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According to the docs, everything related to the outer boundary, like getting the points or even just showing it, has been deprecated. I tried and indeed when using the openXr plug-in, none of these methods work. So is there no way to get any info about the outer boundary when switching to openXR? I'm aware that I can get the play area, but for example I can't show the outer boundary like the quest does automatically when the player physically gets too close to it. That would be really cool if we could at least have the option to show it from within Unity, because the info still exists somewhere. Working with the legacy plug in doesn't work for me because I also want to use passthrough, which seems to require using the openXR plug-in.
I got a visa gift card for Christmas which I used to buy games and after i had it saved as mg payment method I threw it away and I refunded 2 games I bought with that card and now the card has been deleted off my account and I can’t access the money that was transferred back into the card because of a glitch is there anyway i can access that card through oculus? I really need the money.
I want to track the unity environment with the real world and go for a ride in a car by wearing a quest2 headset. is there any possibility to track the scene without jerks in car?
Hello I recently got a meta quest 2 for Christmas but I lost the QR code to Resident Evil 4 and I wanted to know if there was anything else I could do to get it for free with another QR code before it expired
Keep running into this error when trying to launch capture flow, both in my own project and in the most recent sample project from github.Not sure what the problem is but I would guess that I have a setting disabled somewhere? Thank in advance!
I bought 2 apps for my son for Christmas. I didn’t want to send them to him early so I just bought them. How do I now send them as a gift. Please know I am not a gamer and know nothing about this platform.
Hi there!When I open Oculus Developer Hub, it ask me to login with a Facebook or an Oculus account. I select "Continue with Facebook", it opens a new browser window where I'm asked if I want to continue with my Facebook account.I click "Continue as <name>", then it redirects to an error page:Any idea of what is wrong?Thanks!
Bonjour, est ce que ce serait possible de devenir développeur sur il vous plaît ?
Hi,I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a new unreal engine 5.0.3 project.I created the project based on Unreal Engine's VR Template, and I did nothing in my project except put the OculusIntegration_v46 in my UE5 plugins file, enabled the MetaXR in the project and restart the editor.Thanks in advance,Terry
Anybody have any suggestions regarding the problem outlined below?I have a new Meta Quest Pro and I was hoping to use it with Unity.I have connected the provided dual C-type cable to attach the headset to the computer.I have the app loaded and running on BOTH my phone as well as my laptop.The phone app shows the charge status of the headset as well as both controllers. It also shows that I am hooked up to my internet.The app on my laptop claims that my device is not connected. When the headset field is selected it claims that it is Not Connected & General Device Problem. My Graphics Preferences are set to Automatic(Recommended)Thank you in advance for your help.
For the first 4 days the oculus connected to my laptop without an issue but since then it fails to connect to any pc or laptop with any recommended cable. hours spent in forums has drawn a blank and being able to actually speak to someone at Meta seems impossible. I've lost the will to live, its made xmas a stinker as the main reason for buying it was to play blade & sorcery nomad with mods but as this is no longer an option (strange as it worked for 4 days) then i'm close to taking this thing back. The lack of tech support is a real let down and the days spent going round in circles in forums and videos is tedious. why on earth isn't there a simple contact us option that actually contacts meta and why would it just stop connecting?first impression of meta and the oculus 2 has been less than impressive.
Hello!I am trying to open Oculus's Avatar creator from a link in my game. I have it detecting whether you have the default Avatar or a user created avatar. However, from what I've found searching on the net I have only seen a deep link as a way to open apps. However, that requires an appID and if Avatar Creator does have one I can not find it. Is there another way to handle this? Or an appID? Using Unity game engine.Thanks!
Hey guys I'm facing a weird issue when everytime I transition from one screen to another the whole screen seems to be turning blue. I've attached a video to give you an idea of whats happening. The image below will also help you understand what's happening.
Hi, I was wondering if there is any way to prioritize vslam over acceleration when the player himself knows he is sitting in the ride. I would especially like to do this with quest pro. Currently, when a large acceleration is applied, the position is greatly shifted. I'm hoping that if I know I'm sitting and vslam is effective, I can avoid this in principle.*Sorry, I'm using machine translation.
I want to test publish my app and try to check SDK integration but I faced the problem of publishing that needs Privacy Policy. How can I get some sample of Privacy Policy for check the application?
How can I have hand tracking for one hand and controller tracking for the other? Is that possible? It seems that once a controller is picked up, hand tracking for both hands is switched off. I want it to switch off only for the hand that picked up the controller.
The documentation says that FFR doesn't work when rendering to a non-main framebuffer. And with multiview, once again, rendering takes place in an intermediate texture array in a separate frame.It turns out that with multiview I immediately lose the advantages of FFR?
I understand that most people receive a result notification about submitting the app after 4 to 5 weeks. However, it has been 2 months since I submitted the app, but I have not received any notification. What's wrong with this?
Well if you are working through a developer mode that is changing different because Microsoft Redmond show just like a lot of people stealing from someone like the person who created a lot for Apple had a problem with people doing the same thing.
When I try to use sidequest developer mode isn't being tracked despite me having it turned on could someone help
I bought my 15 year old a Meta 2 - I set up his account and I forgot what e-mail I set up for him. Is there a way to recover it?? 😞 ugh......
Not sure why this is happening. OVRDisplay.velocity returns the correct values, but OVRDisplay.acceleration always returns (0, 0, 0)? Angularacceleration seems to also return (0,0,0)
This is by far the sorriest piece of hardware I have ever thrown money on. I stopped using it for a couple of months and now that I try to log in to my account I find that Icant. Something about logging into my Facebook account and horizon profile crap. Nothing works. I am close to smashing this worthless crap on the freaking floor. I can’t even talk to some idiot to guide me through, everything is pre-written automated bullcrap. The apps were pretty much worthless to begin with. I hope nobody rlse buys this crap. Freaking assholes Zuckerberg!
Hi there. Unfortunately the Marketing attribution page seems to be broken for us. We are running paid campaigns on external sites, but we cannot track the success of them (or calculate some metrics) because conversions do not show up on the Oculus Developer Dashboard (and the click counts dont match either). Since we are in AppLab where paid marketing the only way to grow, this sets us back extremely. We saw others with similar issue on Discord, we also created a support ticket but no help received yet.. Can anyone help us?
https://developer.oculus.com/documentation/native/android/android-native-mrc/The instructions in the link above are very vague and outdated. For example, the instructions say to use ovrm_Initialize(), but that function does not exist in the header file we are asked to use: OVR_Mrc_Shim.h. Can someone please help me with MRC for Native Development? How do I implement this in hello_xr or XrCompositor_NativeActivity.c?
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