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I am trying to expand the poke interactions sample to include an example using the ColliderSurface class, which is included in the SDK. However, it is failing constantly, as the direction of the generated Ray is always 0, which means that the closest point is equal to the point itself. public bool ClosestSurfacePoint(in Vector3 point, out SurfaceHit hit, float maxDistance = 0){ Vector3 closest = _collider.ClosestPoint(point); return Raycast(new Ray(point, closest - point), out hit, maxDistance);} Is it necessary to use a different setup to use a ColliderSurface? The document does not mention it.
Two-step verification it’s not letting me into Instagram, I’ve tried every back up code that I have none of them work I do not have the same cell phone number that I did before I’ve been trying to login with Facebook in my email I know the password I just can’t get into the two way cause I can’t change the number or deactivate it without getting access to my Instagram profile or am I wrong please help
Hi Meta, I reported this issue on Github but would like to repeat it here for visibility.https://github.com/BattleAxeVR/OpenXR-SDK-Source/issues/3xrLocateBodyJointsFB returns a runtime error over Link (on all three Quests, 1, 2 and Pro, which I own).It would be great if this extension would work on PC as I intend to use it in my game, if you'll allow it. PLEASE FIX. FBT on Quest 2 / PC is a game changer for barrier to entry and getting elbow and waist joint poses, especially would be very helpful, even if they are estimated. Also it'd be great if these features weren't restricted to "dev mode" only. I don't understand why PC VR gamers have to jump through hoops to use the hardware they paid good money for. Please, as a longtime Oculus dev who's worked on many titles, from large to small, this kind of thing is really a problem.
GetActiveController() works perfectly fine when I use Oculus Link and run it on the Unity editor. It return LTouch & RTouch respectively whenever those controllers are used or active BUT when I make an Android build for the Quest 2 it doesn't work. It returns Touch or None. Unity 2020.3.0f1
Funnel analytics is stuck on november 13 and the dashboards aren't getting updated after that date.
Hi guys!The Oculus runtime for PC (version 1.49.0) appears to implement the following OpenXR extensions:Name=XR_OCULUS_recenter_event SpecVersion=1Name=XR_OCULUS_ovrsession_handle SpecVersion=1Name=XR_OCULUS_perf_stats SpecVersion=1Name=XR_OCULUS_audio_device_guid SpecVersion=1However, I cannot find any information anywhere (on the Web, in files within the C:\Program Files\Oculus folder, ...) on how to use them. Is there any document or header file, even in preliminary/draft state, that could shed some light on the matter?
Hi, I am trying to integrate Oculus with EOS and login using EAS. I have this code for login:```IOnlineSubsystem* OnlineSub = Online::GetSubsystem(GetWorld());if (OnlineSub){APlayerController* const PlayerController = GetFirstLocalPlayerController();IOnlineIdentityPtr Identity = OnlineSub->GetIdentityInterface();if (PlayerController && Identity.IsValid()){FOnlineAccountCredentials Credentials;Credentials.Id = FString();Credentials.Token = FString();Credentials.Type = FString("accountportal");ULocalPlayer* LP = Cast<ULocalPlayer>(PlayerController->GetLocalPlayer());if (LP != NULL){int ControllerId = LP->GetControllerId();if (Identity->GetLoginStatus(ControllerId) == ELoginStatus::LoggedIn){UE_LOG(LogTemp, Error, TEXT("Login: Already logged in"));return;}}Identity->OnLoginCompleteDelegates->AddUObject(this, &USWGameInstance::OnLoginCompleteDelegate);Identity->Login(0, Credentials);}}```But when I try it on the device I get message:> 15:16:10.371
I created a small app for a client for quest 2...i compiled it as "shipping" and installed it onto the headset...all was working fine, so i gave it to the client.since i developed it using my dev account...he had to log out and login with his account on the oculus app and headset. as soon as he logged out the app that i developed for him ( which was under the "unknown sources") went missing.please let me know what im doing wrongthank you
Just spent an out with customer service trying to find out why my 13 year old nephew can see “Bar Brawl” and other 17 and older games. They said it’s because we turned on parental protections. Without parental protection, those games would be invisible, impossible for the kid to even know about. With parental protections — the thing specifically designed to protect him from 5E sue games — now he can see them.“Out of sight out of mind” is worth a HUNDRED notifications after the fact. Why would they remove the most powerful protection parents have? Why wouldn’t they at least make it an option?
Native Android Mixed Reality CaptureIn the instructions above, it states:To add OVRMrcLib to your native Android project:1. Include Shim/OVR_Mrc_Shim.h and Shim/OVR_Mrc_Shim.cpp in your projectWhich file in the hello_xr example do I #include Shim/OVR_Mrc_Shim.h? I'm guessing maybe openxr_program.h, but I want to get things right in the first step, since I'm having great difficulties in the next steps.
Hello,We are currently exploring the idea of integrating custom VR gloves for the Meta Quest 2 and were wondering if a custom API or integration path exists to get this work started.Thanks,Luke
Hello community, I have a question regarding Bluetooth connection to the Quest 2 headset. I'm trying to connect some devices with Bluetooth receivers to the Quest 2 Headset. The results have been somewhat inconsistent. When paired properly, it should show up as connected with an input device toggled on in when you select the device in the Bluetooth Devices page. But other times, the Input Device toggle doesn't show up after pairing the device to the headset, which renders the device unusable. We've done a few troubleshooting options to make our BT devices pair, methods including:- Resetting Experimental Features- Clearing Meta Quest App cache and data- Toggling an Experimental feature then pairing- worst-case scenario, a whole factory reset of the headset. This has been a frequent issue in multiple different headsets I've used. So I was wondering if anyone else had any issues pairing Bluetooth devices before. Thank you in ad
It feels more like a touch sensor than an actual button. All the time, I grab the headset to adjust it and the slightest touch stops my game and takes me to a different screen of options. Most humans have the ability to press harder for an actual button so make it a button. I've never seen anything so sensitive.
I have a natural hand tremor that is very mild, but these controllers are so sensitive, that every little vibration sends my aim into chaos at distances, to the point that I'd call it ridiculous. I am quite accurate with a real gun, even one handed, so this isn't a matter of my coordination. I feel that you need to create a sensitivity adjustment or you will be missing out on some people not buying most of your games, or even not buying a system altogether. I know that my "real gun" has 2lbs of weight that helps control my tremor so I would say that the controllers are also too light for my problem, however I doubt that you will be putting out 2lb controllers. My hope is to find some kind of wrist weight for exercising to help alleviate this, but making a sensitivity adjustment control feature would be the way to go. It is beyond annoying and will always keep me from buying most of your games. WAY TOO SENSITIVE for aiming that isn't necessary unless the target is 50 yards away.
Hi everyone!This is a simple problem however I cannot seem to find a fix.I am testing 2 separate Unity projects on my Oculus 2. However, I can only view the first project I build and ran on my Oculus. When I try and run the second one, everything shows up correct in my scenes however nothing will appear on my Oculus except the old scene in my Unknown Source App Library. Thank you!
Unity 2020.3, iOS build.Oculus Integration 46,XCode 14.iPhone 16.1I am trying to build a cross-platform app. The iOS build includes the Oculus library even though I don't use Oculus functions. In the iOS build, the MapFileParser.sh misses +x attribute. XCode build fails with the error "Command PhaseScriptExecution failed with a nonzero exit code".the fix is "chmod +x MapFileParser.sh", but I think it's a bug within the Oculus Integration Assets.
My controller stopped working for some reason it went in water barley then I dried it but it won't work
Hello,We've working at Telefónica with Meta avatars for some months now and everything was going ok. Then we've decided to update our Unity version to the 2021.1.11f (LTS). Suddenly our avatar stopped showing in the application builds. The thing is we're using a Linux machine for our CI builds, when we built the application in Windows and Mac there was no problem. After a while, I've discovered the reason is a typo in: Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/AvatarCommon/AvatarCommonLighting.cginc. Instead of #include "AvatarCommonSurfaceFields.cginc" the SDK code is "AvatarCommonSurfaceFIelds.cginc", it seems Linux doesn't find the file this way. Just writing to let you know in case you want to change it in next releases.Regards,Gonzalo
Hi all,I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices:While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I
Hi,Can someone please tell me when the callback set by 'Oculus.Platform.Rooms.SetUpdateNotificationCallback' is called? I am setting it at startup but it doesn't seem to be getting called when users join the room or the metadata gets set. When a user accepts one invitation to join a room, the owner does not receive a room update notification. Is there some other way for the owner to know that the friend they invited has joined the room? I am using Unity 2021.2.17f1 and the latest Oculus Integration SDK Version 46.0. I used to receive this notification before but it stopped working around the time when Meta transitioned from Facebook users to Meta users. I am using Meta Users who are friends on Facebook for this invite use case.
Hi, i installed Unreal Engine 4.26.2 and applied the official Meta Quest mod to it. every time i try to launch it, it says "Plugin 'OculusVR' failed to load because module 'OculusOpenXRHMD' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project"
Is there away to tell if an application build is running on ALPHA/BETA/ … etc. I'd like to test out different content depending if it's on a given release channel, something like get current release channel. This way I can build the application once and migrate it down the release channel pipeline without having to rebuild for each channel if all I'm doing is changing a pointer.
I have to headsets, each one with it own user I build and run the same apk into both devices. In one, the meta avatar loads perfectly, on the other device (with other user) I get an error: { Core.AsyncInitialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } void EntitlementCallback(Message msg) { if (msg.IsError) { D.Log(msg.GetError().Message); D.Log("You are NOT entitled to use this app. Please check if you added the correct ID's and credentials in Oculus>Platform"); //UnityEngine.Application.Quit(); } else { D.Log("You are entitled to use this app."); GetTokens(); } } The error says:```users does not have app in library```Any ideas welcomed
Hi all, I'm trying to manage a bunch of simple API calls via Json and the system works fine on Editor but when I build and play on the Oculus any time it should serialize or deserealize a Json it returns this error :Saying it could not find the constructor for the class to deserialize. I have researched that maybe Unity is stripping the constructors on Android builds because the utility is using reflection and doesn't find any references to those constructors so I tried using "Preserve" and "JsonConstructor" attributes as the error suggest, turning of the stripping of code and making some "fake" direct calls to the constructors from the code with no result.Any ideas what could be wrong?
Hey, can anyone explain why everything gets distorted like this when I move my head around, initially I thought this was ASW but the framerate is a consistent 72 so it shouldn't kick in? It only happens in UE4 and not in UE5 but I'm not ready to upgrade yet, some explanation would be really appreciated.
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