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I would like to launch other apps (not my own) from my Unity app using the deeplinking command Platform.Application.LaunchOtherApp(appId, deeplink_options). The question is where do I get the other´s app AppID? I know I can get my own id in the admin console, but I don´t know how to get IDs that are not my own. Thanks.
I am trying to test the logo/icon of my app on App Lab. I have released my app on the Alpha channel but I can only use the default cover photo. How can I change this image to the logo I have added in Unity.
We are creating an interactive experience (some might even call it a game). We have an avatar for the player - a Dog - with bones and animations. We want the player to be able to look at his own avatar from the avatar's point of view (eyes/head), and make him realize that he is a dog (or at least that he is looking through the eyes of a dog.) so we placed the camera in front of the dog’s head. The issue is when the player turns around (180 degrees), he sees the inside his own body, instead of just the outside, and some of the texture gets cut out, and that just ruins the experience we are trying to deliver. The best solution in my opinion is making the head rotate and move according to the camera, and the entire body move according to the position and rotation of the head using Inverse Kinematics. (using the bones in the process) I saw a solution that does that successfully: https://www.youtube.com/watch?v=xJSMQutHtIQ but on this example he uses a mecanim character. So I don’t reall
Hello! My VR app, which I have built exactly according to the instructions here - https://developer.oculus.com/documentation/unity/unity-enable-device/ no longer supports the built-in head tracking from Oculus Integration. That is - the app builds and runs on my Oculus Quest 1, but the 3D image simply follows my gaze and does not let my eyes consider the image from a new angle as I move my head.... Head tracking worked as expected two days ago, when I built the app for the first time. It is possible that I took some steps to mess with underlying mechanics of Oculus Integration or global unity player settings when I tried to make the app also run natively on my Mac OS (for ease of development). Now - even if I rebuild the app from scratch it no longer supports head tracking, suggesting that I messed with:- an Oculus setting- an adb bridge setting- a global unity player settingOther applications on my Oculus still support functioning head tracking.Please h
Does anyone have any experience with Oculus platform S2S integration, specifically with GetUserProof. I've got everything setup and seemingly working. My question is I've only got this deployed to the alpha release channel, should this channel come back with an is_valid:true response or is the platform sdk limited to certain release channels? I'm thinking I'm might have to get in contact with someone at oculus/meta to trouble shoot. My POST looks to be valid I do get an is_valid:false response. But I'm using that response as validation for issuing an oauth token, so it needs to pass. This part of development has been daunting with the current documentation to try and figure out, feel like I'm very close, please help!
after renaming my d8 files 🙂 I feel I am SO CLOSE to a successful build! I remember this feeling when I first built something from UE (4.19 I think it was) TO my Note 4 for my Gear VR! 😉 "With your help, I stand on the precipice of infinity!"-Woody (just now) the error: FAILURE You Stupid Human! FOILED AGAIN!, Ahem,...: Build failed with an exception.LogPlayLevel: * What went wrong:LogPlayLevel: Execution failed for task ':app:compileDebugAidl'.LogPlayLevel: > 1 exception was raised by workers:LogPlayLevel: java.lang.RuntimeException: java.lang.RuntimeException: java.io.IOException: com.android.ide.common.process.ProcessException: Error while executing process C:\Users\Woody\AppData\Local\Android\Sdk\build-tools\33.0.0\aidl.exe with arguments {-pC:\Users\Woody\AppData\Local\Android\Sdk\platforms\android-33\framework.aidl -oY:\app\build\generated\aidl_source_output_dir\debug\out -IY:\app\src\main\java -IY:\app\src\debug\aidl -IC:\Users\Woody\.gradle
There have been quite a few times during development that I have wasted a good amount of time looking into and beginning to try and work with features that aren't available while tethered because it wasn't clearly labeled in the documentation. Thank you
I have the Meta Avatars working in a networked app on the Oculus Quest. Now I want to get the raw bytes of the Avatar data retrieved from the CDN so I can send them to a room server that can send this data out to users on other platforms so that they won't have to contact the CDN. Is this even possible??I've been looking at the OvrAvatarEntity classes to see if there is anyway to dump the avatar data. But I only see plenty of ways to load raw data into an avatar.Thank you for any suggestions.
Hi there, I am building an application on PC using OpenXR and using Oculus Link with my Quest 2. I'd like to integrate hand tracking into the application, but it doesn't look like Oculus's OpenXR implementation on PC offers the extension XR_EXT_hand_tracking. It is my understanding that hand tracking can be used through Oculus Link when developing applications in Unity; is there any reason why PCVR developers can't get access to this when building their own XR integration? Thanks in advance!
Hi, I use One Grab Rotate Transformer for joystick which give a boost to she ship and when is rotate and give boosted to ship and i ungrab joystick, after grab it again I cant rotate him anymore. What should I do?
Currently submitted request to upload my first version of the app it was just a scene with a box saying "Hello World"and one of the reasons I got rejected was this https://developer.oculus.com/resources/vrc-quest-functional-3/ as i understand just because it is stationary app and nothing happens can;t be uploaded. So can I upload an app that is in development? I tried uploading as beta but turns out you need to have production app as well in order to submit.
Building to my Gear VR was a nightmare years ago, but I never had to ask for help!!! This is just ridiculous, I don't even know which of my Facebook and Oculus accounts is Oculus, which is Facebook, or which is my Developer account, I can't find where my email address is on my device or my account,. there must be a way to make this all,. if not easy at least DOABLE.. I can't even get 4.27 to show Template options anymore (Like after you Choose 'VR Game' template there are usually choices for Desktop vs Mobile, or raytracing Yes or No, Highest quality etc.Well,.. none of those hose drop downs are no longer in my 4.27 on either of my computers, I trie Verify on one and reinstalled entirely on the other, no go,.. . It has all become a nightmare,. Any help greatly appreciated. There MUST BE A GOOD BEGINNING TO END, STEP BY STEP SOMEWHERE<... I have gone through so many tutorials and hundreds of steps and nev
Hi, I am unable to download the famous Showdown demo quest vr version ,from quest github, no downloadoption available for the project,does it has limited access , or there is some option that i need to do to download it , the link is athttps://github.com/Oculus-VR/UnrealEngine/tree/4.27/Samples/Oculus/Showdownany help are welcome, thanks
We want to publish our app in the applab giving users an option for 7-day free trial. After 7 days all the features will be disabled from the app (For full version users can contact us). Does meta allow these kinds of trial-apps in the applab. We are asking this because we couldn't find any apps with this kind of scheme in the applab. Thanks in advance!
Hello everyone, we have created a site that can be consulted by phone in AR using the camera. https://formaggisvizzeri.viewtoo.it/emmentaler/desktop.htmlHere is the QR code to be scanned with the phone while this is the direct link:https://arweb.app/?zid=z/byWl1c&rs=1&menu=0&toolbar=0How can we have the same experience on oculus too?Do you think the phone app should be converted into an oculus app or are there other ways?
For my project, we have an analytics call that we want to perform when the user is trying to close the application. When we test the logic in the editor, it works just fine. However, on device the code does not get called. I have seen from some other posts that quitting/destroying logic for the application/monobehaviours does not work properly. Is there a resolution or other way to trigger application quitting logic for a Unity application on Oculus devices?
嗨,大家好很多人卡在1-2,能否帮我提出改进的方法;Game Name: Tank Hunter in -app lab
Hello all.I want to make a VR application where I have 2 players run on same app (local multiplayer game)1. Player 1 use PC (mouse/touchscreen)2. Player 2 use Quest 2.Some time we need input from player 1, some time we need input from player 2. Some time both of player need input at same time.Is it possible to implement those kind of input with Quest 2?Can we detect which input is from mouse/touchscreen, which it put is from controllers? Thank you alot
Hello, I have an error when connecting Oculus to Unity and it says "Unable to Start Oculus XR Plugin. Possible causes a headset not being attached, or the Oculus runtime is not installed or up to date." The headset is connected, up to date and it's on the latest Unity version. Can you please help me with this? Thank you.
I keep getting an error when trying to upload a Rift build via ODH.The error repeatedly mentions "A server error occurred. The request will be retried". I'm seeing no clear indication in the error message or logs of anything that could be going wrong on my end.Does anyone have any advice on how to resolve this?(Error message and logs below) The log mentioned in the error message above: https://pastebin.com/PCnUEr9v
We installed a Test User account on a Quest 2.After configuring an avatar in that account it shows up, when opening the avatar editor again, but we don't get the avatar in our application.It does not even show up when checking the profile in the Oculus environment. Is this a known limitation for Test Users? Just did a logcat. I get the OculusId but it still shows up as grey avatar. Not the personalized one.
Hey, I'm working on a VR game using Unity and the Quest 2 headset. I'd like to get in-app access to the battery level of each device (headset, left controller, right controller) independently. I managed to get acces to the headset's battery level using Unity's built-in SystemInfo.batteryLevel (OVR.batteryLevel is flagged as obsolete and doesn't work), but I can't find a way to get access the the battery level of the controllers. OVRInput.GetControllerBatteryPercentRemaining() always returns 0 regardless of the argument I use. Additionally, I would like to get access to further headset-related information such as serial number or nickname. So far, none of the answers I've found online have helped; apparently this used to work but now always returns "unknown":AndroidJavaObject jo = new("android.os.Build");float serialNumber = jo.GetStatic<string>("SERIAL"); Documentation is sparce, so I'm kinda stumped. Assistance would be greatly appreciated. Cheers!
Im trying to upload my game to AppLab and the game has multiplayer with voicechat but it just gives me an error.How can I fix this?
Sos depuis le mois d'août on m'as remplacé mon casque car Hs et depuis impossible de l'appareier avec l application. Les ingénieurs d'Oculus n'ont pas l'air de trouver une solution... donc j ai un casque mais il ne me sert a rien et ça fait 1 mois que ça dure .. .. si quelqu'un a une solution je suis preneur.. Merci
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