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This error occurs whenever I try to do an build upload. I've tried uploading from ODH, Unity and the ovr-platform-util. All generate the same error. I even just tried using ovr-platform-util with no arguments and also get the same error. For reference,- I don't have a D:/ drive (shouldn't matter) - The app was installed and run on my M:/ drive (SSD)Details below:node:fs:585 handleErrorFromBinding(ctx); ^ Error: UNKNOWN: unknown error, open 'D:\full-fbsource\arvr\js\node_modules\yargs\locales\en.json' at Object.openSync (node:fs:585:3) at Object.openSync (pkg/prelude/bootstrap.js:739:32) at Object.readFileSync (node:fs:453:35) at Object.readFileSync (pkg/prelude/bootstrap.js:1025:36) at o._readLocaleFile (C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.js) at o.__ (C:\snapshot\D_Zfull-fbs
Hi,I am developing a fitness game for the Meta Quest in Unity and I would like to be able to display the oculus move data (calories burned) within my game. Does anyone know how to do this? Thank you
Our App cannot connect to our servers anymore since firmware version v46, as we are getting a socket exception. We had no issues with build v44 and our App build has been running fine before that. SocketException: mono-io-layer-error (10013) E Unity : at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in <00000000000000000000000000000000>:0 We are directly connecting a socket to our service on a port other than 443. This always worked until the new firmware. Anybody else experience the same issue? Anybody aware of a change in security in v46 regarding connecting sockets directly through ports other than 443? Help is much appreciated! Update: We have noticed that the issue looks like that since version v46 port 9000 returns as "permission denied" when connecting using adb shell netcat. Port 9000 is one of the main ports that we use for connecting to our service. This port has been available before v46. Now it looks l
I’m attempting to build and package a project from UE5 to my Quest 2 and it runs into an errorLogPlayLevel: Error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\xxx\AppData\Local\Android\Sdk\ndk\25.1.8937393\sources\cxx-stl\llvm-libc++\libs\arm64-v8a\libc++_shared.so’.I don’t have a libs folder in C:\Users\xxx\AppData\Local\Android\Sdk\ndk\25.1.8937393\sources\cxx-stl\llvm-libc++I installed the ndk via android studioI’m coming from a .net background so maybe getting confused (apologies in advance) but what am I doing wrong?Thanks
Like the title says, I want to port my game to steam. What should I pay attention to?
Hi.My name is David from Studio HG.I want to stop selling my game and delete it. My games are no longer on sale and now I belong to another company, which could be a problem. Can I delete both of these games?It cannot be deleted because it says it cannot be deleted. My company name is Studio HG.My account is hanguny@gmail.com. I'm calling here because I don't know where to contact.Please help me.Thank you.
I need the oculus developers to see that some gpu like mine are not recommended i have a AMD Raidon RX 6500 XT and with the oculus link does work and i need that they try to fix this problem there are so many people that want to play pcvr game andd cant becaues that the program that doesnt Support/reccommend the single Gpu that most people have that are suffering for this and then make people waist mony on another gpu when pc components that are up in price and i want to enjoy vr as mucha other people want to enjoy it as well so that all i need to say and thank oyu for your time to read this.
Oculus Quest2 Headset updated to v46. (46.0.0.219.0.405105920)Apps created with OpenXR in Unity do not launch after update.The problem has been around since last Wednesday.Games uploaded to AppLab also cannot be accessed.
I had several exported apks form unreal on my quest 2 that worked fine, and suddenly none of them open and just start loading and go back to the oculus menu. But apks from other sources work fine like itchio or sidequest. *Im using Unreal Engine 4.27 and uploading the apks via Oculus Developer Hub.Thanks for any help you can bring me.
As a UK based player who has to wear glasses I wanted to buy meta approved quest lenses to my prescription to better my experience but currently meta only promotes lenses from from frames direct who are US based that comes with almost $45 shipping cost, can meta please consider joining with a UK based eye care service like specsavers or vision express so players wouldn’t have to worry about buying international only. Just a thought!
Hello, I was wondering what Oculus's stance is on in-game advertising which is not controlled by Audience Network. For instance, would an image of a product with a link to the product's webpage be acceptable given that it also follows Facebook's advertising principles and is clearly marked as an ad with the option to hide?
Hi, I am using Oculus Int. SDK v44 for unity and i linked the OVR camera rig to spline based follower and when ever i try to grab interactables there is a lag in interactable object for a frame, which is really frustating, Need the help urgent as i am stuck.
I think there needs to be a afterpay selection for the payment method or at least some sort of down payment to help pay for the products on this website. I would buy more products if I could help cut the huge prices in smaller pieces.
Is there a sample app like hello_xr available but with OVRMRCLib implemented for Mixed Reality Capture?
I have an event which is both in horizons and at a physical venue. If I create a duplicate of the venue in Horizon world's could I track visitors phone GPS locations or give them trackable wristbands, then communicate this location data into Horizon to move their avatar around the 3D map?
Hello! I am attempting to implement the OpenXR extension XR_FB_spatial_entity (https://developer.oculus.com/documentation/native/android/openxr-lsa-persist-content/). I am starting by implementing the function xrCreateSpatialAnchorFB. However, when I call this function during runtime, I get the return code "XR_ERROR_VALIDATION_FAILURE". Is there any way to get more information about what is causing this validation error? I am writing my code in C# (using the StereoKit library). My call to the function looks something like: public bool CreateAnchor() { Log.Info("Begin CreateAnchor"); var anchorCreateInfo = new XrSpatialAnchorCreateInfoFB(); anchorCreateInfo.next = IntPtr.Zero; anchorCreateInfo.space = Backend.OpenXR.Space; anchorCreateInfo.poseInSpace.orientation.w = 1; anchorCreateInfo.time = Backend.OpenXR.Time; XrResult result = xrCreateSpatialAnchorFB( Backend.OpenXR.Session, anchorCreateInfo, out XrAsyncRe
Is it possible to develop an application for training employees to recognize a real car and chamber in MR like Hololens and see its internal structure?Seems impossible since there is no LiDAR sensor on board...
I love developing for Quest on the Mac, everything works super well except for... Oculus Spatializer. I've been in touch with Oculus support on this issue. Oculus support's reply was that they don't have a mac. Basically it doesn't work on Intel mac and crashes on Silicon machines. Does anyone know how to get the Oculus Spatializer on mac working? If I install "Oculus Integration" from the Unity Asset Store, I get many Spatializer errors but it will build. Oculus Spatializer won't appear in the Audio settings of unity. Unity 2021.3.8f1Oculus XR 3.0.2Mac OSX 12.6 Intel Running the bare bones Oculus XR Plugin 3.0.2 & OpenXR plugin 1.5.1 I get build errors about the Oculus Spatializer.
Hello, I'd like to know if I can disable automatic crash report uploading for my app. I know it can be done on a per-device basis via the phone app (Devices > Advanced Settings > Automatically Upload Crash Reports) but I need more control than that. The app in question is made with Unity, in case that helps. Thanks! Luis
Hi, I am a developer using OpenXR.Whenever I try to open an APK I built in Unity, I get a loading bar with 3 dots and it still goes back to oculus home after trying several times, clearing the cache and eventually factory resetting the headset. The initial version of the apk is currently uploaded to the applab and works fine on other devices not updated to v44.
Hi I am building an app that is required to be offline. I am using the meta avatar sdk, but I would need to have customised avatars inside the app. I am trying to edit the preset models inside the SDK to have some looking like my users but I can't find anyway to do so, any suggestions ? Otherwise, is it possible to save custom avatar models from the quest editor ? Then I could add them to the preset folder. Thanks in advance !
Hey Everyone, For teaching at a High School I am looking to have 1 master PC Stream a game/interactive software to around 16 Meta Quest 2 devices. The Idea is I give control to 1 user from the desktop at which the game/software is run. The player in control will then be able to play while the rest see what he/she is doing. I would like to be able to switch control between students with a click of the mouse.Does anyone know of software that is able to do something similar to this? I've just been looking at VRSync, but I'm not 100% sure this is exactly what I'm looking for.I"ve also tried to see if Quest for Business is active, but I can't find a whole lot on it. Does anyone know more about that?Thanks in advance!Ted
Hi, I've imported and setup the new Meta Avatars, and everything seems to work fine, but I cannot get the Avatar 2 hands to clamp to any object. I've had this working with the local avatar hands, because it spawned the actual hand transforms and controller transforms. With the Meta Avatar 2 though, nothing skeletal seems to spawn. I've used critical joints to no avail, and even tried to to use the GetSkeletalTransform(Boneparts) in the SampleAvatarEntity script, which still didn't work. So is there a way to give the illusion of the Avatar 2 hand's being clamped to an object like a steering wheel? (Also when i say hands, I actually mean controllers, not hand tracking)
did the money hit on my card yet
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