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Hello!So, I've been working on implementing the Avatar 2 SDK, and I've run into a difficult issue with builds.We maintain a single application that builds both for Meta Quest platform and for a Non-VR PC Companion.Both share a single main scene, with OVR rig disabled at runtime, and we have not had any issues to date with that setup. I've done the same with Avatars: In VR they will be toggled on, otherwise they are off. We have now successfully built a Quest version of the app with Avatars, but when we try to build for PC, the project crashes.I'll include a crash log in case there is anything in there that may help.I've attempted to repro this with a clean project (having only the Oculus SDK and Avatar SDK, but have so far been unsuccessful. Unfortunately, I'm unable to upload the project this is happening in, so I will continue trying to repro on a clean project.Details:Unity Version: 2021.2.16f1Oculus SDK Version: 46.0OvrAvatar2 Version: 18.0.0.55.79Using OpenXR Backend for OvrO
Does anyone have any info regarding the proper settings to get livelink enabled and streaming for a compiled quest package? I'm assuming that unreal needs to be properly configured in the udp messaging settings, but I'm running into issues getting my livelink stream to show up in the build.
Hi, Do you have experience how long does it take to go through review step? My app status shows "Your app is being evaluated by our review team." No updates, no emails from oculus. I have a feeling that it was forgotten.
Hi, I previously uploaded an app on App Lab. It got flagged on one of the tests. Essentially, the test assumes I'm making a certain type of app. The app I uploaded is not of that type. The approval team and I spoke and got it resolved. It took over a month but we got there.I uploaded another app. Got flagged the same way. It is the exact same issue we resolved last time but with a new app. I intend to upload more apps which will most likely go through the same process. Reached out to the approval team. It's been a month and a half and no response. Can someone help?Thanks
Hello everyone!We’re a group of students in the UK that are looking to create an online tool to make developing VR worlds and apps much easier and more accessible (think drag and drop)!We’re in early stages, so we generated a quick survey and would love to get everyone’s thoughts on the idea and any potential features we can implement. It shouldn’t take too much of your time! Wide participation would be very much appreciated and means we can create a product that everyone can find useful.Survey Link: https://imperial.eu.qualtrics.com/jfe/form/SV_bxcmDePk3gk5SiGThank you all for your time and looking forward to the feedback!
Is it possible to feed the Quest passthrough cams to my PC while at the same time playing any non passthrough game in VR? I stream using a custom FPV MR setup on my Valve Index where I pull live footage of my arms in a green room and overlay them with the VR video game hands to make it look like my real hands and arms are in the game. I want to bring this streaming experience to the Quest Pro.
I've already become an Oculus developer and successfully verified my Oculus developer account. After that, I enabled the developer mode on Meta Quest App on my phone and restarted the Quest 2 for several times, but there's still no developer in setting->system.
Hello, I'm looking for a solution to a problem I have with OVRAudio. I am using OVRAudio API for Native C/C++ 32.0.0. When I decode 2nd Order material with the ovrAudio_ProcessAmbisonicStreamInterleaved function, out-of-domain accesses occur.I have specified "order" as "2" in the ovrAudio_CreateAmbisonicStream function argument, but it still occurs.Is there any necessary procedure?Also, is it possible to get a sample code to decode the 2nd Order?
We are developing VR device management system that can monitor VR viewers' screens.However we are experiencing problems with our mirroring feature that worked in v43 with the v44 firmware (inquired about in another post) and would like to temporarily downgrade firmware to v43 to demonstrate the system to our customers. We know that it is possible to manually update/downgrade the firmware using the procedure listed below, although it is unofficial.https://www.reddit.com/r/oculusquest/wiki/guides/manualupdate/However, the only way to obtain the Quest/Quest2 firmware is through unauthorized files distributed by volunteers, and our corporate policy prevents its use.Would you please consider providing a way to downgrade the firmware? We believe that device management will be in demand in the future for group use,but it is sensitive to firmware and commercial support is important.However, Oculus for Business is no longer supported, and the current terms requireus to
Hi All, We've had an application fail review for VRC.Content.1 because we are targeting the Quest 2 only and we've been told that we must support both Quest and Quest 2 when submitting to App Lab. Is this true? And is this also true when submitting to the full Oculus Store?The second question that I have is: When a submission fails, do they immediately stop reviewing the other VRCs, or do they do a complete pass on the submission and let you know all of the failures?Thanks so much for any advice!
Dear Guys,I have this problem, normally Quest2 is working fine but when I start a PARTY or a workroom meeting the system start to be unstable. It freezes and it continues to disconnect room, even I affect one of the guest there.The incredible thing is that this is not happening in my office. At home I have a 80mb / 40 mb Adsl line, instead at office a pure fiber 100/100... My suspicius is not the line, but the connections in place during the meetings and parties... it seems like at home quest 2 is getting crazy due some limitation on multiple connection.So I want to understand more about this possible issue, WorkRooms and Party how are them working exactly? The connection between each user is a separate connection? Are these apps using special ports UDP or TCP? I'm quite sure here at my home I have a situation where something is broken during connection and this make the quest2 not working properly PS: Is there a method to donwload the LOGS for debugging by And
I recently upgraded to v43.0.0.178. I haven't looked at the developer settings in a while but disable guardian is no longer there. It says 'guardian boundaries may only be disabled for content development purposes'. My guardian stays on even if I have this ON. As well, I thought you could turn passthough camera off when going outside of a guardian. My unit was setup in the past to allow me to walk around (I have a very large play area) outside normal limits (especially in the home area) without the camera coming on. With the new options, how do I turn the passthough camera off now? as well as the guardian?Thanks for your time..
Some serious issues here on a couple of Quest units (one with v34, the other with v35)Once I turn Guardian off in the Developer menu (BTW, congrats for messing the UI up in v35...) I can still see the boundaries and as soon as I walk outside passthrough kicks in... a couple of other units (v33) work perfectly, but the updated ones are buggy. Is it just me? I tried to disable and re-enable developer mode in the app, cleared the location history... it just gets stuck.Sometimes I cannot even enable Guardian anymore, the button turns blue, but cannot define a new area, but still I cannot disable the existing one... Since I'm testing a free roaming app (10x10 meters with no active boundaries) I NEED this badly. It's an hit and miss situation: upon reboot sometimes it works just once and then gets stuck again, sometimes it boots like that no matter what. It might help to know that I'm using AirLink and I need to set the floor from there... maybe AirLink is messing with the Que
externalSurfaceObject always IntPtr.Zero am i missing something? while (overlay.externalSurfaceObject == System.IntPtr.Zero) { yield return null; }this stay on loop never end !
Hi all,An old APK was uploaded to the STORE release channel, and was not released. The keystore used for this was lost, so now I cannot update the build with the fixed version.Since the app was never actually released yet, is it possible to delete the old unreleased APK and replace it with a new one? There is surely no technical roadblock in doing this, but I imagine it requires some Oculus backend intervention.Thanks!
Hi everyone,How can I capture the trigger events when Oculus hand tracking grabs and releases the object in the C# script?
Hi all, I haven't had much luck finding information on the best way to set up payment from Meta for your app sales (hopefully publishing an app in the next few months). I have a UK business account and was wondering if anyone has any advice of how to best set things up (e.g. my bank can setup a US extension of my account?). Many thanks for any help.
When I open an app I can close it but it doesn’t close, it stays open even after I leave the app. I’ve tried resetting and powering off my headset but the apps still stays open. Also when I’m recording it sometimes stops randomly, doesn’t tell me and doesn’t save what I was recording. Is there a way to fix these?
This might be asking too much. I got shadow working on a transparent surface using a custom shader. But I also need it to BLOCK shadow coming THROUGH so it doesn't appear on the surface behind. Can I have my cake AND eat it?This is for an AR Passthrough app. There is an invisible virtual floor and wall that represents the real floor and wall, but the wall shadow is passing through to the other side of the wall as well as being displayed ON the wall. I could make the floor end AT the wall, but I would still have the same problem on other objects like couch and desk that I'm trying to cast realistic shadow on.
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Hey, I'm experimenting with Hand Tracking for the Quest 2, but I'm a little unsure as to the connections between different hands. [Referring to the screengrab below...] You can use the basic hands (by adding a prefab under the OVRCameraRigPoseExample > TrackingSpace > Left/RightHandAnchor). However, to identify poses, you need to use the OVRInteraction setup (which is parented under OVRCameraRig)... but now I have two places dealing with hands. Also, as in the image, you no longer use a prefab hand under the TrackingSpace hands. But it seems I need both of them for everything to work for poses, does anyone know the purpose of each? The tracking space ones have the OVRHand.cs script, where as the hands under OVRInteraction are using the Hands.cs script. I borrowed this from the PoseExamples scene in the Oculus samples folder. Just trying to understand how it works - rather than calling it magic ... Any help wrapping my head around this is much appreciated. Thanks.
Hi!I am trying to play test an Oculus game through the Unity Editor. Unity will only enter play mode once through the Oculus Link Dash. I have to restart Unity to get it to work again, every time after it playing that first time. It will play in Unity at that point, but not Oculus. I am using a secondary account on my Oculus. Oculus Link app on the computer is logged into that account. However, I can not sync the Oculus to the Oculus phone app. I can log in with the second account, just not connect my Oculus. The latter issue is a known issue, so I'm wondering if that is why this is so buggy.All apps and firmwares are up to date. Also as a side note, Dash will get this "Fatal Error: Push any button to restart Dash" so I wonder if that is contributing to this issue. Other people in my office get the same fatal error. I'm using Quest 2.Is anyone else having this play mode issue?
Hello, when switching to a meta account, I encountered the fact that my organization is not verified. And I can't complete verification. what should I do?
while using oculus pass through and building the project the right eye works fine the left eye display is completely white
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