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I am so frustrated not only with the device but all the lack of real support. I am so frustrated..... that I will be returning the device if not resolved by tomorrow. I am a software developer by trade and I have never had this many issues ever with any device or software. I can't get passed donwload install mobile app and access code.Followed everything to the T with no resolve, from my phone from my pc, from multiple OS'sAs far as I am concerned the concept is cool but this is junk software on a known issue not resolved.Obviously a Quality Control manufacturing software Defect and never should have been released.
Hello there,I need to develop an app for the oculus go with unity and its been going pretty badly so far.All the guides I've been through have been using the older versions of the oculus integration package from the unity store or the XR plugin.the problem is that when i use any it prevents the project from working when launching on the oculus go:importing the oculus integration to the project just makes the screen go black and the app unresponsive.using the XR plugin shows me a window saying the oculus go needs an update and quits the app.so my question is - is developing for the oculus go with unity in 2022 using any of the current tools still possible without massive incompatibility issues?I would be very grateful for any help anyone can provide, I have tried many different settings variations and unity versions but nothing worked out so far, this has been driving me crazy for a few days now.
Here are some "tips," regarding ADA compliance for the visually impaired...Floating popups and menus should STAY STILL. I am blind in one eye, and it pisses me off, when a floating menu, popup or dialog box keeps moving with my head. THIS MEANS YOU, Forever Bowl. Your last update presented me with a floating popup I couldn't close, because it kept moving with my head, whenever I tried aiming for the "X" (close) icon in the upper right corner.Hello WOOORLD -- In addition to menus, popups & dialog boxes that won't stay still...Use the text size preference in the Quest accessibility settings; or allow me to get closer to the floating menu, popup or dialog box.Stop using semi-transparent menus, popups and dialog boxes in passthrough mode, or give me the option to replace passthrough mode with a black void.Use a heavier font type. I swear, those font strokes must be only 1 point thick. This make the help text especially unusable.Why is it so hard to see the button choices, in your dialo
I followed the prerequisites mentioned here https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/ But I couldn't make the ETFR work with URP (it seems to work fine with legacy).When building the app I only get a black screen, no Unity logo, no app launch.Is URP not supported yet? I don't see any mention of this anywhere.Anyone else has the issue?
Hi Dev community.I would like to connect a Bluetooth device (not headphone or keyboard ) to my quest 2. Currently my app running on Unity engine.Does Quest 2 support this kind of scenario?Is there any documentation available how can I do that as a developer?Is the an example that I can look into? (preferred in Unity)Any information about BT connectivity support in Quest 2 will be warmly welcome 🙂Regards,S.C.
So I am developing a vr game on unity and having hard time to optimize my vr game. When I test the game on pc I get solid 72fps, but when I test it on quest 2 fps is staying at exactly 36fps. Game still feels running smooth and refresh rate is 72fps. So I think it could not be coincidence that fps is exactly half refresh rate. So anyone has any idea of some setting I could have on?
I would like to convey to you a finding that I consider important about Local Pricing. Look, I live in Turkey and used Oculus Rift, then Quest. And now I'm using Quest 2. I regret to say that during the period I used these three devices, I purchased very limited games and programs from the Oculus store. In fact, I haven't bought any recently and for a long time. Do you know why? It shouldn't be hard to guess! Because your prices are very, very, very expensive for us. Look, the value of our pawn has dropped a lot, and our income level is not enough to pay 40 dollars for a game! These are fees that are too high for us to really afford. Just like what 300-500 dollars is to someone living in Europe and how high a price is, 30-40 dollars is a high price for us. Look, the minimum wage in our country is 300 dollars and my salary is 360 dollars. Please think about it, how can I spend $40 on a game? Everything has become overpriced in our country, and the electricity bill has been $80 for sever
Hey everyone! I started the build your first VR app tutorial here from oculus, but I keep getting NullReferenceException errors from the ColorController.cs file. Here is where I get the errors:// Assigns the component's renderer instancerend = GetComponent<Renderer>();rend.enabled = true;displayText.text = "";// Checks if the player ball has collided with the wall.if (col.gameObject.name == "player-ball"){displayText.text = "Ouch!";rend.sharedMaterial = wallMaterial[0];}// It is called when the ball moves away from the wallprivate void OnCollisionExit(Collision col){if (col.gameObject.name == "player-ball"){rend.sharedMaterial = wallMaterial[1];displayText.text = "Keep Rolling...";}}I am not able to see the text or colours change whenever the ball is rolling, or when it hits the wall. The app runs fine other than that. Please let me know if you guys have any solutions/tips. Thank you.
Hi, So I have had my app fail to publish to App Lab with the error:'The app appears to only support 3DOF. Apps on the Quest platform must support 6DOF and respond to the HMD's positional tracking as well as orientation.' error: VRC.Quest.Functional.5 Firstly the I have uploaded 3 apps to App Lab using exactly the same build from Unity just changing the cube map renders, all other uploads have been fine. I am running Unity 2019.4.13f1, using the OVRCameraRig as I need to use per eye skyboxes for my stereoscopic renders, (I have tried using the new XR camera but I need to use per eye unique skyboxes). Everything functions great within the app, I only need 3DOF, and I presume my app is 6DOF with developing for quest, just un-noticeable due to being a camera viewing skyboxes and only physical 3D geometry clickable buttons? NOTE: If I turn on Position tracking in the camera the app feels rubbish, with buttons moving slightly. Is there another setting
Can I use Image Tracking or QR Marker Tracking on Meta Quest Pro(Oculus)?It's developed as Unreal Engine.
When I started using it I figured it was part of the cross-platform OpenXR, so I didn't bother adding a platform compatibility layer. Was my assumption incorrect? I don't have a PCVR setup with hand tracking at the moment so I can't test.
I tried changing the layer of the OVRHand object (which contains the OVRSkeleton component) but it didn't work. I don't want things that come from the hands (raycasts, particles) colliding with the hands.
Hi, I am confused of the above question. The Meta document says they are not the same and the Interaction SDK supports OpenXR backend. When I use Oculus XR Plugin in Unity XR Plug-in managment together with Oculus integration to run Windows program, everything is OK. However, when I use Unity OpenXR Plugin with Oculus integration, the program also works.Since Interaction SDK only support Oculus OpenXR backend, why can it work in Unity OpenXR Plugin?
What do I do?
I am using RenderDoc Meta Fork 44.1 and firmware version of my quest 2 os is 46.0.0.261.0I have tried to capture my game which uses Vulkan. Although the final RT can be displayed correctly, every drawcall output always shows a black image.It worked well on previous RenderDoc for Oculus 40.1 and firmware version v43.
The problem is similar to this:https://forums.oculusvr.com/t5/Unity-VR-Development/Quests-hands-tracking-is-not-working-in-Unity-editor/td-p/997176except now I have it with Avatars SDK 18.0 - body and hands tracking is not working in clean project with Avatar2 SDK integrated. Face and eyes tracking works. No errors except a few warnings. I tried it in some custom scenes and in the samples from Avatar SDK - all the same.Quest ProUnity 2021.3.14f1Latest Windows 11Oculus Integration v46Oculus app from public test channel.
I'm encountering an issue where objects seem to jitter / flicker when I move. It's kind of like double vision. Or you could describe it as blurry edges. After googling I discovered that this is called judder. It happens more noticeably when I have a heavier scene. But it does happen a bit in light scenes as well. I did not notice a correlation with the performance metrics I'm tracking (FPS, stale frames, GPU usage, CPU usage). I did not quite understand the previous discussion I read on the topic. I'm a novice VR developer. I'd appreciate some guidance on ways to identify the causes and mitigations for this issue. I'm developing for PCVR using the Oculus Quest 2 headset. (I posted this on other forums, I'll post back any solutions that I get)
Hello everyone.I work for an Architectural firm I have created a couple of VR app to showcase projects with our clients, nothing too fancy nothing to sale, just show and tell internally, and placed on the oculus store for easy distribution between our offices. These app are private and I kept them as Alpha only.I created this VR app when Oculus was Oculus, and since then I haven't used the developer account, now I need to create a new app and I am totally lost with the 'meta' website, I logged in with my email and password, then I answer a few questions, and now it shows my apps but I can't edit them, or create new ones?I have researched for a couple of days but the online help doesn't show anything related to this issue.Your help is appreciated.I need to know where is the developer page where you can update your apps and where you can create new ones or delete the old ones.Thank you.
Heyo yall,I've been messing with Eye tracking lately and I'm trying to get our avatar's eyes to move using the EyeGaze system. This seems to work perfectly in editor (Unity). I've got it set to HeadSpace mode and the eyes follow where the user is looking as expected.However, in builds, I get a different result. To me it seems to be the same result as if I had it set to TrackingSpace. The eyes will move fine as long as the head position is looking forward, if you move the head at all, the eyes no longer follow like they should.Anyone run into this problem that may be able to help? I'm not sure what's going on and I've been fighting it all day.I'm just using the OVREyeGaze script.
Hello,I am trying to implement OpenXR support in a VR mod for an old game (X-Wing Alliance).When I do the first call to xrEnumerateInstanceExtensionProperties(), it never returns.Oculus loader indicates that the runtime was loaded correctly, but never completes the "trampoline" like it usually does.Verbose [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : Entering loader trampolineWarning [GENERAL | | OpenXR-Loader] : ReadLayerDataFilesInRegistry - failed to read registry location \ApiLayers\Implicit in either HKEY_LOCAL_MACHINE or HKEY_CURRENT_USERInfo [GENERAL | | OpenXR-Loader] : RuntimeManifestFile::FindManifestFiles - using environment variable override runtime file F:\Oculus\Support\oculus-runtime\oculus_openxr_32.jsonInfo [GENERAL | | OpenXR-Loader] : RuntimeManifestFile::CreateIfValid - attempting to load F:\Oculus\Support\oculus-runtime\oculus_openxr_32.jsonInfo [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::Lo
Hi guys,My app has been published in the store for more than two weeks no, but suddenly the Roster Panel is broken, so no one can invite friends or use multiplayer.I can see it is also broken in your example app Shared Spaces. Do you have an ETA for the fix?
I've been reading this document on ASW: https://developer.oculus.com/documentation/unity/unity-asw/ From what I gather, one of the requirements is using the Universal Rendering Pipeline, and specifically the URP Fork provided in the guide. Is it planned to have this feature also shipped on the Built-in Rendering Pipeline at some point in the future?
I just bought a Quest for my husband for his birthday. We're in our seventies, and he has limited mobility. I thought Quest might be a good way to widen his world. We subscribe to two newspapers, and both are pushing subscribers to go to their online service, since printing papers is costly. Could an app be written for Quest that would enable us to read newspapers virtually? Sitting at a desktop or reading the online papers on a tablet is not satisfying. We want to be able to turn the pages, see the whole page layout at once, skim the headlines, and so on. Is that possible with Quest? I could see an app offering subscriptions to any number of newspapers around the world. On a wider note, I believe there's a large untapped market for VR among seniors because of their lack of mobility, but most of the games I see are aimed at teens.
In an office with both MAC and PC. ODH installs APK fine on PC but fails on MAC. Any ideas why this is happening?APK and version of ODH are identical.Thanks
Hi, I'm new in using Quest for Unity VR Development and I noticed something on Oculus Integration package on the Unity Store. In the overview it stated that there's an Avatar package that contains the scripts and prefabs to add Oculus Avatars to the app. But as I opened up the Package Content, the Avatar folder is missing. This confuses me as I needed to try some of my other VR assets that I got and most of them needed the OVRAvatar asset. Does the newest update removes them??*Edit I just found out that the OVRAvatar on the newest update have been placed on a different package that can be downloaded in Meta Resources page**Edit again, I tried using the free package called VR Interaction from Unity Asset Store, and noticed that it needs OVRAvatar script and in the newest package the script is gone.And one more thing, when opening the HandTest_Custom.scene from the Oculus Integration Package, I noticed that the hands does not animate following the controller. For Example, right hand when
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