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OVRAnchor.Save() always returns false, indicating failure.I'm using the SpatialAnchor example scene from the Oculus Integrations package.Passthrough is working, and anchor creation is working.-Unity 2022.1.16-Oculus Integrations v43-Oculus Quest 2 (dev mode enabled, experimental mode enabled)-il2cpp, ARM64In the log, there's an AnchorPersistenceIpcRuntimeServer error saying my package is not trusted and the save was aborted.---------Update: SOLVED!I had to connect the device to wifi. After which I was prompted to do all this Meta account setup. (Note that it's not a new device, but I guess Meta rolled out some account updates)
I want to make anchors on Meta Quest Pro and share same anchors with other meta quest pro devices!ASA is not available for meta quest pro..
There's no glDrawElements() or glDrawArrays() that renders these three textures. Can someone please help me?XrCompositor_NativeActivity.c is an OpenXR Android Studio Native Development project from the Oculus OpenXR Mobile SDK.
I need to test breakpoints and bandwidth throttling on my game, previously I have used Charles Proxy to do this (andoid/ios/web) but the Oculus Quest does not have proxy settings (or at least none that I can find).Is there another way of doing this or can we set a proxy via an ADB command instead?
I added the OVRHeadSetEmulator component to an OVRCameraRig, but when I press play, nothing happens, things just work as normal like I never added the component. Has anyone gotten it to work? I'm on Unity V2022.2.0f1.
Hi I'm trying to link the account from my game to the Oculus account. I'm reading the documentation fromhttps://developer.oculus.com/documentation/native/ps-account-linking/The problem is that i could not get email id of the signed oculus user, only allowed values are id and alias.is there any option to get user email id with access token from the following URL:GET https://graph.oculus.com/me?access_token=some-access-token&fields=id,alias Thanks in advance.
Hi,I have 2 Quest 2, and the same problem appears on both of them : Guardian displays the boundaries with a 0.5s to 1s delay. This delay is very noticeable with fast movements, and it is extremely dangerous. I almost broke my hand 3 times because of this. I already did a factory reset on both headsets, it didn't change anything. I think this issue appeared since v44 or v45. Before that, Guardian was smooth as it should.
Hello,With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button.I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings.My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything. I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work.I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far.Do someone have found where he is generated in Unity and how we can customize it ?Have a good day everyone
Hello,I opened 2 tickets (Meta Quest Support then developer.support@oculus.com).It is impossible for me to activate the developer mode (even after the updates of quest 2, Oculus iOS and Windows apps, implementation of the double authentication). I mentioned all the information (versions, ....) but the 2 tickets tell me that they can't do anything and that I have to consult the developer forum.I can't access my developer account/organization.My Quest is UNUSABLE. I'm waiting for your help.Oculus iOS application: v193.0Quest 2:Software update: 49068160412800150Version: 47.0.0.282.341.428237303Runtime version: 47.0.0.282.341.428237138OS version: user-49068160412800150
Hello Guys,I try to integrate Oculus SDK to my project with Online Subsystem Oculus. I created my app in developer dashboard get my app ID and revise my "DefaultEnine.ini" and "Build.cs" But when I open my project with StandAlone game, the entitlement is failed and cant get cached achievement and write achievement. Does anybody can help me for this hell situation?
I am trying to enable Quest 1 device's developer mode. I verified my developer accoun via two-factor-authentication. The phone app showing "We're having problem loading this" message on the bottom of screen. Is it only Quest 1 issue? Please help me thanksUpdate: So I tried Quest 2 with v47 update and developer mode is toggling just fine. So it's either Quest 1 specific problem or timing just sucked (because I had to verify my account in order to re-enable dev mode)
I used to be able to download Monthly Sales Report under 'Financial Reports' menu, but since a week ago, sales report disappeared from this menu. And on Revenue Dashboard, it's not showing me Revenue numbers. I'm confused because I haven't changed any account information. I dont understand why suddenly I'm blocked from seeing this information. Is it my issue or Meta issue?
I have a note in OVR Manager that I should install it for Quest Pro (Which i'm using...) but i can't find anywhere how to install it - i'm in Unity 2021.3.6 - do I need Unity 2022 ?
open OculusWorldDemo.exe..\ovr_sdk_win_32.0.0\Samples\OculusWorldDemo\OculusWorldDemo.exehttps://developer.oculus.com/downloads/package/oculus-sdk-for-windows/enable grid (click G)frame freeze (click C)- test with hmd rotate (ok)- test with hmd move (bugs, doesnt adj/reproject depth buffer to new hmd.pos) This gives various artifacts on the scene while cam is in motion too (not only hmd).Please let me know if can be fixed, Thank you
Hello I know that you can have handtracking inside unity editor, but is it possible to:1) Build app (just to windows platform) with hand tracking support in project2)Then connect quest by oculus link3) Run the app and have hand tracking?I was testing and experimenting and it doesnt seem to work.What is interesting if I move my hand outside the guard area it detects it.I guess that it is not supported yet or will never be. Anyone knows something about it?
Hi, just started very basic scene (URP) - Oculus Integration - (v47?).Created the ground, directional light with shadows then OVRPlayerController/OVRCameraRig with OVRControllerPrefabs - left and right.I see the shadows of the controllers on the ground but no controllers showing.Tried them on HandAnchor and ControllerAnchor - also tried the OVRHandPrefabs - nothing.Any ideas?
Possibly a really dumb question but I can't seem to find any documentation on the alleged v40 SDK features. Where is the best place to learn about this other than digging in the Unity integration package? I thought that as of v40, some sort of serialization of spatial anchors is possible for cross-device anchor sharing and I would really like to use this feature.
The reason i'm asking is that we have lots of prototype scenes that require different OVRCameraRig setups - and i'd like to be able to move through these scenes in a single application. The easiest way would be just to load a new scene completely - but it seems to freeze the VR - as in the whole scene gets stuck to my face - hasn't crashed - it's just stopped being VR.... any insights out there?Thanks!
When I’m trying to upload my game on AppLab, it’s saying that I need to enable Focus Aware in manifest file. How can I do that?
I'm testing a sample scene of the Passthrough API, but when I run the application after building it on OculusQuest2, the child elements of HandMeshUI are "disabled" in "PassthroughHands" and all Sliders are not displayed. Also, my hand is not displayed. All the other samples are working in the same environment. Do I need to set different settings from the others?
https://www.playstationlifestyle.net/2022/12/13/playstation-support-sony-limitless-partnership/amp/ get paid for helping others.
Hi! 👋I have a Unity VR application added to a Windows PC's Oculus application displaying on a Meta Quest 2 headset via Quest Link cable. The Unity application runs all day in a Museum exhibition environment and shuts down overnight.To enable Quest Link in the PC Oculus application you manually select:Device → Device setup → Select a Connection Method (Link Cable)To enable Quest Link on the Quest 2 headset you manually select:Quick Settings → Quest Link → (select PC) → LaunchWhenever you restart the PC or the Quest 2 headset, both PC and headset require you to go through their menus again to enable the Quest Link connection. Even if you leave the headset on standby you need to do the PC setup again.After a PC or headset restart, is it possible to automate the enabling of the Quest Link connection on both the headset and PC without having to manually go through their setup menus every time?I reached out to Oculus support who pointed me to Meta Quest Developer Hu
I've created a simple render to texture movie playback system to create a shader for my Unity 2019.3 URP graphics project.When I apply that shader to my object surfaces and playback on a Rift (or Quest w/Link) the movies all playback correctly.When I do an Android/Quest build and playback the .apk the movies won't render.I've tried both URP lit and unlit types and neither work. Any ideas on why this works for Rift and not Quest?Note, I'm not by nature a coder or artist so it's highly likely there's a simple fix for this humble audio person :)thanks!
What I'm trying to do is develop a Game/App and have a VR avatar walk around.. and they can sit at a computer that can open a web browser and/or have a projector/tv like that can do the same thing. The browser could either hit local web servers in the IP range and/or real interwebs
@ links to membersHi to all Developers,I am just wondering if there is a way to get support or answers from the Meta Quest team on this forum or Do you have a place to recommend to ask questions? When watching videos on app submission they recommend to reach out at submission@Oculus.com for any questions. Our app "VR Horror Stories" is ready and was submitted. It say it is available on the Applab but it is nowhere to be found. I have sent a few emails in the last 2 month but the only answer I get seems to be sent by bots. Basically it is like they don't even bother reading your questions and send you back to this forum. I had zero reply here since 6 months. I am being very polite, and just ask for some basic stuff but this forum seems like really dead. I don't want to be rude, because I don't want to blame anybody, but Oculus /Meta Quest seems to have the worst support of all. I never been so disapointed with a company in 30 years of business. 
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