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Solved, don't use Openxr in UE4
Hey guys, [This is my first post here, so please forgive me if this may not follow the standard question format]. I am trying to create my first VR project in UE4.27.2. Following this tutorial from the official Unreal site: https://learn.unrealengine.com/course/3746895/module/7254733?moduletoken=UHxxnDLPW8S0sGXTcVzwHH7SEeki9--1k06HHu-q6dp8Guzz62HVmzm9aDcqJXnT&LPId=0 But, sadly my preview VR option is disabled (screenshot attached). General background:MacBook Pro (16-inch, 2019)Processor 2.6 GHz 6-Core Intel Core i7Memory 16 GB 2667 MHz DDR4Graphics Card AMD Radeon Pro 5300M 4 GB
I have just recently purchased a new meta quest 2 256GB headset, and one of the things I wanted to do with it is to try my hand at developing software for it. But, I have a computer that is a bit older, although I feel it should be perfectly capable. I've done cad work on it with no problems. It is an HP 8300 Tower Computer, Quad Core i7 3770 upto 3.9GHz, 16GB Ram, 250GB SSD + 2TB HDD, 2GB GeForce GT710 4K Video Card. Been a little frustrated trying to get a development environment setup. No problems installing Unreal Engine 5, although it did complain a little about possible errors with my graphics card. It suggested that I update my driver, but the newer drivers do not support the GT710 card any more. Anyway, found out I need a link cable to hook up the headset to the PC, and I did go ahead and order one, even though the docs state that my card is not compatible. BUT, it also seems to infer that just because it's incompatible, it could still work? I guess I'll find out when I get it.
Can you add a built-in Chinese input method? I haven't received a response yet. really inconvenient
Hello,I am trying to optimize instantiating avatars at runtime using Unity 2021.3.5f1. I am using the GPU Skinning for improved runtime performance.When I create a new avatar currently, there is a few frames where the frame time spikes while textures are created. There are 3 textures created over 3 frames. The three functions that run are:OvrAvatarGpuSkinnedPrimitive.CreateMorphTargetSourceTexOvrAvatarGpuSkinnedPrimitive.CreateJointsTexOvrAvatarGpuSkinnedPrimitive.CreateNeutralPoseTexI have tried reducing the texture precision to reduce memory created but this has little affect. I also looked into pooling the textures but their dimensions are based entirely on the specific avatar being loaded so this was not possible since I do not know the avatars ahead of time.Does anyone have any insights or tips on how I can reduce or mitigate this cost?Thank you
Can the VIVE Pro Eye collect image information from the eye
I am new to developing for Meta Quest. I followed the documentation on how to setup my headset, developer account, downloaded the Oculus 4.27 Unreal Engine source code and built it successfully. Also setup Android SDK and NDK as documentation describes.I made a new project using the VR template in Unreal and after tweaking SDK versions I am able to create a package that can be installed on the headset. When I launch the app I get the three white dots for a while and then the screen goes black and nothing happens.I tried looking into the device logs but I can not find what is the issue. Any guidance on trouble shooting would be appreciated.Where to look for errors. How to debug the app from XCode etc.I am not New to Unreal Engine but new to Quest and Android development. I also tried using UE5 with a project based on the VR template but I have the same issue. Thanks
Hey, I had issues with OpenXR from the official 4.27.2 build so I switched to the Oculus fork, I was told that using OpenXR + OVRPlugin OpenXR would be equivalent to the default OpenXR + Oculus OpenXR from the official vr template.The problem is that OpenXR + OVRPlugin OpenXR is detecting my Quest 2 as "OculusHMD" instead and the controllers are flipped 90 degrees, it works fine when using OpenXR alone but why is OpenXR not detecting the correct HMD when used with OVRPlugin OpenXR?
I got a review from Oculus reviewer saying i´m using a known IP, which i don´t.Is there any way to make the review process more friendly? why can´t we reach reviewers directly? as a developer i have to make and upload another version build just to write feedback on the "comments for the reviewer", which is ridiculous.Cheers,
Hi everyone, I posted a demo, with full source code, of waist-oriented locomotion on my company Twitter page, here:twitter . com / BattleAxeVR / status / 1597478314893266944source here:github . com / BattleAxeVR / OpenXR-SDK-SourceWorks on Android AND Link/AirLink on PC thanks to the latest Meta body tracking extension.Works much better than head-oriented or controller-oriented locomotion, in my opinion.Much more natural and less VR sickness too. You can look in a different direction as where you're walking. It's like having a DecaMove in software, available platform-wide for all Quests. This is a real game-changer in immersion I think. I hope you all try it and consider supporting it in your games / apps!
I cannot get my quest pro to cast with it. I can get it to install the diagnostic tool and I can get it to do link and air link from the hub and for some reason it will even record two eyes but it will not cast someone from support please help me? is there a number I can call if I have to? thank you so much I really hope I can get this figured out asap because I would like to make some vr content with my 4090 but side quest isnt cutting it with that strange slant. thanks!
so my link cable (kiwi design 3.0) and other wires i have tested (3.0) dont work with my headset bc it constantly disconnects. and bc of this it makes the vr unusable. it used to happen but overtime it got worse and now the cable just disconnects every 30 sec to 1 min. anyone know a solution?
So most threads on this topic are talking about excessive permissions, however I actually need to use the microphone permission. How could I submit my app with microphone permissions, without getting this error?
Hey! I am facing an IAP Issue.When the tester try to test the Oculus IAP and complete the payment.They will receive the order record(with order id ) in the Oculus Order List at the https://secure.oculus.com/my/orders/And also receive an email from Oculus with the receipt number. But when I try to request the Servers to Servers API to get the Order ID and Receipt Number.The Order ID always = 0, and can’t get the receipt number.Needs Your Help! Big Thanks!
In the 5.0 release https://developer.oculus.com/downloads/package/unreal-engine-5-integration it mentions:The Oculus integration SDK for UE5 is not yet at feature-parity with the UE 4.27 integration. We recommend UE 4.27 for active app development. This release of the UE 5.0 integration does not include:late latchingApplication SpaceWarpmobile tonemap subpassesAny ideas when these features will be in 5.0?Also, any ETA on 5.1 support?Thanks for any feedback
Hi all. I am working on a personal project and i want to use an interactable object like pliers. any ideas will be appreciated, thanks.
I'm trying to get a user to see if it exists using the end point'https://graph.oculus.com/{app-id}/federated_user/'With an access_token query parameter added to it and persistent_id query parameter added to it, with the app-id replaced with the federated app id, but I keep getting the following error:"message": "Tried accessing nonexisting field (federated_user) on node type (XApplication)","type": "OCApiException","code": 100,"fbtrace_id": "*****"Other requests work this way (create, delete, read multiple users) but not the single user one. It would be really handy to figure this out.SIDE NOTE:The docs for the federated user requests seem to be woefully innaccurate, I've had to guess how most of the access works based on other APIs. For example, it has tables for headers but the table item name have *spaces* in them, which you can't include in headers, so its a bit ridiculous.Also these forums are awful for forumatting, I apologise in advance.
I have Facebook Test User accounts setup in the developer portal. I am trying to setup a headset using one of these accounts (which has worked fine in the past). Now, when I login to the Meta Quest App (Android and latest version of the App), it asks me to setup a Meta account for them. I go through the process and at the end I get the message:'Could not access Facebook account -Could not pull user data from Facebook account'.This then leaves the test account in an unusable state. In the developer portal the test account has gone from a Red ! to a Green tick. However, if I try and login and use the account it tells me the username/password is wrong. I have tried this with 3 test accounts over the last couple of weeks and they have all failed like this.Anyone have a solution or a workaround for this?
I'm finding it difficult to find out the maximum package size for an app published to Oculus Go. I have seen discussion of 4GB and increases possible through downloadable content.The reason I ask is we are creating an app with quite a lot of stereo 360 video with Unity3D. We will have approx 30GB of content and I would like to package this all in one, is that possible? Also even if it's not possible through a release or the store can we do this locally by sideloading? We would look to use a cloud service for downloadable content in the future but obviously this has a cost implication so for the moment for our minimal viable product we will simply sideload content whilst on trial. Is it possible to sideload extra content in this way or to sideload a larger apk containing the 360 video files. Thanks a lot
I'm using UE 4.26, and following the documentation here: https://developer.oculus.com/documentation/native/ps-leaderboards/I set up the leaderboard on the app:This is how I write to the leaderboard in BP:This is how I read from the leaderboard in BP:In game I see "Score Leaderboard Write Result: Success", so it seems the "Write Leaderboard Integer" node is returning success.And if I stay in the game it seems to work as intended, it reads and displays that score. However, if I exit the game and restart it, it fails to find the score and shows 99999. If I go to my app dashboard and view entries for the leaderboard, it's empty:How can I get the leaderboard working, and for scores to actually write to the leaderboard and persist outside of a single game run? I've tried on the alpha and release channels, but nothing seems to work. Please help.
Added OVRHandPrefab as per Oculus docs. I have set Controllers + Hands, as I want my user to use Hands in some parts of the application, and Controller in others.However if I just move my hand quickly out the way, the mesh stays put in the last position until I show it again or until I pickup a controller.I'd expect the hand to disappear, like the in Quest menu.Quest 2Unity 2013.3.10Oculus Integrations 46.0
I have made a couple of worlds and notice that something is wrong with the number of people who have visited my latest world.https://oculus.com/vr/4973891109378711/I have hosted a couple there with plenty of people there but "My Horizon Creations" states that the world has not had any visitors. I guess there are 3 possibilities1-The visitor count reset every time I make a change and republish the same world.2-visitors to the world during an event are not counted as visitors to the world.3-some people just don't count for some unknown reasonPlease help so I can understand such a simple matrix as "how many visitors your world has had"
In the submission dashboard it's not allowed to select hand-tracking only. One must check both touch-controller and hand-tracking. However in the project setting in Unreal Engine there's an option for Hand-tracking-only or Both. If memory serves, there should be some apps on Meta store (or App Lab) that are hand-tracking only? Or did the policy change recently?
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