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Hi fellow devs,We're pretty much done with our app, but it involves a download of a large video file. We've got it working using 'httpwebrequest', but this requires the user to keep the app open - and because it's such a large file, it seems unlikely anyone would keep the app open that long. So we're trying to figure out how to invoke android.app.DownloadManager so it can download in the background.We see plenty of apps in the Oculus Store that use it, some of these apps are definitely built in Unity.Our best guess is that it requires building a Java plugin, but considering how common this problem probably is there's little documentation about it - we were hoping someone on the forum has a solution?Thanks!
Im testing the OVRManager.VrFocusAcquired action in a empty scene. It works fine on oculus link and testing it on Unity editor but when I try it on the oculus quest 2 (apk build), this action does not invoke. Is this a bug or this action only works in unity?
I want to send the data( from the other computer ex. CSV) to Unity.Next wanna interaction in Oculus Quest 2 ...HELPHOW...
Hello all, newbie here. Wanted to add different behaviors depending on which finger is hovering an interactable, what's the best way to do that?
How do I get the teleportation functionality where you point with your palm facing up and close your index finger to teleport? The locomotion sample scene doesn't work for me with hand tracking enabled. All the components seem to be specific to controllers. Is there a setup for this? I haven't been able to find anything helpful on Google either.
I have been using the Metrics tool as my #1 tool for in-app profiling and testing, but now the one feature I needed no longer works. I need to the frag/vert/frag%/vert% to guide me when I'm optimizing and all of those all show 0 now. Is this maybe an OS regression issue? I wasn't having this issue a few days ago. I have tried downloading all the older versions to see if it's the OVR metrics tool, all of them behaved the same. I have tried multiple headsets and they behave the same.
Hello everyone. I am a new developer using Oculus with Unity and I am trying to use hand tracking on my application, but I can't find any resources about how to create a teleport system using just hand tracking. Do you know where I can learn how to do it?
Hi! My quest default browser keeps crashing on meta quest 2. How do I check logs? I tried the oculus log gatherer tool but I can't see anything useful. Is there a way to specifically obtain browser logs? Thanks!
We're developing a data analytics dashboard that the Oculus Quest API will feed information to. With that in mind:1) Can we use the API to monitor adding to and removing from Wish List, anonymously without identifying individual users?2) Can we use the API to monitor the number of downloads, anonymously without identifying individual users?3) Can we use the API to identify which users have already left a review and those who haven't so that we can only send review requests to those who haven't yet left one? Thanks
Hi, I'm trying to setup Oculus OSS for the project, to create/find/join sessions, but every time I ended up in nullptr as a SessionInterface, but when I used 'steam' I can get Interfaces normally. Does anyone knows what this might be?And one more thing, I cannot get login into the oculus from the game, any help there would help me a lot. Thanks in advance.
Hey, I'm trying to get the oculus runtime to work in a docker container. I managed to get it installed but when attempting to start the ovr service the following error is found in the windows event logs. [LauncherService] Unable to launch: There is no active interactive user session. Is there a way (command line flag maybe?) to start the service without the requirement of an interactive user session? Or is there some other way to allow the OVRSdk to be initialized other than running the service?
I have an essential tremor aggravated by a pinched nerve, and a friend I introduced to Metaquest 2 for physical therapy (boxing) has Parkinson's. Both of us have tremendous difficulty navigating with the laser pointer or typing on a virtual keyboard. In fact, the buttons on the controllers are so sensitive that it sounds like we're playing a game with all the chimes when we're just trying to pick an option. I saw one thread from 2017 about tremors https://forums.oculusvr.com/t5/Ideas/Oculus-Touch-accessibility-for-people-with-hand-tremors/idi-p/560510that hasn't been addressed five years later. Tremor damping doesn't have to be elegant, especially in the navigation mode where a delay wouldn't harm people who chose the option. Tremors are periodic, so after a second or two of sampling, the software should offer thee option of cancelling them out. I'm aware most users are younger, but my interest is in Workrooms, and I suspect that a double-digit percentage of the professional
Hi everyone ! To start it's important to know my oculus go has already used (by the one who sold it to me). I had a problem with my oculus go, its not possible to pairing it with my phone by bluetooth. I try to pairing it with an other phone, no result.. According my phone, it will be necessary to chek the bluetooth connection of oculus go.I had already ask questions to the customer support and they advice me to : 1) click on FACTORY RESET, that's what I done a few hours ago. And nothing has changed.. 2) clear data in Storage of my phone's bluetooth app. It's done too but nothing has changed neither.Can somebody help me please ? Thank you for your time, have a nice dayÉva
I'm trying to implement Unity's Dynamic Resolution as a quick fix for the remaining GPU-bound scenarios in our game, but I'm running into the issue that I can't seem to get the last GPU frametime no matter what API I use. Neither FrameTimingManager.GetLatestTimings, XRStats.TryGetGPUTimeLastFrame, nor XRDisplaySubsystem.TryGetAppGPUTimeLastFrame seem to work on my Quest 2 (but do in-editor via Link). What is the preferred method to get the GPU frametime on Quest? To clarify, the game is using Vulkan and the VRAPI (not OpenXR).
My son is a quadriplegic. I have the Oculus 2. Question, could I cast to a phone/TV and I use the hand controllers while he wears the headset and set up/ control VR videos for him if we are both in the operating space set up? Also Suggestions on head movement only Apps?Or Audio /voice control suggestions. Thank You Very much!
Hi,I wrote up a blog post about how to make a simple splash screen for Rift/GearVR.Would love any feedback in case I missed anything, or if there is a better way to do it.http://talesfromtherift.com/vr-splash/Hope this helps some one,Peter []-)
I've been having fun with the openXR API and been writing this "water animation" which reacts to the heartrate. https://youtu.be/7os9slgfJcU Now I'd like to display text (heartrate for example) or a simple popup window. Or it would be even nicer to recycle Android views such as AndroidPlot. Is there any way of accessing these? It's certainly possible when pressing the menu button then the menu pops up rendered on top of my app.
Since the v44 update, I have experienced repeated frame-dropping after several minutes of using the Passthrough environment. By frame-dropping, I mean the real-world view chops around at maybe a couple of frames per second. This occurs most frequently when using 2D Android apps, especially if more than one is open. The only way to stop it is to switch to all opaque environment. The other major issue I've had is with 2D apps now restarting every time they are resized, making use of TeamViewer, USB Camera viewer, AnyDesk, VMOS and other productivity apps even more cumbersome. Also, the new camera settings still aren't showing up. I'm experiencing these issues on two different headsets, so I'm guessing I'm not the only one.
Hello, I'm trying to install the Oculus integration plugin to the official release of Unreal Engine 5.0.3 downloaded from the Epic Games Store, but whenever I copy this plugin into the Plugins folder of either the Project or the UE5 installation folder I get the following error:"Plugin 'OculusXR' failed to load because module 'OculusXRHMD' could not be loaded. There may be an operating system error or the module may not be properly set up."What causes this error? Is there a way to fix this error?
The numeric virtual keyboard from the Meta Quest OS software does not have a period so it is impossible to input textual decimal values with this numeric focused keyboard.Can a period button be added to this keyboard please?
Hey all! Write now I am looking to create a multiplayer character that is customizable. I have a character creator where I can edit the recipe of this character to change and load features onto the character. However, the character creator only edits the looks of the character and does not save to the actual character prefab because the character prefab has extra scripts attached that would not allow it to work in the character creator scene. Is there a way to load the recipe from the character creator once it is saved onto the actual character prefab without the character prefab being in the scene? To do this, I would either need to run a function that I have on a script on the prefab and then save the prefab or remove then add a script and remove and add a GameObject to the prefab. Let me know if anybody knows of a solution!
Bonjours j'ai un sérieux problême avec l'application oculus quand je le lance pour jouer en pc vr il me dit que ma carte graphique nes pas compatible alors que j'ai une RTX 3050 et un Intel(R) Core(TM) i5-11300 si vous avez des idée ou si le service oculus pourrais réparer sa j'aimerais bien avoir des nouvelle merci beaucoup
I do notice that Occulus offer C++ bindings for the Occulus Quest 2. -Is it possible for Occulus to offer free Java OpenJDK bindings forthe Occulus Quest 2? Particularly with integration support for thelastest stable version of JMonkeyEngine?
I need to login into my google account to authenticate myself when accessing Google Drive through the Oculus Go app I'm developing at workI'm using Unity and this plugin from github (i can't post links yet, my account is too recent): github dot com/Elringus/UnityGoogleDrive .It works fine in the editor/on pc, but on the headset the authentication process opens the built-in browser and when I return to the app the process has failled.I've tried to redirect the user from the browser to the app again using the "Loopback Response HTML field" but I can't get it to work.The github page says this:Is there a way to automatically redirect user to the app whenauthorization in browser is complete?When using custom URI authentication scheme on iOS/Android,redirection will be handled by the native libs automatically. On WebGLthe redirection is also performed automatically. When user finishesauthorization flow using loopback scheme, an HTML string is injectedto the active browser window. The default
When the fps of my game drops even a little bit in my game a tear starts to form vertically on the right eye and depending on the load will shift over the right eye to the left. Its clear to me that the image being displayed past the tear is being fed a previous frame (it lags behind). I have also profiled the game using OVR Metrics and see nothing out of the ordinary to me. What is really confusing to me is that to my knowledge its never really supposed to do that even under stress. I have tried many different things, used just OpenXR, used OculusXR Plugin with Oculus Integration, tried a more recent unity version, used Vulcan and OpenGLES, created a fresh project and all had the same problem. I have played other quest games and had the fps drop and have never seen this behavior before. It's really sickening even for me and I have well over 1000 hours in VR so I cannot imagine how bad it would effect a newcomer. The only thing I found to really improve this issue was to switch to mult
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