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I heard the following through chatGPT.(This is a summary after several conversations.)---Depends on how the closed-source software, such as "Meta Horizon", is accessing the sensors. If the software is using the Oculus Mobile SDK or another SDK (like Oculus Mobile OpenXR SDK) that exposes the sensors to the operating system, then it is possible to access the sensors from a background process.(This is because when using the SDK, data is received from the operating system, unlike accessing the system with exclusive access.)However, if the software is directly accessing the sensors at a low level, it is not possible to access the sensors from another process without modifying the closed-source software.In this case, developer develop their contents or application themselves. They will need to design your app as a multi-process application, where the main application is running on the foreground and a background process is running in parallel with it. The background process can communicate
Any VR/AR game developers (software engineers) with actual game playing experience IRL on a sports team? I'm accepting resumes of the nation's top engineers for several confidential upcoming once-in-a-lifetime opportunities with a cutting edge startup organization. My focus is looking for creators that can infuse real world experience into their code. Not as easy as it sounds. If this is you, Send me your resume and compensation expectations for your next career opportunity. iShashor@gmail.com
No se como crear una cuenta de administrador
Hey ever since messenger became a app itself it never works for me it always says something things wrong and I can't fix it
I follow the documentationhttps://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/Exactly the same operation, but the system keyboard does not appear. What to do?
Using Meta Avatars 20.0.0.40.89Unity 2021.3.11f1 Up till the previous avatars package version, networking was working properly, now we're getting some avatar skeleton/rig error for the network players (see attachment). We're investigating on the error, and wanted to ask if that's a know issue for anybody.Thanks
When I enter a search term, could I have it search for the exact term I've typed in rather than having it swapped for a similar word out of a non-developers dictionary ?If I search for something that appeared in a quest2 log, "WarpSwapAddFenceJobs" , I'm given search results for "warplanes". There is a "Search instead for WarpSwapAddFenceJobs" buthow about offering the suggested term as the alternative, rather than the term I specifically entered?
Hey so I just went through all the trouble of making a Dev account and then trying the delete and reinstall app but that still won’t work I can’t make games if I can’t enable Dev mode help a homie out here
Hi, I am developing an App for the Quest 2 with Unity. I would like to be able to detect that the user is pressing and holding the Oculus button on the right controller to reset the forward orientation. Does anyone know how to do this? I can already detect if the user has pressed the Oculus button once with OVRPlugin.hasInputFocus, but this does not detect if the button is being pressed and held. I also tried OVRManager.OnPaused etc and it also did not work. Thanks
I posted this in OpenXR thread, but think this is more of just a quest question. I am building my game using OpenXR for the Quest 2. Everything works in editor and plays and runs fine on PC with Link Cable connected. I tried to build the full game in one apk but that was around 3.5 GB, too big to upload with adb. I was able to get a smaller build with just my menu scene working, so I know the first scene works. When I try to build with Split Application Binary, it successfully builds, gives me a 300 mb apk which i can upload to the headset, and gives me a ~3.5GB obb file. I load both onto the headset, with the obb in the correct location. But when I try to run the apk I only see the three loading dots(the loading the shows for a couple second when opening a game) on the Oculus and the app never opens. I am unsure how to fix this issue. I tried ADB Logcat and can't seem to find any error popping up. Any Suggestions
HiI am attempting to migrate my Oculus VR project from UE 5.0.2 to 5.0.3 using oculus-5.0-v47 from ac4728013d6b95e3aecde14984bac4af77fdf732After updating my VR project from UE 5.0.2 to 5.0.3 the editor no longer boots, it crashes after GetD3DRHI returns null in FD3D12RenderBridge::GetGraphicsBinding.I have a 2070 Super, DXDiag says feature levels 12_1, 12_0, 11_1 and 11_0 are all available.In case there was a problem with my project, I have tried using an example project from a popular VR plugin, and when the problem reproduced with that project as well, I tried creating a blank game project and a new project based on the VR template.The editor starts up okay with new non-VR project. The VR template project has the same problem.I am unsure how to proceed. As far as I can tell a new VR project made using the latest release of the oculus fork of unreal just doesn't work. Can you suggest next-steps? Thanks
'Allowing developers to include QR code functionality in their apps could reduce a lot of friction to getting location-based users into VR. A few use cases are: - Automatically login to a VR training course by scanning a QR code from a phone or laptop - Start a VR game by scanning a QR code at a VR arcade - Open WebVR apps by scanning a code or business card These codes can by used as shortcuts to skip navigating menus or typing on cumbersome VR keyboards. If developers get access to the result of a QR code scan (e.g. a string or url), it can open up a lot of quality of life improvements for end users. Thank you for your consideration.
We are using a sample of Shared Spatial Anchor provided by Oculus.Pressing the anchor share button results in -1006 error.Can you tell what this means?
Our game delivers multiple OBB files as additional content tied to DLC. We have received a report from one user that once the DLC installation is complete, the entire OBB folder is deleted and theThe user reported that when the installation of the DLC was complete, the entire OBB folder was deleted and the application could not be started.The user was checking the folder structure of Quest with Explorer, and the app size was decreasing on Quest.We have confirmed that the app size has decreased on Quest.He seemed to have enough free space on his device.Also, the same problem seems to keep recurring even after reinstalling the app. Here is how the OBB download worksThere are several OBB files that are required even during the initial installation, and when the app is launched with the DLC purchasedThe download process starts and additional data is stored in the OBB folder under the application folder.When the download is complete, the app will run the mount process and re
This is just a note that starting from Unity 2021 they removed a easy/normal way to instal different versions of plugins. This means that we are "stuck" on unity verified versions only.I am yet to decide if this is for better or for the worse 🙂
Has anybody used Oak-D or another external camera for full body tracking? Any suggestions on how to best go about this for quest 2 app development?
As Meta how now retired the Quest 1 and is only providing basic updates, can we now drop the requirement to test on Quest 1 to be accepted into App Lab?https://developer.oculus.com/resources/vrc-quest-performance-1/I have a Quest 1 sat in my cupboard, gathering dust, solely to test my app before I submit to App Lab. If Meta, a $350 billion corporation, aren't supporting the device any more, why should indie devs be forced to!(I'll email support also and post any useful response here)
Tested with:UE 4.27.2 and Oculus VR pluginUE 5.0.1 and Meta XR (version 46 and 47)Nice work on OculusXRHandComponent in Meta XR Plugin. When ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor, meaning the hands are not being tracked, then the OculusXRHandComponent visibility is set to false and hands disappear. Unfortunately the touch controllers are always visible. With the current code. When the hands are showing, the controllers are attached the wrist joint.As a work-around. As seen in the YouTube video ' Unreal Engine 4 Oculus Quest Hand Tracking. watch?v=8VAEs92UWJM Developers are creating an Event in the pawn blueprint. To check if Hand Tracking is enabled every second or less, and hide the controllers when hand tracking. Unfortunately this does not work reliably. Any other ideas? Perhaps have a BlueprintNativeEvent in the Meta XR plugin or modify code for Motion Controller Component?Many thanks,
Can I do development on Quest 2 from Unity with non-admin account on the device?I have set Settings > System > Developer, and then turn on the USB Connection Dialog option but no confirmation dialogue appears when I connect it to the PC. Also In Unity, no Oculus device can be found
Hi,In the release note of the latest META AVATRAS SDK under "WHATS NEW" they mentioned developers can access the mesh data of the avatar.Surprisingly I see that I cant access the mesh data.Does someone succeeded t do so ? ThanksMesmes
Hi, I'm trying to access some developer settings I have created in c++ which handles some variables that Id like to be able to change overwriting/saving a new defaultgame.ini file. However, I cant seem to find where it exists. Note: Im using Unreal Engine 5.0.3The file path I go to after connecting my quest to my pc and allowing debugging, play the project then quit it is:This PC\Quest 2\Internal shared storage\Android\data\mycompany.myProject\files\UnrealGame\myProject\myProject\Saved\Config\AndroidAll I can see is GameUserSettings.ini in that folder. I have also looked in all of the other files and cant find the file itself or where I should put it. Ive tried to add in my defaultGame.ini in the similar places where windows contains it, typically saved/config/windows, but nothing changes. (I have literally just a fstring setup in my dev settings which is output on beginplay to show me what the current setting is set to, I want to be able to change this string on the hea
I had this problem a long time ago, but never resolved it because I didn't need to. Now that Meta requires me to add a device or whatever to my email, nothing works anymore.I log into my email through meta and says "Your account is already linked to a Facebook, log into facebook" I then log-in with my primary email, and it loads up my secondary email every time on the "www.meta.com/setup" page so I can't verify my device even though the account I'm logged into is the one linked to my headset. I log into FaceBook and it says that my primary email is attached to the name that shows up on my Oculus, so it says I have to factory reset my headset to switch emails. Thus me losing bascailly everything having to create a new account, like my millions on PokerStars VR and all the money I've spent on there because my headset is essentially bricked.
so i can do more on my ocules
I am trying to add a ray pointer from Oculus Hands to interact with UI. I managed to get the ray as shown in the screen capture below. However, as you can see, the laser pointer starts from the wrist position and aligned towards the right instead of pointing straight. Appreciate your suggestion if you know how can I correct this to point forward? Also, this laser pointer appears only on the right hand. Is there a way to change this?Please see my settings in Unity below.
UPDATE (01/05/2023)As of January 5th users are being loaded via the Federated App Id but instead of missing their heads they now seem to be missing their hair. It would be funny if our product launch was not dependent on this getting fixed. UPDATE (01/03/2023)As of January 3rd Loading Avatars with Federated App Ids simply doesn't work. The User fails to load and I get the error log 'Spec Request Failed'. __________________________________We've been experiencing problems with the Meta Avatar 2 SDK in our desktop app. I've narrowed it down to a problem with the way avatars are loaded using the federated app id, or cross play as its called in the documentation. Here are the steps to reproduce:Create a blank Unity project which allows you to load an avatar with both your app's regular app Id and its Federated App Id. Load an avatar using the federated app id:Load you avatar with the Federated app id, it loads fine.Now, in your Quest, edit your avatar.I decided to add a red h
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