nothing works. Apart from this the guardian glitch, this is the first time it happens in any game, because is not the game's pr
When I create a new organization from https://developer.oculus.com/manage/organizations/create and upload an app using ovr-platform-util, I get an error message "ERROR: Before uploading the build, please agree to the developer sales agreement from the following" and the upload fails.I can't find the Developer Sales Agreement section in the legal documents of the development dashboard and agree to it.I also belong to another organizaition.I can find the Developer Sales Agreement section under another organization > Legal Documents and successfully upload the build.However, recently created organizations cannot find the Developer Sales Agreement section from their legal documents. The organization created this time was created after the introduction of the meta account, so is it possible that the items listed in the legal document have changed?
Hello!I've recently begun my first journey into Spatial Anchors on Unreal Engine but found myself with a bunch of questions that I thought someone out here might know since it's not really explicitly mentioned on these page: - https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/- https://developer.oculus.com/documentation/unreal/unreal-scene-overview/Here are some of my questions:- Is there a way to completely clear the headset's local storage of all Spatial Anchors without having to query and run an erase on each of them nor resetting the Guardian?- It seems like Scene Actors are basically making use of SpatialAnchors as well (They are querying with a filter like RoomLayout, ScenePlane and SceneVolume). If there exists a method to wipe (from above question), would it also wipe out the Scene Model data that was set up by the user? Or is that actually a way to erase all other SpatialAnchors except for those in the Scene?- Is the number limit of Spatia
When I try to debug from Android studio, I get a message in the Quest that it is waiting for the debugger to attach. In the Debug window I see "W/ActivityThread: Application com.oculus.sdk.vrcubeworldna is waiting for the debugger on port 8100..."It then goes on to attempt to connect to com.oculus.sdk.vrcubeworldna by starting the LLDB server.Note that I do not remember receiving a popup on the Quest asking if USB Debugging is allowed, but I am not 100% sure about this.Any hints?
flipping through the developer sections for a second now and I see that there is a quick section detailing UI and what the developers have found best to work. what I don't see within the 'User Interface Components' of the 'Immersive VR Apps' is a design system. For example Google's material.io. Is there any documentation that someone can follow to mimic the best practices that you guys have started to create?
Hello! I am working on a task and I would like to have an artificial delay in the passthrough so that there is a small (50-100ms) delay between the outside world and the passthrough image. Any ideas on how to approach this problem?Official support had concerns about safety, but this is a seated, still and safe task. The passthrough is solely a way to add artificial delay to the visual system Thank you
I recently updated my project from 4.26 to 4.27 and now I cannot get any of my scene capture 2d components to capture a scene to a render target. I tried all the usual suspects including turning off/on multi-view, trying different rendering methods: ES3.1 and Vulkan with no luck. Has anyone else had success with doing any sort of Scene capture on the Quest with 4.27? My capture settings are identical to my 4.26 project, but capturing LDR scene with a few actors in the visibility list simply isn't working in 4.27 Any help? anyone else scene capturing in 4.27?
i want to create a organization, and the page says me verify, i put my 2 step verify and dosent help, i want to create a organization please help me
I have a shader I've written that modifies the color/rendering style of whatever is behind geometry that has the shader applied to it. It works great, but if I view passthrough behind the shader, the passthrough renders as black wherever the shader is. What gives? Any idea how to fix this situation? This is fundamental to the entire project I'm working on for Quest Pro. This post gives some insight into what may be going on: https://communityforums.atmeta.com/t5/Talk-VR/Scan-QR-code-with-passthrough-camera/m-p/959717 but I still need to find a solution. It seems that there should be a way for a shader to modify passthrough without compromising the users video feed from a security/safety standpoint.
I decided to completely uninstall the Oculus PC (latest version) after trying to solve its problems.I got a crucial delay from its instability.
Hello, I am trying to get the companion device manager working on the quest 2. So far the android plugin works on my android phone, bringing up the chooser and allowing me to connect to a device. However, on the quest, the chooser does not launch. I'm not sure what I am missing, any help would be greatly appreciated as this is supposed to be the only way of getting Bluetooth to work on the quest due to meta restricting location services,
When new systems come out will we be able to turn in our old system (trade-in) to help off-set the purchase of a new system?
Hello, I have developing a game with Unity Engine for Oculus Rift S. When I use OVR Platform tools i get a error message (SS1) that tells me i have to agree developer distribution agreement but i couldn't find such a thing. Could you help me?SS1 unity 2019.4.1f1 Ovr plugin 1.52.1
Bonjour, j'ai créé mon organisation ( un administrateur pour le développement en décembre 2022 , le 21, et j'ai du réinitialiser mon casque pour des problèmes d'affichage des fenêtres dans le casque oculus 2. Mais stupidement j'ai recréé un compte développeur en Janvier , puis un autre .Quel est le compte qui domine sur les autres et comment effacer ces deux derniers de Janvier , car je ne peux plus activer mon mode développeur sur le casque.
okay this is a really weird ticket but this is my final atempt to understand how it all works, so basicly i bought a old quest from ebay to try to mod just to play around with... and i had an idea to swap its stock cameras out for higher resolution cameras and possibly even thermal cameras (a passion project iv been wanting to do with a HMD) back the the point tho i know litterally nothing about how these smaller cameras work on the hardware side of things. and is there part spisific software that is behind it? IE if i where to somehow find a camera that has the SAME conector and plug it into the board. asuming that camera ran off the same voltage and everythign would it theroriticly just use those cameras for the passthrough feature (ITS FINE BY ME if the XR overlay no longer works so like it cant identify the controlers or boundarys etc. my ONLY goal is to basicly swap cameras out for a diffrent kind of camera.) i reallly can not find a darn thing on the internet about this so far so
Hi,We have been developing an app and have recently started alpha testing. Most of our testers are in the UK and the app has been running fine, however we have one tester in Bahrain who's app seems to stay on the loading screen (3 white dots) and it never reaches the games splash screen. Eventually they just close it because nothing happens.We have been trying to work out why without much success. We are waiting on some diagnostics and some tests like whether or not other apps work and finding out whether the OS is up to date but we are sort of out of ideas as we dont have access to the headset. They have tried factory resetting and using different users and we have uploaded newer builds that still dont work on their device.Does anyone know what might be happening? Why might only one tester have issues with the app never loading? We were trying to work out if there might be regional issues but we cannot find anything online that would suggest that apps are only available in c
Meta docs and many forum posts seem to indicate that it is possible to connect adb to a Quest 2 over WiFi, as it is to older Oculus hmds. But it is not working for me.I am on a Win10 laptop. When I connect the Quest 2 via usb, it presents an authorization dialog and adb works as expected. When I then follow the instructions for setting up a wifi connection, everything seems to go OK, however no authorization dialog shows up, and adb reports the device as connected but not authorized. Is this normal? Or should I be looking for a configuration problem on my PC?
I was building a world and I was at 86% complexity. I then turned off my VR glasses to eat lunch, and when I went back on 45 minutes later, it was at 142%. Anyone else have that happen? I can’t finish my world now and it’s EXTREMELY frustrating.
Simple question, what is the structure of the file directory in Oculus Quest 2? Or where can I find a breakdown/visualisation of a generic/factory settings Oculus Rift 2 file directory?I have a program trying to save a file to a headset and then read it, but I am having a hard time figuring out where I can save said file.
Hello. I am developing VR application using Unity.And I want to get the front camera raw data from Quest 2. For now, I am planning to stream to the server and analyze camera data but I think It will be lot better to do that standalone.Does anyone who find the way?
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