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Hello, I've the weirdest issue and it suddenly (well, at least I don't know what's causing it) appeared: ASW is triggering horrible artifacts, mostly on plain background. Video of the issue:https://youtu.be/qNhxBXpEpAQ - It happens on every game I've tried.- This is not a framerate issue.- It happens mainly on plain backgrounds and a lot less when there is details. Quest 2 (Link or Airlink)4090 RTX with 526.47 driversOculus software 46.0.0.230.0 (46.0.0.229.0) Could you guys tell me if this is an issue on my side or if ASW is actually broken? Could be an Nvidia driver issue, Oculus software issue, I really don't know. MetaStoreHelp Have you guys ever seen this or got reports about a similar issue? Thanks!
I'm trying to make a application for Oculus Go, but can't find Oculus Integration v18 for download. Is it even avaiable for download?
Does the Oculus Spatializer have any platform restrictions? Can it be used for PCVR development as well as Oculus?
Iam trying to implement facebook login for my oculus app and after integrating Facebook sdk(Android) and aadded login button. Running the app on oculus quest2 and when iam clicking on login button its open meta quest browser where iam getting error like Fbconnect link is blocked.
Hi all, I'm developing a WebXR experience using three.js. You can click on a number of images to see an associated 3D model and explore it in VR. Most of the time it works fine. However, sometimes when I exit the application it crashes the browser, such that the browser disappears! Obviously, I can debug the browser in chrome via a USB connection to my PC, however, it's hard to debug the output when the browser is no longer there! I get no console errors before the crash occurs. Does anybody know of any tools that will enable me to trace the point at which the browser crashes, or just any general ideas that might help me, it's driving me crazy!!Many thanks, Tony.
I am physically disabled and can only face upwards (toward the ceiling) when in bed or in my wheelchair. I bought an Oculus Go, not for games but rather for visual experiences such as sightseeing and rollercoasters and also for watching 3d and 2d movies and TV. Unfortunately, because of my head position, I am unable to see any Go content. Please consider creating accessibility options for people like me who have severe physical limitations. It would be great if there was an option to set the the starting view to straight ahead, regardless of the users head position. VR has the potential to open up a whole new set of exciting experiences to people who are confined to bed or wheelchair. I am not going to return my Oculus Go, I will hang onto it and hope that future updates will add view options that will make the Go usable by me.
MetaStoreHelp -- the "3D URP" was a brilliant template, all the goodness of URP without having to clean up all the assets and other erroneous setting -- why did it go away? Note there are also couple settings that that template fixed that are not correct in the URP template --- know that with the URP template (not the 3D URP) is causing issues for many devs (including myself until I figured it out today) are getting the "infinite loading dots" unless you unclick the "Auto Graphics API" -AND- then delete the "Vulcan". Moral of the story, please bring back the clean "3D URP" template that just worked -- thanks! The "3D URP" template made project setup very easy --- see...http://www.lancelarsen.com/xr-step-by-step-setting-up-your-oculus-quest-xr-project-in-unity-2021/
Hey!So, I know very basic C++/Arduino and I can easily make a sketch that takes the values X and Y of the mouse and apply them to [for example] a couple of servos.My question is how do I communicate/send those values to the Quest and interpret them to locomotion?I figured that since the Kat-walk slide-mill can send data to the quest and be recognised as locomotion, I should be able to do something similar. 🤔I plan on using a ESP32 micro controller for the built in Bluetooth to hopefully keep it wireless.Any help is appreciated.
We are developing VR device management system that can monitor VR viewers' screens.we are implementing mirroring function using MediaProjection API, and it worked in v43.However, after updating to v44 it was not working and we found the following log. 10-13 16:41:59.750 4070 4070 E MediaProjectionPermissionActivity: Screen recording via the Media Projection Manager is disabled; canceling operation It seems to be happening in MediaProjectionManager.createScreenCaptureIntent().The expected behavior is for a permission confirmation dialog to appear, but no dialog is displayed. MediaProjection is not available in the future? Is there an alternative?We are very troubled as we consider this an important feature. The detailed logs are shown below. We are unable to post the logs for our application, but were able to reproduce same log with the following mirriorg application.https://github.com/TakenokoTech/ScreenMirrorAndroid/releases/download/v0.0.1/app-rel
Recently, Supernatural (https://www.getsupernatural.com/) added 'knee tracking' based on estimating head and hand movement (i.e. not knee tracking at all). Since they only needed crude tracking, this was sufficient for them. Would it be possible to access the Space Sense API to get similarly crude (though slightly better) tracking? I just want to know if the user's leg is extended out in front of them or not. I don't need exact position or anything. I'm happy to assume the object is their leg if it's within a certain (small) radius.
Hi , I'v met server error issue while tring to upload an rift app. Logs are written to: C:\Users\wzspdw\AppData\Local\Temp\oc_cli_5044897465587957_2022-06-18T03-23-07-986Z.log ****************************************************************************** Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 has been released on Fri Oct 08 2021. ** Please use the following command to update it: ** > C:\Users\wzspdw\AppData\Roaming\odh\ovr-platform-util.exe self-update ****************************************************************************** Starting upload for app: 5044897465587957 Submitting upload... A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurre
I have solved some issues with Workrooms and the Quest 2. Will the developers see this? Also, Workrooms needs an easy JOIN button, as my fans/readers, thousands of them, can't use Workrooms because you have to be a rocket scientist right now to have people join you in a meeting. I have the solution. Contact me if you want this solved!Thank you,
I saw headset pass-thru working from my home space perhaps a week ago and I still see the slider (in settings) but it isn't active. Is there another setting I forgot? Thanks.
Hi, following the release of SDK v46, I just had a look at the body tracking features made available; The body feature is great news for us, as this would allow us to have a more convincing characters in multiplayer games than what we are obtaining with IK alone. With a few tweaks, I was able to build a working unity project with the samples available here :https://github.com/oculus-samples/Unity-Movement I ran the demo called "MovementRetargeting" and got a working mirror of the body the system is computing. This works great on the upper body part, but the leg and feet information is missing. I tried to play with the sample by adding more body sections to "align" and to "position" in the "drive third party skeleton" component of the demo, but that didn't change a thing on the result. When watching Oculus connect presentations of this year, I saw a demo of a character with the lower part of the body being also estimated by the body tracking feature; will the fu
I recently got an invite email from my employer to install a pre-release version of a game we're working on. I clicked the link in the email, which took me to a login page. Upon logging in, I was taken to a page that said "Congrats! You can now find your preview in the My Preview Apps section in the Oculus App." The only problem is, if I go to the My Preview Apps section, it's empty. All it says is "You currently do not have any preview apps." I tried chatting with Customer Support, but they were very unhelpful and said there was nothing they could do as it wasn't an official Oculus app. Would anyone know how to fix this issue? I need to be able to play the game for work purposes, so being delayed like this isn't great. Thanks!
I know, strange question that I'm not too sure how to word properly so I wrote more below, apologies. I just started Unity development for Oculus Quest 2 and I made an app and installed it onto my Oculus Quest 2 via the Oculus Developer Hub. I no longer have access to the source file through deleting it by accident, but it still is on the headset and functioning, and was wondering if there was a way to transfer that file from my headset to my pc. It shows up in the file manager inside of the Oculus Developer Hub but I can only uninstall it, and using file explorers show up with empty files. I'm starting to think this isn't possible, but I'm not too familiar with these systems yet, so any help would be greatly appreciated. I attached a screenshot showing that it is on the headset, but I am unable to move it and my only option is to uninstall.
okay so before i got my oculus i was able to download the softwere just to see if i could even play vr and it only said (your hardwere isnt supported by rifts recommended list) now it just says ur graphics card isnt supported u cant connect ur headset to oculus. meaning. i was able to bypass it and now im not even allowed too. what is pretty annyoing cuz we all know how to push our systems and know when to stop. i know what my pc can handle and what it cant, and i know vr is really heavy but if i can play beat saber on alvr with 120/150 fps then i surely can play on link too. just let us bypass and see if it even works. radder then them just saying it doesnt work without us even trying.
Hello,I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works:1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method:It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput.This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer.2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/g
Hello, When I try to upload a build through Oculus Developer Hub it just stays uploading infinitely. The upload loading bar starts and animates, but it doesn't go past that. Has anybody had a similar issue, and have any advice?Thanks,Bernard
We started an application for our new VR app for Store on May 23rd (today it is Nov 1st). Since then, I have sent over 50 mails to the Developer Support channel but get no support and no progress for getting the app closer to store.Are we the only ones that experience this long leadtime, or is there any other way to get attention??
Hello, I'm trying to implement SSO for the web page of our quest2 game but I keep getting a Page Not Found error when I try to access https://auth.oculus.com/sso/ with my redirect uri and organization id anybody else having this issue? or what am I missing?
ok, annnndddd, yes bretheren court...power, connection, i found one today on newegg that has the tech specs...Made me ponder... whyput it over there, it the same size as my battery ...hmmmm anyone have thoughts? ill report bac when i have some results(noone tell meta, ok🤓)beelink has an affordible one that matches on paper...and of course uncle meta warns meta might make it unuseable if we try it. lets give it to zuckerburg for forceing us into multi thousand dollar pcs. for an appearently purposly under built 2, thanks mark
I encountered a virtual-physics alignment problem, but in my situation, when I take off the headset for a while and try to put it on in another pose (still inside the boundary), all the virtual calibrated objects misaligned with the physical ones. As I have already set to the "Stage" mode, all the physical positions should be on the same relative to the same origin. Therefore, I guess the origin still changed after the headset lost focus. Does anyone have some ideas about that? Thanks!
Hi guys, I have built a small game for the Quest 2 using the Oculus Interaction SDK to pick up items. I am using the OculusInteractionRig provided in the SDK samples to allow users to either use hand-tracking or controllers, and both appear as hands in the game. However, the mapping from the controllers to the synthetic hands seem to be off. An example: when I press the pointer finger trigger on the controller, the middle/ring/pinky fingers extend, instead of the expected behavior of the pointer finger bending in. I am going nuts trying to solve this. This problem persists in the Oculus sample scenes as well as when I start a fresh project. It happens whether I run the game with Oculus Link or whether I build it for android and upload it to the Quest 2. Has anyone had this issue? Thanks for the help!! Versions: Unity 2020.3.34f1Oculus Integration: 40.0Oculus XR Plugin: 1.12.0
I am using the 1.78 MetaXR plugin with stock Epic 5.0.3 Launcher engine. According to docs,"The Supported Meta Quest devices option in the Meta XR Plugin settings allows additional devices to be selected if unavailable in the Android Platform's Package for Oculus Mobile devices settings." But I am unable to select Meta Quest Pro option in the plugin and no other devices are listed in the settings? Should we use the Oculus Github Version of the engine instead?(Downloading it now)
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