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Hello, We are currently developing an application for a customer that uses the Rooms, P2P and matchmaking APIs. We would like to distribute this application to the customer via the RC channel (not the Production one).Unfortunately, we have noticed these APIs will get deprecated in 2023 https://developer.oculus.com/blog/deprecating-oculus-rooms-api-in-january-2023/But from what I can read, it won't affect applications that were released in AppLab.Do you know if the API will still be available after January 2023 for this application that is distributed via the RC channel? If so, how long will the API still be available? Thank you for your help! Best,Mehdi
HiAssets/Oculus/VR/Scenes/UI.unity is a scene from the Integration package.Unfortunately the input field does not work , the keyboard does not pop up as it should.Does anyone know how to fix this?I am trying to have an UI input filed and have the Quest user select it and fill out a nameI could not locate any other example in the integration package Thanks in advanceDimi
Meta needs a good fusion to connect vr users and facebook users. Focusing on this entirely to expanding the ecosystem, 2d or 3d. This would fix this disconnect. Additionally help users understand how powerful, to have a chats call while in game. And them see your avatar playing in game, so they get a glimpse of why Meta is Meta!!!
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I like pc vr
premo how to get it
I gotta be honest, logging into this really hit me the wrong way. They want to "verify" me by having me add a credit card.....really? That's their verification? What happened to passwords and personal information? When did they remove the "development mode" buttons from everything involved with Quest and it's phone app? How do you suddenly become "not you" after having a development account for over a year with Oculus? What happened to on/off buttons for development mode? I can't find it on my Quest 2 or my (excuse me while i vomit over the name) "Meta" phone app.
Upgrade unit for quest 2!
Hello,I am having serious difficulty enabling developer mode on my Rift S Device. I have attempted to search for solutions but insofar have been unable to find any. My developer account is verified. The device is plugged into both USB and HDMI and is fully operational. I have updated the mobile oculus and facebook apps on my phone, and am able to see the Rift S in devices, but there are no options to enable developer mode. I have also used the desktop app similarly to no avail. Is there something I am missing? Please let me know if you have had similar issues or if I am completely missing something. Thank you.
Hello, I've implemented a simple multiplayer experience with two levels, an empty level that serves the purpose of a lobby, where a user can choose between creating a matchmaking session, viewing available matchmaking sessions and joining a matchmaking session.Creating a matchmaking session works, and after succesfully creating one, the player is transported to the second level where multiplayer gameplay is supposed to happen.Second user can view the session and its ID, but when I use the join session blueprint node, the On Success pin fires yet nothing happens.Oculus analytics info displays that matchmaking sessions are created but canceled after 40 seconds (which is the time I generally wait to see if something happens).Any help would be appreciated
when i use ovr overlay, both in my scene and the one given in example gives this error: ovr overlay error NullReferenceException: Object reference not set to an instance of an object OVROverlay.PopulateLaye
I have created a distributed ray tracer using a shader in Unity. I would like to show this in stereo and be able to navigate with my Oculus Rfit.What I have done so far is create two identical quads which I assign to the LeftAnchor and the RightAnchor in the OVRCameraRig. I add a material to each quad which uses the same shader. I create a left and right layer and assign the culling mask for each eye to each layer. I made sure the quads are large enough that they fill the FOV when I put the HMD on. In my shader I set the cameras to be +- 0.0325m apart along the right camera axis. This gives me stereo and it looks quite awesome with my real time ray tracer.However, I'm not sure if I am doing things ideally. I notice that when I enable VR support in player settings that the Unity Camera ads options stereoSeperation and stereoConvergence. How are these options used in Unity?Is am a bit surprised and confused by the stereoConvergence option. Currently my left and ri
what languages are most used to develop app for native oculus?
Hello everyone, in my project I want my game to be somewhat connected with real life. That’s why I want it to see its way in real life with a setting in the game. Is something like this possible from within Unreal Engine?e.g: https://developer.oculus.com/blog/mixed-reality-with-passthrough/
I have some issues with Quest 2 tracking. My team is developing a multiplayer game with with free movement. We have an empty 8x8m area, where players can walk with their feets. Our environment had designed for this area. So, we draw and disable guardian zone, and then each place ocusus controllers at the same place for all players. During our game, each player see each other. Everything works well, but sometimes oculus camera jump away from playing area. There is no any tracking lost event, oculus still see both controller, but player cannot continue to play, because he doesn't see other players model in their real world position. If I open oculus menu, I see that floor level is still at the right place.We are using Unity for development, and ovrCameraRig prefab, with their default settings.We don't have direction sunlight at our playing area, and our floor have enough contrast elementsIs there any possible ways to solve this issue
Hi, my name is Ariel. I have been having issues trying to contact the Oculus Support Team. I have created two tickets in which they both got a response saying they were assigned to Oculus Submissions Team. It's been 2 months already and I haven’t received a response back. If anyone has some advice that would be great - I am still not sure if it’s an issue on my end. I appreciate the help!
Hi there, I'm using Unity 2021.3.11f1, Oculus SDK Integration with the OpenXR backend enabled. I'm trying to set the refresh rate to 90Hz, I've got an object in scene with a script with: OVRManager.display.displayFrequency = 90.0f; When I build to the Quest 2 - OVR Overlay reports the display refresh rate is still just 72Hz. Even if I drop that line into Update(), nothing changes. Any ideas?
A cool feature in Horizons is that when you take your headset off your avatar is replaced by a 2d image of you avatar. Has anyone figured out how to access that 2d image using the Unity SDK?
HiSuddenly the Performance HUD shows and just is in the way, how come?History1 Performance HUD showed up in MSFS every time I used Ctrl + numpad +/- also the Debug window2 I uninstallled Oculus and manually cleaned up a lot of folders -> Problems gone3 A week or so later the problem got back, I once again uninstallled Oculus and manually ….4 This is the current situation. I also remapped the MSFS keyboard functionality for changing sim-rate so that I didn’t had to use the Ctrl + numpad +/-5 Now, before I get back the problem once again I need to understand what is going on here, what buttons does what etc Why does the Debug windows start?When the Performance HUD came up and the Debug windows also was shown, I entered the debug tool and tried to update the Hud setting by ensuring it was set to None but with no result.This case has swimmed around in plenty of Meta support departments for some weeks now and no Meta-support seem to have a clue.Mats Sederholm
I know some people created this before. But my case is different. I tried all the solution that I can find on the forums. I tried to change the registry, but somehow OpenXR folder is not there. I can see only "Vulkan" in the "Khronos" folder (In both SOFTWARE and WOW6432Node) How do I fix this? I cannot preview my work in Unreal because it is not set to default OpenXR.Please help me MetaStoreHelp It looks like this at the moment
I have tried implementing quick invite link but it shows User cannot other invite other, set the group presence to be at Destination, lobby session id and join able to be true. Even though user presence is set and this works with the oculus invite panel that overlays over the game. Here is the code snippet: public void LaunchInvitePanel(){SetPresence();//ErrorMessage.text = "Launching Invite Panel...";var options = new InviteOptions();/*if (SuggestedUserID != 0){options.AddSuggestedUser(SuggestedUserID);}*///this worksGroupPresence.LaunchInvitePanel(options);//this doesn't workGroupPresence.SendInvites(SuggestedUserID).OnComplete(invitesent);}public void invitesent(Message<SendInvitesResult> msg){//ErrorMessage.text = "";if (!msg.IsError){foreach (var invite in msg.Data.Invites){//Text just to show return messageAchievementText.text = AchievementText.text + invite.RecipientOptional.OculusID;}}else{// Text just to show error from the callbackAchievementText.text = msg.G
Hi everyone. I'm finally at my wits end on this one. I've been able to successfully upload my apk to the ALPHA Release Channel, but the "Test Status" always says "Failed". However, when inspected, everything has passed. Here's what I'm looking at: Fails, but doesn't say why Here's what I've done already:Followed the steps on this page:https://developer.oculus.com/documentation/unity/unity-conf-settings/Development Build is unchecked and apk is signedTested and works fine on Quest and Quest 2Unity can upload and run it to the Quest just fineOculus Developer Hub uploads it just fineEnvironment settings:Unity 2020.3.40f1 (I also tried Unity 2021.3.11f1)Using URP 10.10.0Oculus XR Plugin 1.12.1OVRPlugin to Legacy LibOVR+VRAPINo OBB (it's a small game right now)Addressables 1.19.19All the addressables are set to localLatest Oculus Integration for:Oculus.Platform.Entitlements.IsUserEntitledToApplication()Oculus.Platform.Users.GetLoggedInUser()Thank you!
App lab gives me an error in the test status, when I click on the Test Results: Security Vulnerability Review, I click on the details option and it tells me that it passed all the tests, so what is the error then? what should I do or request to fix this "error"?It should be noted that app lab has not yet reviewed the game and there have been recent changes in some sections, photos attached. this error did not appear before.
So I was just starting to make my first Meta Quest 2 game, when I had to verify my account for app distribution. I have my Google Authenticator but it hasn't verified. Is my phone number the only way I can verify?
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