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I tried adding a canvas render target 2D to the scene in UE5 to have a mirror effect but noticed that the OVR Lips sync visemes all had values of zero in Quest 2 as if the audio wasn't captured.
Hello Everyone,I would need information / clarifications about the possibility of managing the Quest 2 through an external interface.In particular I would like to know if there are APIs (or other) that allow my application to:1. install an APK made by me from a remote location, example: send the apk (also in local network / bluetooth / other) from PC.2. remotely start an application installed on the Quest 2, for example: start the application (also in the local network / bluetooth / other) from the PC.in particular I need to start the same application, at the same time, on 30 viewers.3. start and receive a streaming / mirroring of what you are viewing on Quest 2. I await your replyThank you
Hi, I can't find OVRPlugin when I use bachmode to build my project, but it works great without bachmode.I found that there is an error in the building process. Does anyone has a solution to it? I use Oculus Integration SDK v44 and Unity 2021.3.10f1Here is the log, thanks in advance ```NullReferenceException: Object reference not set to an instance of an object at OVRDeviceSelector.get_isTargetDeviceQuest () [0x0000d] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:45 at OVRDeviceSelector.get_isTargetDeviceQuestFamily () [0x00000] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:35 at OVRGradleGeneration.OnPostGenerateGradleAndroidProject (System.String path) [0x00010] in D:\Oculus\VR\Editor\OVRGradleGeneration.cs:215 at UnityEditor.Android.AndroidBuildPipelineInterfaces.OnGeneratePlatformProjectPostprocess (System.String path, System.Boolean strict) [0x00026] in <99feab6f3db6407493924fe4a179a95b>:0```
When recording with Hand Tracking and Pass through at same time, the video only shows black background, does not show the pass through layer. But when recording the pass through app without hand tracking, you can see the room. Please fix this bug, as our app will feature both Passthrough and Handtracking, and we want to be able to create the videos for marketing / training purposes. Built in Unity.
I've got a project. I'm working on Oculus Quest and Arduino, I was able to connect to my Arduino with Bluetooth in Oculus Quest's experiment feature. When I change to use Oculus Quest 2's Bluetooth experiment feature, I cannot connect to the same Arduino. Does anybody can solve?
I pre-ordered Among Us but when it came out it made me spend $10 for the game again and I didn't get the pre-order bonus. How can I fix this problem?
Edit (11/11/22): We've found that some users are able to download the same build and others cannot. We can't see any pattern at the moment (one user had 2 computers in the same room/network with different outcomes). Hi everyone, We're seeing an inability to download builds uploaded after approximately 12 noon UTC on the 9th of November. When attempting to download through the Oculus desktop application, the user receives a popup that reads "Sorry, we couldn't install [game title]. Visit Oculus Support to get help." When attempting to download the build using ovr-platform-util, we get a little more information in the logs files as to what is going on. Relevant command line output reads: Logging in Logged in successfully Starting download for build: 5656359067773068 Retrieving build manifest Reading build manifest Downloading 25% [░░░░░░░░░░░░░░░░░░░░░░
In the unity oculus interaction SDK there is a bug in the PointableCanvasModule This is the ADB log 15:37:50.067 Unity InvalidOperationException: Collection was modified; enumeration operation may not execute.at System.Collections.Generic.Dictionary`2+ValueCollection+Enumerator[TKey,TValue].MoveNext ()at Oculus.Interaction.PointableCanvasModule.Process () [0x00000]at UnityEngine.EventSystems.EventSystem.Update () [0x00000] The result is the menu items are no longer selectable and the user has a stuck menu Offending code: public class PointableCanvasModule : PointerInputModule ////... public override void Process() { foreach (Pointer pointer in _pointersForDeletion) { ProcessPointer(pointer, true); } _pointersForDeletion.Clear(); // when pointers/hand rays are added: InvalidOperationException: Collection was modified foreach (Pointer pointer in _pointerMap.Values)
i have loaded up the VR sample map and got the game to be packaged and sent to the quest 2. when the quest 2 loads the game i can hear the fire in the level and teleport around. i can also use the oculus button to bring up the menu. i can't see the menu or the game. everything is black. in order to exit the game i have to turn the quest 2 off. there are no dots. just black screen.
Hi there!I really enjoy using the Developer Hub and have a few requests for features which would be beneficial to us developers. I am currently using these as custom commands, but it would be much more convenient to have dedicated controls in "Device Actions" for them.The features are as follows:Change Dynamic FFR to Static and explicitly control its levelChange Dynamic CPU & GPU level to Static and explicitly control their levelChange headset refresh rate between 72, 90 and 120 HzThese settings would me the MQDH an ultimate developers tool, so in advance thanks for considering these ideas.Cheers,Filip
I am currently trying to implement the Invite to app / destinations / group presence features into a small test app for R&D purposes. At the moment, the app is able to set a user's group presence and display the group presence to players launching the app through an invite. For a couple of test users, this app has worked correctly - allowing them to set a presence and invite each other without issue. However, for me and one other user since using the app, we have experienced various issues with the Oculus social platform. For me - my Oculus account is no longer receiving invite notifications from any app that implements the Oculus invite system - not just my own test app. I have been unable to rectify this issue even with a full factory reset of the device. For the other user - their online status on the friends list seemed to be displayed as offline to other users despite them being online, with any invites or messages sent by them not appearing to other users. This
I decided to form an LLC before releasing my game. Under financial information in the Org Manager the fields to enter this information are locked. How do I go about updating my organization to be an LLC? (or do I have to form a new one).
We're planning a rolled out release of our App Lab app using Meta keys to give to our early users. We thought we would be able to track various campaigns with different sets of keys from the developer dashboard, but our test keys are not showing up at all. Is tracking a feature only available once the app is officially released on app lab? Or only for Quest store apps? Or is it simply not available?
Hello allWhen casting it starts as a rectangle with black borders, if i expand fully if goes pretty big and the pixels are stretched, is there anyway to expand it too 1080 x 1920, screen size with out blowing it up? Just wanted to know before thinking of ways to fill in the black voids on each side as will be for streaming. RegardsRaz
strap on my Oculus headset broke😔I only have it for a couple of months and this happened. Is there any way I can get this fixed or replaced.
I use the "OculusInteractionSampleRIg" prefab, and when I use the controllers, it works fine, but when I switch to hands tracking and show the two small icons above the hands, a strange continuous fast beeping sound starts and it stops when the icons disappear. Can you help me to fix this problem?
Hi! We are still heavily in producing a multiplayer-windows-based VR app using the OculusVR plugin (together with UE4.27.2 and life is good) . Since there has been a complete new MetaXR plugin released we are wondering about how long the old Oculus Plg will work since I assume that on some point there will be updates on the headsets that will produce errors by the communication between Oculus app (which I assume will be replaced by some "Meta app" in the near future too) and the Unreal plg? So if anyone knows something about how long the OculusVR-plg will be supported I'd appreciate an answer. Thank you very much!
Hi, I noticed that the Dynamic Clock Throttling is sometimes not fast enough to react to the CPU performance demand and even lowers the CPU level when it shouldn't. If I put the headset to sleep and wake up the headset after a few seconds I will have a few seconds where the FPS will be around 36 while the CPU and GPU levels are both on 0. And only after a few seconds(3s to 25s) does the level increase to match the performance required. If you have any solutions please let me know. I tried setting the CPU and GPU levels to 3 on application focus which solves the problem until I remove the high level and then Dynamic Clock Throttling will lower the CPU level to zero which causes the PFS to drop to 36 until it re increases the level up to match what's needed. I have attached a photo of what happening where the blue arrow is where I get the low FPS drop due to CPU level being 0( on this screenshot it only happens for a few second because of me taking a 
My app has always run at over 120 fps when I've tested, it ran at over 60fps on the original GeavVR. My app lab app Home Plate Baseball, has seen consistent performance degradation that started in June. I went from a steady 90 (on the graph, since so few people have 120 fps mode) to 70, and now down to 30 fps. Nothing has changed, I rely on no outside services (I call Oculus entitlement as required) and I might try to call the Oculus leaderboards.My performance has dropped and is now terrible, has anyone seen this in apps they use? I cannot login to make a support ticket as I get the following error as well. If Oculus/Facebook reality labs/Meta wants to troubleshoot I'll be happy to share my source code/project. I can't be the only one affected by this change and this would be great to get resolved.
Hi, I'm developing a multiplayer VR game and I bought a Quest 2 to use as a second player. I am developing on PC with Unity and OpenXR, and I'm doing test runs on the Quest 2 via Air Link. This is great because I can just hit play in Unity and have the Quest 2 in game right away. My problem is that the Quest 2 does not stay running reliably when I'm not wearing it. I want to be able to set it down and put on another VR headset while having the Quest 2 remain connected to Air Link and keep tracking. Instead at the same time the Oculus Debug Tool's Mirror will spontaneously go black and the Quest 2's power light will turn off. I don't think it's getting disconnected from Air Link because if I press the power button it comes right back into the session. I have changed the system settings to leave the display on for 4 hours, and I've tried turning on Bypass Proximity Sensor Check in the Oculus Debug Tool. I wasn't able to find anything else that looked like it would help.&nb
Hi!I'm running the latest firmware on the Quest Pro and the latest Oculus integration in Unity, but if I call OVRPlugin.GetSystemHeadsetType from within the APK, the Quest Pro claims to be a Quest 2. If I run it over Link it correctly returns Meta_Link_Quest_Pro. I'm assuming this is for backwards compatibility so that apps running on the Pro will inherit the additional graphics and features gated behind a check for Quest 2. But I want to load additional, higher-detailed textures for the Pro-only, which won't fit in RAM on the Quest 2, so this isn't much help to me. I'm currently experimenting with seeing if I can successfully allocate more than 6 GB of RAM as a sort of badly duct-taped together cheat for sussing out whether I'm on a Quest 2 or a Quest Pro, but I'd far rather do it properly. Is there some toggle I need to set to say "yes, I know the Pro exists and you don't have to lie to me about being a Quest 2"?
TLDR; I'd like for a way for my game code (unity) to be able to pull logs out of logcat, not tagged by my game (with the user's permission).....and...maybe someone from Oculus can help resolve why these crashes are happening at all. During the playing of my game, there are sometimes hard crashes to the system, or even full freezes where users have to hard restart the headset. I don't know what is causing it. It isn't repeatable consistently....and while it happens more during my game, the stack trace doesn't mention my game at all when it does crash. I'd like to be able to, on the next game session, offer the user a button that says "would you like to send crash logs from the previous session to help us resolve it?"I already have a system that allows them to send logs from my own logging...but the few crashes that I have seen, the logs weren't fired from the application. ..but I don't know how to, and if it's possible to pull system ADB logs, from c# unity gam
Hi everyone, When I try to upload my APK file to the Alpha channel, I get the following error message. Unfortunately the link to the Developer Distribution Agreement is broken for me, any idea how to go around this ? Also, all my legal document in the developer dashboard are signed. I don't know what to do.. Starting upload for app: XXXXXXXXXXXXXXXXXXXXX ERROR: Before you can upload a build, you must first agree to our Developer Distribution Agreement. Please go to this URL to complete this process: https://dashboard.oculus.com/dda/111,748,133,540,650. Build Upload Error - an error has occurred for app id: XXXXXXXXXXXXXXXXXX
Hello, I'm unity VR beginner developer and I'm in trouble. I tried to test IAP and it was done successfully before 11.04.2022.However, "Sorry, you don't have permissions to perform this action" came out last Friday and I can't fix this issue so far. I think I do not even touch IAP logics and I tried to update quest firmware, restart the device, delete-redownload the app, check stuffs in oculus developer manager page, do factory reset the device and log in with new test-user account. I attached the debug log. Please help me to solve this problem.I appreciate all your advices.Thank you!
I was invited to test an app bit I can't find where my preview app section os on the oculus app.
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