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Hi,has anyone here more information about the maximum sampling rate of the eye tracker of the Quest Pro? I think about getting one for my research, but the knowing the specs would be crucial before buying one.Cheers and thanks in advance!Nik
am not sure where to report a bug !This is the bug anyway :When i use OVROVERLAY with type Underlay along with OpenXR i got only black quad Note : overlay type work fine also underlay without openxr work fine too
HI all, I am attempting to build a UI using OVROverlay in Unity. It looks great BUT on mobile the overlay renders in front of any scene geometry, thus occluding the controller models and pointer rays. The same behavior can be observed in the OVROverlay scene in SampleFramework. A message in Player Settings indicates that the shared depth buffer is not available on mobile, so I am thinking it might be a limitation.However, the Oculus Home scene and video player apps don't have this issue. Any ideas?
Where can I find a full list of currencies that are supported by Quest for IAP? The docs state that "The IAP item will be converted to the local user’s preferred currency at the time of purchase" but I cannot find a list of:The supported currenciesThe conversion rate from USD that is used for each of these currencies
Hi, This is my first post in this nice community.We are planning to release our first video app container really soon. "VR Horror Stories" main language is English even if 90% of the video app has no dialog. The VR experience is mostly happening in dark environments with creepy spatialized 3D sound. We decided to limit the subtitles to 6 extra languages. Does anybody has any recommendations as which extra language subtitle would be best to use? Any input would be greatly appreciated. Thank you for your valuable input! Links to members
Hi, We just generated some redeem keys using the bulk option on the Oculus Developer Center. The keys are provided and we can download the file with the keys but a few hours later it's status changed to "Canceled" and the keys does not work! Why it is canceled?
Hello! I'm currently trying to upload a PWA to the Meta Store. Uploading a build manually is deprecated so I'm using the ovr tools. When trying to upload a build, it responds with an error stating that: Application XXXXXXX is not configured as a progressive web application ...How do I setup my application to be a PWA? I see nothing where the guide says there should be something.I found a guide stating that I already need an application on the Meta Store firstly, before I can upload a PWA, but that just doesn't make sense to me.Hope for some help, thanks!What I see::Guide screenshot:
Hello All, I am uploading app to App Lab. While submitting IARC content certificate with ID and Email ID. Getting this below error. Please see attached screenshot. Any help appreciated! Thanks
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.
In the Meta Movement SDK for OpenXR documentation, several OpenXR extensions are detailed that can be used to enable runtime features over Oculus Link. Two of these are the Face and Eye Tracking extensions detailed here:https://developer.oculus.com/documentation/native/android/move-face-tracking/and here:Eye Tracking in Movement SDK for OpenXR: Native | Oculus Developers Both documents state that the user will get an error if they attempt to run the extension on a platform where it isn't supported, but when I run a PC app over link to access the face and eye data via runtime features, it provides the following errors: "Left eye tracking is not allowed. Please enable it in the Oculus app.""Right eye tracking is not allowed. Please enable it in the Oculus app.""Face tracking is not allowed. Please enable it in the Oculus app." There is no option to enable any of these in the Oculus app for PC, although there is an option to enable Passthrough. Presumably it would be in tha
Like the title says user ID returns fine but display name is null;DUC appears to have been approved for both ID and username. Below is the code for the callback used when the GetLoggedInUser() request completes: private static void GetLoggedInUserCallback(Oculus.Platform.Message<User> message){if (!message.IsError){User user = message.GetUser();PlayFabManager.Login(user.ID.ToString(), user.DisplayName);}}
For some reason since updating to integration 43/44/46 I keep getting an error during entitlement checking.Unity 2021.1.21f1 UnityException: Request with no handler. This should never happen.Oculus.Platform.Request`1[T].HandleMessage (Oculus.Platform.Message msg) (at Assets/Oculus/Platform/Scripts/Request.cs:72) Oculus.Platform.Callback.HandleMessage (Oculus.Platform.Message msg)(at Assets/Oculus/Platform/Scripts/Callback.cs:162) Oculus.Platform.Callback.RunCallbacks ()(at Assets/Oculus/Platform/Scripts/Callback.cs:61) Oculus.Platform.Request.RunCallbacks (System.UInt32 limit)(at Assets/Oculus/Platform/Scripts/Request.cs:130) Oculus.Platform.CallbackRunner.Update ()(at Assets/Oculus/Platform/Scripts/CallbackRunner.cs:28) I'm also unable to get Visual Studio debugger to pick this up, so it's rather hard to see what is going on. Anyone run into this before? Did something change in how to do entitlement checks?
Since 4.27 if you try and play a 6K video with Vulkan there is a big performance drop unusable. In 4.27 I managed to get our app to run with OpenGL but in 5.1 I haven’t managed to do that using OpenXR. My understanding is to use Vulkan as much as possible but atm this is not possible. What advice is there for 6K video playback on Vulkan in 5.1. or getting OpenGL to not crash in 5.1?
We are preparing to launch our old yet updated game for Quest.Since GearVR isn't supported anymore, we won't be updating for that platform anymore, however, we would like to be able to grant owners of our game on GearVR a chance to get the game on Quest for free or heavy price reduction, (either through a 100% price off coupon, or key share system.) Does Oculus facilitate something like this? Can I as a publisher grant my GearVR clients a coupon or key/entitlement to the Quest version? Hope something like this is possible as we like to thank those early adopters via this way.
Comprei um complemento de um jogo q eu não jogo, achando q ami ha filha poderia usar na conta dela. Gostaria de tranferir esse complemento para conta dela. Como transferir esse complemento para conta dela?
I am working with the Meta Avatars SDK and can't find any way to detect if a user doesn't already have a Meta Avatar, and as part of this I can't find a way to detect if the user has simply been assigned a default avatar.I have the ability to let the user open the customise avatar menu via a deeplink call, but no way to detect if I should tell the user to create an avatar first time if they don't have one?
Restarting the PC or Quest didn't help.
I'm hitting a strange issue that I can't explain.We're developing a VR app in Unity and I've recently added the OVRLipSync for mouth movements but I keep getting Unity Editor crashes every time I run our application, even in the sample scene included in the package - It's 100% reproduceable.I have noticed however if we create a whole new Unity project (same Unity Editor version) and import the OVRLipSync package then run the sample scene it works fine (obvious after allowing permissions to the bundle file via System Preferences). However the crashes are consistent in our own project we're trying to add OVRLipSync to, so something is definitely amiss in my project specifically.It's also worth noting that it is only crashing on OSX, not Windows - I only have one OSX device so it could be specific to my Macbook but I'm unable to confirm that.At first I thought maybe it was OSX not having permission to the OVRLipSync.bundle file but I've ruled this out as I've re-imported the bundle file a
Hello! This is my first VR proyect and I baked the light with GPU Lightmass. I used the Unreal VR template and added raytrace and virtual texture for the GPU Lightmass but all my meshes are black in my meta quest 2. Does anybody know what can this be? Does VR support GPU Lightmass? Thank you.
Hi, I have been creating an application for the Windows platform through Unity. I have the latest version of the Oculus SDK for Unity. When I run the build (exe file), I am able to connect the HMD to the application and the scene is visible through it. However, when I run the same build in another PC, it doesn't work. The HMD and the Oculus app don't detect it. I have tried the same in systems, which have Unity Editors and also in those that don't, but with the same result. I also tried to print some OVR plugin property and that prints fine. In summary, the build works fine in my PC but not in any other. Am I missing something in the build process? Unity version: 2021.3.13f1Any help would be appreciated.
I'm trying to have the Avatar hand (from avatar sdk) to shape as the interaction rig hands when grabbing object. For example, in the samples scenes if I put the avatar in the TouchGrabExamples scene when i grab an object the interaction hand actually stop at the collider position while the avatar's one go all the way through it. Someone have an idea for solve it?
Can I disable/enable guardian through code? My app has passthrough turned on. If a user moves outside the guardian, the VR content disappears. The only solution seems to remove the guardian. In the developer mode, removing the guardian means removing the guardian for all apps. A user must re-enable the guardian after using my app. Therefore, through code, I need to disable the guardian when the app starts, and enable the guardian when the app exits. If it can not be done at this moment, please consider this post as a feature request. Thanks for your help.
At the moment we use a Quest 2 as a stationary Monitor that is simulating a microscope.Because of that we dont need the controllers for any interaction with the questand we dont need a guardian system as the Quest 2 is not moving at all. Can the Meta Quest Pro be used without connected controllers (i.e. no batteries inserted) ?
Situation:We using Photon for networking and trying to implement oculus invites.Currently, looks like user FORCED to be in a oculus room to send invite, event thought we can send any ulong(with length limitation) room id there.Therefore we forced to do some hacks for it to work:inviter: [if NOT in room(CreateOculus room -> Created photon room with same roomID)] -> Start oculus inviting processinvitee: [if in room(Leave oculus room -> leave photon room)] -> joint oculus room -> join photon roomAnd all of this is because we didn't found any way of starting invite process while NOT being in any oculus room. Question: Are we missing something? Is there any way to send oculus invites with out being in oculus room?
I'm wondering if I can use two different passthrough layers for each eye.For example, I want to set the opacity for right eye to 1 and for left eye to 0.5. What I tried was adding passthrough layers to right/left eye anchors under the OVRCameraRig object and changing the opacity outside of OVRCameraRig using a script. However, it seems not working.If anybody know if we could do this and tell me how to do that, I would really appreciate it.I haven't tried adding 2 OVRCameraRig and add passthrough layer for each one.I'm not sure if I can do that and even if I can, I would like to avoid it because I feel like I don't take the advantage of OVRCameraRig. (If this is the only option, I will try it though) I really appreciate your help. Thank you.
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