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Hi, When I make a Quest build using Unity 2020.3.23, using Oculus XR Plugin 1.10, it runs fine on both my 'consumer' and 'business' (OFB) Quest2. However, when I update OculusXR Plugin to 1.11 or higher, the APK no longer works on the OFB device, hanging on the '3 dots'. The same APK still runs fine on the consumer Quest2. ADB Logcat is not showing anything suspicious: consumer and business versions give the same logs. I have tried using the latest LTS version of Unity (2021.3.16f1) with the associated OculusXR Plugin (3.22), and made a test build using the sample scene.This gave me the exact same problem. Note that I am not using the Oculus Integration package from the asset store, only the Oculus XR package.I have seen the posts on https://forums.oculusvr.com/t5/Unity-VR-Development/APK-runs-on-consumer-Quest-2-but-not-OFB-headset/td-p/886190 but I would rather not have to include the Integration package in my project, since it would bloat my project.Have other people
We're developing apps that work in large real spaces with the guardian system disabled. As such we need to perfectly align the user in physical and real space. To do that, we're using a controller as the calibration point. This requires the user to place the controller on a spot in the real world that is mapped to the virtual world. however, for perfect calibration we require perfect rotation so that the in-game pawn & world are rotated properly to match the real world exactly.We're doing this with 1 point right now, but we may switch up this method if we can't solve the rotation of the controller.The rift controllers when laid flat, calibrate fairly well. An arrow attach to them at 90 degrees comes out of the rift controller straight and when laid on the floor lines up fairly well with the floor. The quest controllers however are very different. Due to the difference in shape, any arrows coming off the controller end up pointing into the floor at about a 45 degree angl
Hi guys,I was trying to install the PC App today. The installation worked quite fine. The moment when the VR says to establish the link in the VR and the rest have to be done on the Computer, my Oculus App starts.This is how it looks like: https://imgur.com/z4qgqiZI've updated the NVidia graphics driver and repaired the Oculus app. What else can I do? My firewall is off and there is no Virus Defender installed, the active Virus control from Windows is off.ThanksEDIT: Reddit Thread with official oculus support statement: https://www.reddit.com/r/oculus/comments/mdhl4q/grey_screen_indefinitely_during_software_setup/EDIT2: Use Oculus Tray Tool to restart or kill the service, works fine for me, while troubleshooting back and forth.Download Link here: https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/EDIT 3: I have added another mirror for Support.rar, Oculus Tray Tool and USB Deview: https://drive.google.com/drive/folders/1IPoyK8G2Nm_9o5hc2Ez91Us1WPtt0GAz?usp=sharing
What is the tracking frequecy of quest pro controllers, and position update latencyi.e how many time a second controller updates its position using camera based tracking and what is the Latency.I really appreciate if any one can help me with this, as i am working on app that requires high update frequency and I am not sure if pro controller is any better the Quest 2 controller in that regard.
Neither my desktop MQ Developer Hub app nor my iPhone MQ app will let me enable Developer Mode. In the same spot where the toggle for Developer Mode is supposed to appear, a link to verify my developer account is provided, but when I follow the link, the website says I am verified.I've posted about this in the forums. I've followed all the recommended steps many times over, and described all the steps I've tried. I opened a support ticket (that still hasn't received a response) ten days ago. I can't test my Unity app if I can't connect to my headset, and from what I understand, the key to connecting my headset is enabling Developer Mode. Please direct me to active support, if this is not the correct forum.
Hello,I received a referral link to be referred by a friend, so I registered and I accepted the referral to then activate for the first time my quest 2, but unfortunately I did not get the 30 credits afterwards. I was not yet friends with the person who sponsored me in Facebook, is this the source of the problem or not?
whenever i connect my headset it usually pops the rsa fingerprint up and I just press allow, now I'm using the same cord and its not popping up or doing anything, I cant sideload games because of this I need help
---------------------------------------DISCLAIMER: Things can greatly change during the upcoming days, and this could end up no longer being true in that time, so be sure to take all of this with a grain of salt.--------------------------------------- Tomorrow, in about 7 hours, will be the day Meta will force us Quest users to migrate our accounts to Meta accounts in order to keep using our Quest device.Tomorrow will also be the day I will take my only headset (Quest 1), package it neatly into the box it came in, and shelve it for an unspecified amount of time.I will not go through the process of migrating my Oculus account into a Meta account.After all the privacy snafus that the company formerly known as Facebook has had in the past, in several platforms, the controversy it generated during these last years, the name change, and the exit of one of the most brilliant minds that shaped the way VR is to be experienced by us all, from the company, I have come to a sad conclusion:Me
http://www.toktok.ph/1111847751
Im so tired of bumping things. It seems like a no brainer since it works so well on quest and it USED TO BE in rift but they took it out. Please bring it back for my poor CV1's sake.
I’ve done everything I verified my account made a organization and I added my credit card can someone tell me how to fix this
problem:I attempted to turn on developer mode by creating an organization on the Meta site. And then when I went to my Meta Quest mobile app to turn on developer mode in device settings, it said that the Meta Quest 2 was "not found" and "not connected". Because of this, I cannot open the device settings.Things I have tried:I have connected them to BluetoothThe same Wi-Fi networkReinstalled the mobile apprestarted the oculus
I purchased an OCULUS Quest 2 w/ "Best Saber" included, this was a Christmas gift for my son, once we unwrapped and charged the unit we were unable to download the included "Beat Saber". We made this purchase well in advance of Dec 25 to ensure we'd have no issues placing it under the tree. Meanwhile, my son's mother created an account to browse content available on the Oculus. We were unfamiliar with your product, its content, and how to operate either. We were unaware that the content could be retrieved without using the unit that my son would open on Christmas morning! Upon researching the issue, we only then realized that this product had an expiration date. It seems expiration took place 5 days before we powered on the unit Christmas day. This was an honest mistake on our part and hoped you would understand. We would like to request that you allow us to download "Best Saber" or accommodate us in any way you feel our situation warrants. Our inexperience with Oculus, its content, an
in June 2022, I got a meta quest 2. recently I got a new computer. I wanted to play PCVR games so I went to the meta website and found that all of my components were compatible. and on SideQuest, it said that I needed to enable developer mode on my phone app. So I went to the developer page and made an organization thing in order to access developer mode. on the meta phone app I then went to devices to fully enable developer mode only to see that my device was "not connected" and if I tapped on the headset icon it would say that it is "not found". I made sure to connect them to Bluetooth, the same Wi-Fi network, as well as reinstalling the Meta Quest app and restarting the headset. I have previously posted about this and i am confused about the reply. If this works as a solution, can someone please explain it to me?
I have a meta quest 2 and i must say the accessibility sucks. Please if there is anyone developing the software:1) there is no folder organization. This would help soo much. Some people like to organize aplications and games into categories. 2) no customization for the menu bar. Frequently used games or even extending the bar would improve the experience soo much. I mean most phones have higher level of customization. 3) resizing the number of screens. Basically: just take a note out of the oculus remote desktop app is better. Being able to resize and add more than 3 screens would be nice. It feels so limited now. Please if anyone has similar improvement requests or agree, feel free to respond
I do not have a HDMI on my tower so of course i go buy and adapter, i get the adapter and plug it in and plug in my RIFT headset but i still can not get that HDMI light to turn Green on Connection?? Can anyone reccomend or help me please, its for PCVR - RIFT (1st one) just trying to hook it up for my son, brand new computer... has 500 GB, windows 10+ i just dont know what to do, can someone please help me. Thank You!!
PC specsRTX 305012th Gen Intel(R) Core(TM) i5-12400 2.50 GHz16.0 GB RAMWindows 11Blurry image with Horizontal lines I have tried updating my drivers windows updates setting the resolution too the lowest and still it looks blurry I cleaned lens multiple times. The image looks clear on my monitor put when i put on my headset it looks blurry I don't know if its my PC or my headset
Hi everyone.I'm developing a game that require ultraleap motion sensor .In your opinion will you buy the game even if it doesn't give the same experience if you have the motion sensor.In short term do you think I should stop developing the game or there is many people who already have or would buy the motion sensor and then buy the game.Thank you.
Hello everyone!I'm with a problem related to accesing Oculus account information and using it in my game. The problem is that when I try to get the user info, they all return empty and this happens to all of the users, even if I’m using an app Apk intalled on Oculus, or downloading the game from the store in Beta release channel. The only way I was able to make it work was with a test user, but I would like to try with my own account.Notes:I’ve done the Entitlement Check and it’s passing successfullyI’ve already requested the features on the Data Use Checkup in the dashboard (User ID and User Profile) and they are approvedAs mentioned, I’ve created a Test User and it’s inheriting my organization entitlements and, for some reason, only this user works.I’m not sure what the problem is, the code seems ok (since the test user works), but I don’t know how to make it work with other users (such as other developers in my organization). Any toughts? Here is some of my codeIn the image abo
I just started a new unity project, and after importing Oculus utilites I'm met with 2 errors.The first is "AssetImporter is referencing an asset from the previous import. This should not happen." which occured prior to importing Oculus utilities, and I can't seem to find any info on this online.The second is "Assets\Oculus\Avatar\Scripts\OvrAvatarSkinnedMeshRenderPBSV2Component.cs(4,23): error CS0234: The type or namespace name 'Policy' does not exist in the namespace 'System.Security' (are you missing an assembly reference?)" Any suggestions as to how to fix these error messages?*EDIT:* Updating OVR to latest settings (1.32) after a screen prompt saying I was at version 0.0.0 seems to have fixed this I guess.
No Image on the Quest via SteamVR
I've been using the same set of Test Users for a while now. For the first time in about a year, I find I need to know the password for one of them, but I don't have the passwords written down anywhere.Is there somewhere to retrieve password information for Test Users, or do I just have to create new ones?
Hi, https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/Unity keyboard overlay is placed in the center of the screen in vr. Is there a way to configure the positioning to be more in the bottom like in the case of the system browser for example?
I have a small website with VR Videos that are exclusively for Oculus devices. The video-clips are emmbedded with video-Tag. HTML Code:<video controls> <source src="video.mp4" type="video/mp4"></video> Everytime the user has to select manually the following parameter. 3D-Side by Side, 180°VR or 360°VR.It would be awesome, if Meta can introduce a custom html attribite to video tag to preselect. Eg. HTML Code:<video controls> <source vrangle="180" vrmode="3DSide" src="video.mp4" type="video/mp4"></video> Or with better naming 🙂 Thank you.
As usual, it's hard to pinpoint exactly where the issue originates due to all the handoffs between apps. My Quest 2 is connected via Air Link through the Oculus App, to SteamVR, which is then running VR in Unreal's editor. If the connection is active and the headset is awake, I can successfully run in editor as many times as I want.If the connection is not active (only SteamVR is open, Oculus is closed and not set up), Unreal will successfully fall back to a spectator pawn.If the connection is active but the headset has disconnected, my computer will freak out and eventually crash whenever I interact with VR. So far, those crash events occur when I open Unreal (which presumably makes contact with the VR setup) and when I hit that Play in VR button in the editor (as when the headset's fallen asleep between uses). As soon as one of these actions is initiated, I hear cable whine from my PC--the only time I've found that it does this--and I have a very short time to catch it befo
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