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Since the web upload is no longer possible could you provide the commandline utility for Linux? I did all my openXR dev with Android studio under Linux but then had to re-boot to Windows and then download the SDK again and compile it again. I don't mind working with a commandline tool which complements ADB under Liniux. Oh, and it would be great if that could also do screen capture as ADB at full landscape resolution.
I'm developing a biofeedback app using openXR and openGL. That all worked very well under Linux / Android studio. Then to be able to record video I was forced to switch to Windows so installed the openXR SDK again which might be a slightly newer version. What has changed is the precision of the uniform here:https://github.com/glasgowneuro/AttysHRV/blob/ea6fcfef6e0d5a72a25c978189a24e5d1b0259aa/app/src/main/cpp/AttysHRVGl.cpp#L1764that's the time since the start of the app and that's transmitted as a float to the shader. I used that to create some gradual lighting changes as if clouds make it a bit brighter or darker. That worked well at the time of this commit under Linux.Then for the filming I switched to Windows with idential code but perhaps the runtime shader compiler has changed in the meantime. It's not the sdk as the libopenxr_loader.so are identical.bp1@bp1-Precision-WorkStation-T5400:~/sandbox$ diff ovr_openxr_mobile_sdk/OpenXR/Libs/Android/arm64-v8a/Release/libopenxr_loa
hello,My company needs to create some e-learning vr apps for an hundred headsets (quest2). The learner will be never the same on each headset. Do we need to create an account per headset or can we install and manage all of them with one account.Thank you.
We are having trouble while trying to save application meta data. We could save [Assets] data normally but when trying to save [Name] (名前)contents, somehow [Save Changes] does not work and shows loading icon on the button. Please refer to the attached image for better understanding.Could you please confirm, whether it is a bug from your side or do you have any recovery suggestion for this?Thank you.
This is bad
HalloIf I link my quest with the cable and set up my quest without entering playmode I do see the controllers with hands and even part arms. How do i set that up in Unity project?
I use the Quest Pro daily for work and the air link app has been fantastic so far.But there is an annoying problem, whenever I place the headset on the dock for charging, the air link connection is broken off within minutes. My PC gives me an error saying it lost connection and cannot find the oculus device (even though it shows that it is connected and active on the Oculus app!).Now when I put on my headset again, I have to reconnect to the air link, go to oculus home, and then set up my monitors all over again. This is becoming a tedious process as I have to repeat this 10-15 times a day.If there is a simple fix for this, please let me know. If not, please improve the reliability of the air link connection
I am newly to Unreal Engine. I want to build a VR application with hand and eye tracking using Unreal Engine 5.2 with Nanite support. Is there news that UE5.2 supports oculus meta quest pro? Thank you.
While developing the application, I found out that the two quest2 products I had were different.One is oculus Quest2 and the other is Meta Quest2.They have the exact same software version.However, we found differences in the color, shape, and overall display quality of the interface, as shown below.In addition, there was a problem that the application developed based on unity & openXR worked in meta quest2 and operated at very slow fps in oculus quest2. Sometimes it is not working on oculus quest2Is there any idea for this situation?? Captured on Oculus Quest2 Captured on Meta Quest2 -Both Quest2 have same software version & os version -The corners are more rounded on Meta Quest2-The color is a bit bluer.-Hovered button color is different (ex, red color on Meta quest2 close button)- Seriously, my app doesn't working on Oculus Quest2 only works on Meta Quest2.....
I see many posts on this topic. I have verified my account, entered payment information, phone number, enabled 2-step auth, factory reset my Quest2 device, restarted it multiple times, updated my iPhone Meta Quest app.On the app when I go to Developer Mode it just says "Get Started".On the Quest2 device if I go to Settings -> System I do not see Developer mode. As a result, adb devices returns empty.Please help :((
Any word on link compatibility with the next gen video cards? (i.e. AMD 7000 series or the GeForce RTX 40 series)
hi community,I am back.just wanted to start my quest 2 Goggle and the screen or the AIis saying I shell connect at least 4 dots to log in.but I never installed that or I can’t remember because Iwas elsewhere for a year or two.What to do now?thank you
The page becomes unresponsive when one letter is typed into. (What is the legal name of your organization?) There is a loading symbol in the typing box, and when I wait, the page just doesn't work and freezes.
When i try to type a name the tab freezes.
Brand new device. Verified developer account with cc. But when we go in to enable dev mode on the app, there is no option to enable dev mode at all. Nothing is showing up. I've tried reinstalling the app, resetting the device, re-verifying...all the things. Nothing seems to work. Judging by the number of others logging this, this appears to be an ongoing issue but it'd be great to be able to get it sorted because I can't do anything on the dev side until it's enabled!
Do you have anything like this for the quest ?
I Dont Know What To Do I Am Using Unity 2021.3.14f1
i have recently become a developer and have been trying to sign in onto my app and oculus but when i load onto my quest, there is no button for developer on the system, what do i do?
Hi dev guys. Using the Quest Pro; Can you create an alternative workrooms office space layout so a team leader can run a call center of 20 workers ( maybe each worker is inside a pod space) inside the master workroom and have it so the workroom call center is run by a team leader overseeing it. This would help our call center business on a work from anywhere basis. We would place an order for 60 quest pro headsets if we could have this format. Also Using the Quest Pro; Can you guys create easier ways to send docs to our canon printer from the headset. Maybe build more printer drivers and firmware so we can print docs directly out of the headset straight to printer. And something so DocuSign streamlines and can be called up easily inside the workroom. Tks in advance. !!
Hi,The possibilities of the quest are tickling my developer blood.From what I understood of the Quest tracking, it uses IR Led in the controllers and the camera to track them in space. So i wondered if it could be possible to track additional leds using this. I kinda have the idea of putting some of these leds on an object to track it in space.I Was also wondering if it could be used with things such as slimevr to improve tracking and/or cancel the drifting. I did a bit of research, but I was not able to find many information (aside that the led tracking system seems to be referred as galaxy traking).
So my alpha channel build shows up on my quest 2 and is available for download, but every time I try downloading, the download goes up to 100%, waits a bit on installing then goes back to install/download now. I have previously tested alpha channel builds on the device without any issues. Is there perhaps, a limit on the number of applab alpha builds your are able to install on a device at any given time?
Trying to use RenderDoc for the first time to debug frame from the device gpu. I made a unity build (Unity 2021.3.12 LTS) with development flag enabled and debug script enabled.Then I loaded it on the oculus, tested and it runs without issues. Then I switched from local to Device in the RenderDocMetaFork (v441), tried to launch the build from Launch Application tab like described here, but the build crashes instantly, if I try to open normally the build when RenderDocMetaFork is connected the build crashes.
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