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Hi I am new to development with the Meta Quest and was wondering if there is a way to retrieve joint angles for fingers when using hand tracking. I am using unity to develop and was wondering if this data is obtainable from the OVR Skeleton scripts.Thanks.
is there is solution for impostor shader for URP
Hello uh can i have the developer mode?
Hi!Does anybody know if the assets from the Tuscany demo can be used for commercial purposes?These assets are parts of the OVR SDK, they can be found in the Unity Integration package 0.4.0, dating from 2014. The accompanying license states :You are Free to: Use, modify, and distribute the Oculus VR Rift SDK in source and binary form with your applications/software.Giving the possibility to redistribute SDKs is obvious to me. But what about the assets of the demos which come with these SDKs? Do they fallow the same redistribution conditions?Thank you in advance for your help!
We are trying to run a Unity project on the Oculus Rift S, but whenever we run the application, nothing shows up on the headset. What could be the problem? We will now describe our setup in detail.PCWindows 10, 64 bitHeadsetThe headset seems to be well connected, the main menu shows up, both controllers are working and the room configuration works too. When trying a demo from the menu, this also works. The headset shows a white light. Unity projectIn general, we followed this guide for the setup: https://circuitstream.com/blog/oculus-unity-setup/ New Project -> 3D (version 2021.3.1f1 LTS)Then, once the project is loaded we go to Edit > Project settings > XR Plugin Management and install that. After which we select "Oculus" from the list of Plug-in providers. We proceed with the Oculus integration installation from the Asset store. We import the latest version (44.0).A bunch of popups show up. -update oculus utilities plugin&
Hey guys, for you that are using XR Interaction Toolkit. For the XR Grab Interactable, is there anyway to only make it grab-able using only specific hand? If yes, how do you do it?
I am trying to build a VR app using the Native SDK provided. On closing the app I am receiving the following Validation Error on the line "ovr_DestroyTextureSwapChain(session, depthChain);". Does anyone knows what might the reason behind it and how to resolve the issue? I am also pasting the Validation Layer Error for further reference:ERROR: (COMMAND_BUFFER 0x2abc43e9820) [Validation] Validation Error: [ VUID-vkFreeCommandBuffers-pCommandBuffers-00047 ] Object 0: handle = 0x2abc43e9820, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x1ab902fc | Attempt to free VkCommandBuffer 0x2abc43e9820[] which is in use. The Vulkan spec states: All elements of pCommandBuffers must not be in the pending state
I have had trouble turning developer mode on, on my Oculus quest 2. I have made an organization like 8 to be exact but it doesn't give me on option to turn on developer mode on the oculus app. After linking my oculus up, It just says get started but I've already made and organization and I'm signed in on my meta account we're I made the organization. this is we're I made an organization https://developer.oculus.com/manage/organizations/create/. If you have a solution please reply to this comment it would really help I've been working on this for 3hrs. I just want to be able to turn on developer mode on.MetaStoreHelp
I am building a VR installation that demands full body tracking. Currently it's built with Unreal Engine and uses Vive Trackers and an IK system for the MOCAP. However, I'm hoping to incorporate face and hand tracking from the Quest Pro, in combination with the full body tracking, for even more immersion. This raises a lot of technical issues and I was wondering if someone here could shed some light...1. Is it possible for Oculus runtime to access Vive trackers? Or is this strictly SteamVR? And if it is SteamVR, is it possible to have two runtimes communicating with each other or is this impossible?2. So if the Vive trackers are impossible... What full body solutions exist for Oculus runtime? Is it possible to use something like SlimeVR (I read that this was also SteamVR). Would a MOCAP suit, like Perception Neuron, work? Is there another solution I'm missing?In short... How the heck do you get a full body capture, including hand and face, on the Quest?
I do not have the key store on my pc files and I cannot upload builds to oculus dev hub
Hello, I'm exploring the Unity Oculus Integration and OpenXR and there is one huge question that I have. When working on a passthrough application, I would like to (my code)be able to create a flat plane mesh collider automatically over a table or wall in the user's real-world environment. Is there currently any way to access data from the Meta Quest Pro sensors in a way that would make that possible? Of course, I would have to actually set it up to create the mesh colliders from the data, but I just want to know if it is possible at all currently, and if not, if there are plans that might make this possible in the future. Thank you for your time.
Using the latest Android Studio and running latest OpenXR's hello_xr, clicking on left controller menu button causes the game to crash. Can someone please tell me how to fix this issue? I've been reading up on the OpenXR Input API, but I find it very complicated and unable to help me fix this issue.
We have 2 Oculust Quest 2 (Meta Quest 2) devices that streamed to our Vizio TV just fine until a few months ago. Then they both stopped. From what I can tell this was a conscious decision from Meta to stop supporting them. I purchased a Chrome cast device, but the shakiness was terrible. My TV is wired to a GB network. I wish Meta would fix this issue with Vizio TVs. I don't understand why the would stop support casting all of a sudden. This is rewally frustrating. I contacted Vizio and their support technicians had no clue. They said they just didn't support Oculus at this time. I've tried contacting Menta but not received a response. I just attempt to cast, the casting dialog appears on my Vizio TV and then the Quest 2 says there was an error casting to the TV. It works fine on multiple phones and computers in our house. All devices are on the same network. Very frustrating.
Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
We are advancing in technologies every day and we are improving in human values as well. We all are evolving at a very rapid pace which has never happened in history.We have reached the 8 billion population mark and we have got the most diverse set population -- all these are bigger achievements of human evolution.We as a community of global citizens should think about how we can make our technology, even more, better to enable every being on this planet. How we can bring better values, norms, and standards across the society/community even in the remotest place using technology?We look forward to partnering with META on this quest to evolve humanity into better states of consciousness and awareness or sensitivity. We alone are not existing -- we have lakhs of species also.
This bug (apparent frame loss or stale frames) is peculiar as it appears randomly when a game is first loaded, or on the condition when the Quest two is woken from standby/sleep mode and loads back into a game. Even more strangely, opening and closing the Oculus menu completely fixes the issue (menu button on the right controller).Specifically, for anywhere from 5 seconds to a few minutes after starting the game, a peculiar frame stutter becomes apparent when the player camera is moving quickly. Opening and closing the Oculus menu makes the bug go away 100% of the time, but putting the Quest 2 into standby mode and turning it back on causes the bug to reappear.The problem appears to eventually fix itself and the frames become smooth again, but it will come back if sleep mode occurs.
I'm having trouble inserting models into home. The error is not in the model, because I have already inserted it into home. It gives me the error "check the model for GLTF validation errors and try again later". I get the same error when inserting the template home. Does anyone know if there's a validation failure?
Can get into Oculus home but my custom models (and Oculus home default models as well) won't load all the way (get the red box around them and says GLTF verification failed, check model and try again later). This happened a few months back, lasted about a month, then started working again. Now, it's back. Did everything support asked me to do, and others on FB group having the same issue. Am I out $299?
HiI have encountered weird issue that is manifesting only on our Oculus Quest 2 after web browser update.If you open up Shapespark viewer on Oculus Browser in Oculus Quest 2 headset there is an issue with meeting mode. The WebGL Context is briefly lost and restored (or will crash browser)Link to example meeting:https://kamilmodzelewski.shapespark.com/shapes/#meeting-key=J4FAMBpIgXKAW1kDI have tested meeting feature on multiple devices, multiple systems, various browsers. Meetings had worked fine before Oculus Browser update to Chromium version: 104.0.5112.111. (not sure what versions was before update)Issue is still present after update to Chromium version: 106.0.5249.168There are no errors that could point me in right direction when debugging issue with Chrome developers tools (only WebGL Context Lost)The issue might occur during Twilio preflight phase: https://www.twilio.com/docs/video/troubleshooting/preflight-api.Any advice would help!
Hi all,We are trying to get users to use their oculus account to sign in to the app for Facebook, Instagram, etc.We have been approved for DUC (Data Usage Checkup) for User ID, User Profile, and Deeplink. We are trying to login with oculus account but we are facing the below issues. Please let us know if anyone has a solution to implement the oculus account sign in for our app.Using Code for Account Linking URL:https://auth.oculus.com/sso/?redire...llback.php&organization_id=xxxxxxxxxxxxxxxxxxError:--------This call access the User ID platform feature, which requires certifying through the Oculus Data Use Checkup program. Please visit this page for more detail:https://developer.oculus.com/distribute/publish-data-use/Details:----------- Unity Version 2019.4.36f1- Using Unity XR Plugin for Oculus.- Get Approved from Data Use Checkup for User ID, User Profile, and Deep linking.Error Image :
When meta Android and iOS application will publish
Hi there!I'm currently testing the Meta Movement SDK on the Quest Pro. I used the samples scenes with a panel button to change between scenes, added them all on the build. First it worked well, but now I can't click on the different buttons on the right panel anymore. Tried to remove et reinstall the SDK on my project to have the scene untouched, but it still doesn't work. Do you guys have any idea of what I maybe have modified that can't make that stop working?
Running into an error when packaging a project built using the UE4.27 fork downloaded from Github - OculusVR Unreal Engine on VS2022. Engine builds and runs fine but fails to package UATTempProj.proj. Thoughts on what might be going on? Specifically it seems to be angry about invalid numbers in FastJSON\Getters.cs.
Trying to finish off a game for app lab.The shipping-for-distribution build crashes on start up for the arm64 build.The arm7 build loads fine."Cause: execute-only (no-read) memory access error; likely due to data in .text."From what I can tell, this error occurs from increased Android 10 security requirements (?) Been banging on this for close to a week (my head hurts).Any help greatly appreciated. Thanks in advance.Tombstone error reads as follows:signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x7865b13c58Cause: execute-only (no-read) memory access error; likely due to data in .text.x0 0000000000000000 x1 0000000000001000 x2 0000000000000001 x3 0000000000000000x4 0000007fe1ed26c0 x5 00000078682e0050 x6 000000000000001d x7 0000000000000000x8 00000000000000e3 x9 c03f8d87bd8252a7 x10 000000786763f52c x11 000000000000001bx12 000000000000ffc0 x13 0000000000000001 x14 00000078675e5230 x15 0000000000000398x16 00000077789226a0 x17 0000007867687100 x18 0000000000000000 x19 0000007fe1ed2
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