Developer Forum [Archived]
Recently active
Hi there! I'm curious if someone knows if is it possible to manipulate test users' in-app purchases. Kind of changing the billing date of users or speed-up their trial periods? Cannot find anything about it on official forums/articles. Is it possible at all? Much appreciate any information about it!
Acer Nitro 5 (2021)Ryzen 7 5800HRTX3060 (8 GB)16GB512 NVME + 1TB SSDQuest 2The Oculus APP shows that the visor is connected and online... SteamVR too.Airlink is connected, but only the 3 waiting points in the center of the screenOne time I received a suggestion from SteamVR for connect via Cable the computer to same router where the Q2 are connected. The router (connected to the principal Fiber connection) is a new one router Cuddy with Wifi6 and 5ghz too and I only use for the gaming system. waitingwaitingwaitingand nothing.If I Start the Visor on SteamVR shows Visor and Joystcks working (green) and I can see on the PC how the joysticks are moving in my hands in a virtual set created by SteamVR, but when I move the head the visor don´t move nothing, and the screens on Q2 stills with the three points or black. In some games, I can hear the sounds, but nothing more.I update all the drivers various times... The Q2 have the v47 working.I have not Sidequest on this computer installed.
Hello, i'm working on adding oculus quest 2 support to my engine in first time, but i can't use xrCreateSwapchainAndroidSurfaceKHR as i get linking errors due to missing definition. Does the oculus_loader support the function and this extension? How can I get an android surface to display an image?
Customers have reported that saved data from backups are not restored when reinstalling the app.There have been two reports of saves being initialized after failing to update the app and trying to initialize it.For one of them, we have conducted a hearing and confirmed from the link that the backup data seems to remain.We have also confirmed that backups are enabled.Are there any conditions under which the backup data will be restored when the application is reinstalled?
Hello I built a player based on OpenXR with VRTK 4 (Tilia) to target other android devices like Focus 3 or Pico Neo 3 with the same player. It works well but I am facing an issue with Quest 2, when I build, my player has a 180 degree offset on Y and it doesn't face what it should. I tried without using VRTK and with Sample scene from XR Interaction Toolkit from Unity package and I have the same issue.I work on Unity 2021.3 with Oculus XR Plugin 3.0.2 and OpenXR Plugin 1.4.2How to fix this ?
Is it possible to record mixed reality (passthrough) PCVR apps now that v47 has been (gradually) released? The release notes specify that users can now record MR/passthrough "on Meta Quest Pro devices", but it isn't clear whether this functionality extends to PCVR with a tethered Quest Pro running a MR app.Things we have tried post v47:Native Quest Pro recording / on device (passthrough appears as black background)Sidequest streaming (PC steam goes black once our unity application launches)----v47 release notes for mixed reality capture ie. capturing passthrough instead of a black screen on Quest ProMixed Reality Capture (Meta Quest Pro only)Share the magic of mixed reality with friends and family. On Meta Quest Pro devices, you'll now be able to capture photos and videos while using mixed reality in Passthrough.This will be rolling out gradually.
I've been troubleshooting this for a little bit, so I'm now trying the simplest build, and I still get wrong landscapes.I create a new 'VR Template' game. I'm set up for internal installation of Oculus. I'll share my settings below. I create a landscape with default settings, delete the floor, then I import a material from Quixel Bridge. I add it to the landscape through the details panel, then I ship the game. The first image is how it looks in engine, and how it looks if I ship for Windows and start in VR. The second image is what it looks like inside the Oculus headset. Does anyone know what I can do? I've explained everything I've done to the game, trying to eliminate any other variables except the landscape and the material. Thanks in advance for your help!
Blocker works great but when putting it on the docking station the contacts do not reach unless I remove the blocker, very IN convict
Since a while, I constantly get the error:DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null)ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:41)In unity when running the app in editor with link mode active.After this dll failes to load, every dll fails to load..Tried everything, older projects, other oculus integration, new install.. sometimes it's gone for a few tries, but it keeps returning and stopping all development.Please oculus, or unity or windows or whoever is causing this.. Please fix this bug ASAP!
I can record video and take photos as long as it's not on the applab but as soo as I have a draft version on applab it won't let me record video. So I guess there is a secret menu where I can change that?Or in a nutshell: how/where can I enable taking photos and/or video?
We are doing testing on porting an Android TV app to the Quest and running it in reprojected mode (leanback). When we load the APK to the device and start it there, screen recording and casting are disabled. Hovering the sharing options gives the message "The developer has disabled screen recording for this app", however, this is nothing we have done intentionally. It is as if the Android layout flag FLAG_SECURE is set, but it isn't. This seems to be the default behavior, as I've tried with other non-Quest Android apps with the same result. Any help here would be valuable.
If you use the oculus sdk to develop a cross-platform VR, including ordinary PC, either PCVR or PC application
Hello,I'm having some difficulty figuring out the best way to configure the height of the OVRPlayerController, and wonder what the best way to adjust that would be?I have a scene that isn't scaled exactly right to use the default settings of the OVRPlayerController - the player is too short.If I increase the 'height' value in the character controller, it does increase the camera / head height, however, the collider ends up so tall that it can't get through doorways, even though the camera height is perfect. Moving the cameras themselves obviously doesn't have any impact, as their height seems to be established in the OVRCamera script. My next step is to start hacking around in that script - maybe exposting the EyePosition and NeckPosition as public variables I can adjust, but I wondered if there is an easier way I'm not thinking of? How have others handled character height, beyond just making sure your Unity scene is built from the beginning around the OVR controller's height?Thanks
If I get a replacement head set will the downloaded games transfer over to the new gear? Ie new headset
So context. Once I was trying to update my game for the first time and when i updated I couldn't connect to multiplayer. Then I went to check out the new changes and none of them were there only some textured parts and a board at spawn when in reality I added way more than that. Please help.
HiMy app uses these permissions for saving gamesREAD_EXTERNAL_STORAGEWRITE_EXTERNAL_STORAGEBoth permissions are in my manifest. But when I upload to App Lab, it says there are a load of other permissions which might cause my app to be rejectedI have no idea where these extra permissions are coming from. I have used Android Studio to unpack my .apk, and it shows that the manifest created by Unity does NOT contain them. I have also used the aapt tool in the Android SDK to check my .apk, and this is the resultI'm stumped. Where is App Labs finding these extra permissions from? They aren't in my .apk as far as I can tell.I thought it might be a glitch in the uploader, but they are listed in the App Lab web portal against my build too.Can anyone help? I submitted a ticket, but the said it wasn't something they could help with. I don't know how I can explain my use of these permissions when I submit the app, because I am not using them!Thanks
Hello, could you please add functionality to Meta quest 2 and probably other Meta/Oculus VR headsets to be able to add VPN config with kill switch like on any modern android devices to be able to enable automatically VPN after oculus startup and also disable all internet traffic without enabled VPN i.e. kill switch, see example https://privatevpnsupportguy.github.io/Setup%20manual%20Kill%20switch%20on%20Android.html.
I'm using Meta Quest Pro for Unity3D VR development.THIS IS A FEATURE REQUEST FOR THE OCULUS LINK MODE. (or maybe someone knows of a viable work around)Since Unity3D by default deploys to the Meta Quest through the Oculus Link, this forces devs to this headset mode. In this mode, you can show ALL monitors, and it allows you to position them so that all 2/3 are visible at once, which is nice -- BUT, each time you leave/come-back to Link mode, this monitor configuration gets RESET!!! And so you have to do it all again, which is time consuming (because for 3 monitors, I have to move them AWAY to a distance of about 1.2 meters). I'd like it to simply remember my monitor configuration!#2 - I'd like to have Passthrough mode for Link mode, so that I can see my office and keyboard/mouse!In short, I want Link Desktop mode to work JUST LIKE the "Horizion WorkRooms VR app" (in normal headset mode). This works perfect (it auto-configures your monito
I added the MetaAvatars SDK to implement the MetaAvatars functionality for an already released AppID, and when I tried to connect to OvrPlatform, I got a "Failed to initialize OvrPlatform".I checked the error message and found it to be "NotEntitled". When I created a new AppID as a trial, the connection succeeded without problems, and I was able to display avatars created by the user.The "Data Use Checkup" setting itself is the same in both cases, so this does not seem to be the problem. Is there anything to keep in mind when adding a new connection to OvrPlatform to an existing released app? ErrorLog"""[ovrAvatar2 examplePlatformInit] Failed to initialize OvrPlatformUnityEngine.Debug:LogError (object,UnityEngine.Object)Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:106)Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar
Hello, i got a strange bug regarding Audio on a VR application for Oculus Quest 2. On the first Scene i load, audio works properly and i hear Audiosources in scene. If i load a new scene Audio stops working and i don't have any null reference (checked with logcat) regarding my AudioManager. Now it starts the real bug: if i put my oculus on standby without closing the application (it is still in the second scene loaded) and i put it back on Audio starts to work properly till a new Scene is loaded. Have you guys encountered anything like this ever?
Is their an Sdk or some Resources available that can help in development related to Horizon workroom.
Hi,There's one thing I can't fix, I took the TransformerExamples as an example by Oculus integration v46 (https://developer.oculus.com/documentation/unity/unity-isdk-example-scenes/) I enlarged a cube to better understand the problem, as soon as I move the plate, even slowly, the objects cross it as if it were pierced. Rigibodies in deault are continuous, but I also tried on continuous dynamic.The only solution so far found is: instead of using the OVRCameraRig, I use the native Unity XR origin and the xr Grab interactable, so it's perfect except that I'm not using the oculus integration.Anyone can help me?Thanks
Hi,i'm trying to include a ping pong minigame in my VR multiplayer app,but i'm having problems with the syncronization of the ball, in fact only the OWNER of the PUN room can se the ball moving smooth, the others can see the ball lagging, so the game is unplayable.I'v tried to change the OWNER when the ball is hitted but the result is not that good, so i want to sync the ball for everyone in smooth way.I will try to share you the but is in ITALIAN so it will be taugh to uderstand, i'm sorry.Which is the best way to sync a ball? I guess the problem is that the ball react just too the racket gravity.THE BALL OBJECT has this for the SYNCThe script of the racket when it the ball does this1) Make the controller Vibrate2)Direct the ball to the other racket (aimTarget)3) Set the velocity and the SyncronizedValues for the Photon tranform View Classic Component
Hello!Our new game has been approved for distribution and we would like to generate keys for reviewers and testers. Is it possibile to generate keys? and if so how? thanks in advance!
Hi Developers,I developed some little Apps for Cardboard on iPhone via unity3d. But the grafic an first of all the Controller are limited. Now I wont to try it on the Oculus Go, which I bought especially for this Purpose. But to enter the deleoper mode, I need to create an organisation in the dashboard. I dont have an physical organisation at once and at the moment i don't want to offer any apps in the store but just find out if developing oculus go is an option for me. Is that a Problem?GreetingsRalf
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.