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I'm just curious, if I was looking to put out educational content (potentially for classroom use), what would be the best away of approaching this? I'm not strong on 3d modelling, but I do have application programming experience. I was wondering if there was anything already made or in pre-production with the ability to pre-render content (e.g. record a 3d math lesson)? Anything people are using already to make educational materials? I feel like math and physics could really be well served with some great visuals and would work well in 3d, especially in terms of keeping people from getting bored.Any advice would be appreciated.
Hello,We are planning to develop an Unreal Engine game using the Quest Pro face tracking. To do so, could we use the Avatars 2.0 Codec so that the facial expressions of the original avatars of our game will faithful to those of the players? If so, when will the Unreal Engine SDK be available?Best regards
Looking for a group of developers who are working on projects in Meta's next headset, "Meta Quest Pro". Would love to exchange ideas, talk challenges and gain new insights from other developers creating projects in Meta's next headset. Thanks!
Hi,In our one of app we are using the following code from unity platform SDK to implement IAP consumables, IAP.LaunchCheckoutFlow(temp).OnComplete(LaunchCheckoutFlowCallback);We configured a test user account to test on alpha channel, the above code shows the payment panel with payment details correctly, but after entering the payment card pin the control is not triggering the callback method (LaunchCheckoutFlowCallback). Instead application is getting restarted.
I'm planning to synthesise sound in realtime in my naive (openXR) app and then play it. So I'll have a bunch of int16 or int24 arrays to play which will be constantly updated and then submitted to the sound API. Android native uses the khronos audio for continously playing audio. Can this also be used in a C++ program in a native application or what is the best approach? Is there C++ sample code available which plays for example a 1kHz sine-wave?
I am a school teacher who uses a spaceship bridge sim and looking to take it into VR but I need to find a developer who can design a Workroom room that looks like a spaceship bridge. I am not sure if Meta allows custom Workrooms, but if so, and you have the skills to create it, let me know and we can discuss it further. Thank youTodd
I would like to implement a feature where I can see both the hand and the controllers and their animations as if I go into Oculus and stay in the initial scene. I tried the interaction sample in Oculus integration package, but I can only visualize the controller, even though I selected Controllers And Hands in Hand Tracking Support in OVR Manager's Quest Feature inspector. When I build and run this scene, I can just see the controller:I want to ask how can I implement the visualization of both hand and controller? Should I change some settings in OVRCamera Rig? Thanks in advance!
I have some testers that when they change to a secondary account on their Oculus Quest 2, Developer Mode becomes disabled and have to use Oculus phone app to re-enable. Looking for a solution or fix that does not require Developer Mode to be re-enabled every time their spouse or kids use the Oculus.
I have a bit of a ghosting problem on the quest 2, while Application Space Warp is activated.As seen in the picture, i have an simple spline-Mesh comming out of the controller with a plane-mesh positioned at the end.If i move, i get a strong ghosting effect. It looks like there are two spline meshes several centimeters apart.Weirdly enough, i tried to capture the effect with screenshots and Video Capture, but couldn't.In the resulting screenshots and videos, everything looks flawless.So i tried to capture it with my phone camera. You can clearly see the two beams.The effect disappears, when i deactivate AppSW.Does anyone know what this problem might be, and how to solve it?
My goal:My goal is to get a 360 picture of a third party app. I know about Unreal Engine 4 (UE4) and Unity 360° Video Capture Software (surrealcapture.com). However, this app was not built in either. So, I want to take 6 photos and stitch them into a cubemap. How I am thinking of doing it:I am wondering if it's possible to intercept the headsets actual pose and send a specifc pose until I am able to screen capture it. Then, rotate and do it again. Would something like this be possible?
I want to connect my Oculus rift S to the Unreal Engine.I don't know how to connect this.When I open Unreal, it is not in the list of devices.I can't see my devive in the Oculus Developer Hub too.I don't know where the developer mode can be changed either.Plz anyone help with this
Hey there! context: we are currently preparing to launch a subscription for our game. We already have a bunch of DLC / Add-Ons available as durable one time purchase items. The subscription will be an alternative way to unlock access to the entire library of add-ons. We will still continue to offer single purchases though. Question: We wanted to double check the following behaviour: if a user purchases and owns an Add-On SKU, then subscribes to get access to the rest of the Add-Ons and then at some point cancels the subscription again, will they still own the initially purchased Add-On?This seems like pretty straight forward, expected behaviour, however when querying some of the SDK functions to get the purchases even SKUs that were purchased regularly suddenly had an expiration date assigned to them. We just want to make sure players don't lose access to purchased Add-Ons / SKUs when the subscription ends as this is something we can't easily test with test use
Who can i get my tshirts and logo in the metaverse?
Hello, I have an app on applab, and i want to update the video shown on the PDP, but i cant figure out how to do it. I saw this page, https://developer.oculus.com/resources/publish-content-updating/#update-app-metadata but it seems that is for the Oculus official App store, not app lab, because those instructions dont work. It mentioned things that are not on the pages when clicked as per the instructions. Does anybody know how to upload a new video to over write the one i already have in the PDP for app lab games? Thanks
Is there a way to expand the Horizon Workplace so that devs can put in specialized code to work on only their Workplaces? Something like Chrome Extensions.
The dev hub seems to be bugged in that it cannot detect my quest 2 device in any way. The oculus PC client detects it just fine while the MQDH program can't see it at all. When I click the Set Up New Device button it just shows a pop up with how to get it to detect it, I have tried and check all that multiple times over all to no effect. I can even for example use the Link (either kind) to manipulate the MQDH with the very Quest 2 it claims it cannot detect!
Hi everyone! Does anyone know if the NVIDIA RTX A4500 GPU model is compatible with oculus link? In the official Meta compatibility list it does not appear as "compatible" and it does not appear as "not compatible" either. Has anyone tested this GPU or know if it's really compatible or not? Thanks in advance.Laura
I have an Unreal app that needs to connect to BLE devices. During development I was using ACCESS_FINE_LOCATION permission but later discovered this is not allowed on the Oculus store. So I modified the app to use the recommended CompanionDeviceManager instead. This is working fine on an Android phone, but on the Quest it does not display the device selection dialog to the user. There are no errors or messages of any kind in the log. If I use a known MAC address, I can connect to the device, so it's just the scanning that's not working. The manifest contains: <uses-permission android:name="android.permission.BLUETOOTH" /> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN" /> <uses-feature android:name="android.software.companion_device_setup" /> Am I missing something?
Hi there, we can no longer access creator studio / media studio for our channel. We have dozens of videos to publish and to upload. Can someone help?
Recently, our team started to use obb file as the apk file is getting bigger and bigger. After using obb, our meta avatar doesn't load correctly, and we get these errors: [ovrAvatar2 native] AssetLoaderZip::Failed to open asset zip file: Oculus/OvrAvatar2Assets.zip[ovrAvatar2 native] Loader::Could not load Oculus/OvrAvatar2Assets.zip as zip source[ovrAvatar2 native] SystemAndroid::Application will not be able to use a shared asset cache because it does not have Manifest.permission.READ_EXTERNAL_STORAGE and/or Manifest.permission.WRITE_EXTERNAL_STORAGE permissions.But we do have <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /><uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />in our AndroidManifest. And also, we found the OvrAvatar2Assets.zip in Obb file. Does anybody have this problem too or is able to help?
I can completely re-install Oculus Software and it will connect to my Quest 2 via airlink with a Code. CLEARLY my Network is set up correctly, clearly I have a 5g router. I AM DOING EVERYTHING RIGHT. But if I walk away, put my computer to sleep, stop working or Reboot my computer, or BLINK... It stops working, will not reconnect, says (Searching for PC's ...) even though I have only one network, only one router, Wifi is turned off on computer and it should all just work.. I have done IT and networking for a job, if it is working it should keep working for at least a day.Every time, to get it working, I have to Completely Re-install Oculus software again (and no using the Task Manager kill every thing Oculus and OVR related, and restart Oculus does not help, ..also, Rebooting HMD does not help also, Rebooting Computer does not help.,,,,Any idea how to make this a device I can use to work? I am about to sell both my Quests and my
Hi everyone I would like to implement "Login with Facebook" in my VR application but I can't find anything here or on Facebook developer and google.any advice ?
I posted about this a while ago. Following up to see if anyone else has seen this. The OVRInput.GetLocalControllerAngularVelocity() method returns world space velocity in Quest builds. This does not happen in the editor/PCVR builds. This also does not occur when using a link cable even if the device shows up as "quest link". This is a very easy to reproduce bug and I'd love to know if this is on the Oculus Integration team's radar. Anyone have a great idea on how to work around this/and or how to get the attention of the Integration devs? I can't find a place to submit bug reports anymore.
Hey there, My app is running at (72)FPS, but sometimes it drops to the 60s and 50s for some shots. Will that affect being approved on the store? And how can I solve this issue? Thanks
Hello.I am currently developing games on the quest 2 because I need hand tracking. I would like to know if there was any updated tutorial out there to develop on Unity with OpenXR and hand tracking. I didn't found if I could use the Oculus Integration with OpenXR, and I did not found any documentation. Moreover, the unity OpenXR "documentation" says that it is not ready for production, but the old Oculus API has been deprecated in favoir of OpenXR ?! It is a bit misleading.I want to build on OpenXR because it is supposed to be cross-platform, and I want to port my games to consumers that do not have a quest 2 (in my case, it is the Vive focus 3).Any help is greatly appreciated 🙂 Have a nice day.
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