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I am using a tethered quest2 and developing on pc vr with oculus sdk and visual studios 2017 to run the OculusWorldDemo but when I click on the OculusWorldDemo.exe to run it, I get the error saying Unable to create HMD. -1007 -- ovr_Create: No HMD. How do you fix this?
With the oculus integration for unity I was able to make two scenarios work:remoteshands but i want exactly thisremotes without rings with hands working any help?
I'm waiting for the meta avatar 2 ue4 plugin.When I use the meta avatar 2 ue4 integration, especially in ue 4.27.2?
Hello,with the recent migration to the meta account, the old friend system is replaced by the new following system, however the function call GetLoggedInUserFriends() did not return players info who has mutually followed each other, is there a new api for us to use that could retrieve this info?
I've been diving into the Oculus Interaction SDK, trying to recreate various interactions and I'm having an issue with the Hand Grab Pose. I've made an object that works the intended way when using the rig that is available in the example scene, but my custom rig does not apply the pose properly. I've been comparing the two rigs to find what differences there are on the hand / synthetic hand and I can't find any. I can grab the object, and the constraints on the fingers are applied once I enter the sphere surface radius but the pose isn't applied to the hand (i.e my hand just locks itself in the position it is when I enter the surface radius)What am I missing ? The only difference I can clearly see between the two rigs is that mine have (for now) four interactors per hand (TouchHandGrab, Poke, HandGrab, DistanceGrab) where the one in the example scene only have two. EDIT: Made some progress, it seems that the TouchHandGrabInteractor (THGI) is interfering with the HandGrabInte
Does anyone know how long the Oculus store game page needs to be up before the game can be published? I heard 30 days, but I can't confirm this.
Does anyone one know what the official review time for Oculus Quest games is? Or does anyone know how long it is currently takking to complete the VRC and Content review?
Hi everyone! I need some help over here. I upgrade ODH to 2.7 version a few days ago and the software show me both controllers as 'not connected' even though Oculus app and Oculus software detects both headset and controllers. I use Meta Quest 2 for Unity videogame development and I'm stuck with this weird issue. I'll really apreciate any help.
I'm currently using Oculus Developer Hub, and I'm trying to upload my build of my game.But I keep on getting the same error message everytime. Build Upload Error - An error has occurred. I'm using Unity version 2020, and I tried building the apk normally, building it through the Oculus Intergration, reinstalling Oculus Developer Hub, yet, nothing. Please, if you have any solution, tell me.
When I log into my developer account on my browser, it works just fine. But when I try and log in using the actual app so I can connect my headset to my PC, it says the email/password is incorrect. I've made sure that the credentials that I use for both are EXACTLY the same, but it won't let me log in. I contacted support thinking that it might be a server-side issue. I thought that maybe something wasn't going through to the App. But they just redirected me to developer support which doesn't have a way of contacting them about it as far as I can tell. Does anyone have any idea as to what I can do to fix this?
I am wondering if the trouble I posted about earlier might be fixed by an update to the latest OVR plugin. This link says the plugin was update to version 1.75.0. I am not sure if that's what we have. Was it just incorporated into the UE4 Engine source repository? How do I update just the plugin?
We updated to UE 4.27 and now, frequently, the editor process does not actually end when we close the editor. We have to go into the Task Manager to kill it. In the debugger, the call stack looks like it is in the OVR Plugin. Anyone know what this could be?ntdll.dll!00007ffe907ccfc4() UnknownKernelBase.dll!00007ffe8e321ace() Unknownnvwgf2umx.dll!00007ffe5c716836() Unknownnvwgf2umx.dll!00007ffe5c717930() Unknownnvwgf2umx.dll!00007ffe5c717f79() Unknownnvwgf2umx.dll!00007ffe5c7a74bc() Unknownd3d11.dll!00007ffe88ddaea7() Unknownd3d11.dll!00007ffe88ddadb6() Unknownd3d11.dll!00007ffe88ebea57() UnknownLibOVRRT64_1.dll!00007ffdb3c50f13() UnknownLibOVRRT64_1.dll!00007ffdb3ba3434() UnknownLibOVRRT64_1.dll!00007ffdb3bb5931() UnknownOVRPlugin.dll!00007ffdb870cb90() UnknownOVRPlugin.dll!00007ffdb8712be7() UnknownOVRPlugin.dll!00007ffdb8705c53() UnknownOVRPlugin.dll!00007ffdb87135cf() UnknownOVRPlugin.dll!00007ffdb88e1347() UnknownOVRPlugin.dll!00007ffdb88e1435() UnknownOVRPlugin.d
I have 2 accounts on 2 Q2s.I can share most of the apps from primary user to the secondary user.However, I realized that secondary user can not see App Lab apps. Is this intentional ? Is the secondary user restricted to store apps only ? I also realized that secondary user can not connect from her phone (Oculus app) to the phone and can not cast to phone. This is very weird. Why ? is there a way to allow secondary user pair her phone to the Q2 ?
Edit: Can an admin please move this to the Oculus Developer area? I can't change the category from Support to anything else after posting. Hello, It appears the global API token used for multiple projects stopped working after migrating our Oculus Developer + Facebook account to a Meta Account. Attempting to generate a token from the command-line results with the following error. ovr-platform-util get-access-token Logs are written to: C:\Users\<USER>\AppData\Local\Temp\<FILENAME>.log Enter Oculus user credentials Email: <EMAIL> Password <hidden>: Logging in ERROR: You're using a version of this app that's no longer supported. Download the latest version to continue. The utility is on the latest version. ovr-platform-util self-update Logs are written to: C:\Users\<USER>\AppData\Local\Temp\<FILENAME>.log Checking for the latest version Already running the latest version 1.76.0.000001 It doesn'
Hi guys!Im having problems with an Oculus quest 2. I've set it to developer mode successfully, downloaded Adb drivers, connected it to windows and it worked two times. It was detected by ADB. After disconnecting and trying again, windows doesn't detect anything in USB. When I plug it, it doesn't make any sound, it's not detected by ADB, developer hub or oculus app. It's like it's not connected to anything. Tried factory reset, different cable, different port and different PC. Not working. Tried enabling and disabling developer mode, USB debugging, etc. Power cycling, etc. Reinstalled drivers. I tried to connect it to my mobile, and it did get detected by it, but I got an error in the oculus that said something like "MTP keeps stopping". So I guess the port does work. Also.. it charges fine Any ideas?
I can't seem to find the site that will allow me to submit a ticket to get my account deleted?
It used to work well when I connect my Oculus Quest 2 to my Windows 11 PC. But today I found that my PC cannot detect the device all of sudden. OQ2 is charging though, but no adb permission dialog is promoted. And on the PC side I cannot find the device in the Device Management window, not even in the unknown devices. I try to use the same cable and usb port to connect to my Nokia Android phone and it just works normally: the PC detects the mobile device and a adb permission dialog is popped up on the phone. So I believe it is not the problem of cable or USB port but the OQ2 itself. I don't know how to fix this. Please help.
I have submitted a game to PCVR, and it says submitted. And the empty circle is now on "approved".There is no review date.How do I know that my game will get a review? There is no clear indication what is going on?
Hi everyone, I recently had this issue when helping out someone with casting from the Meta Quest 2 headset to the mobile app on an Android tablet. We updated the Meta Quest Application on the tablet to the latest software, and I assume the headset is as well. Both the admin account on the headset and the account on the mobile application are the same, and the headset is detected in the mobile app. Through the headset, we click on Sharing -> Cast -> Oculus App and the prompt to cast shows up on the tablet. However, after pressing "Start Casting," the mobile app goes into the casting window for a split second then goes back to the Quest App home page which fails the cast. We made sure that the headset and mobile app were running on the same Wi-Fi network and Bluetooth should have been enabled on both devices. I'm wondering if anyone else has ran into this issue. Thank you in advance
Hi,I'm experimenting with some low-light situations and I'm getting terrible banding:There is this article for improving banding issues, but I'm failing to implement the solution:https://developer.oculus.com/blog/tech-note-removing-dark-scene-color-banding-in-unity-/I wrote a script and tried both lines in the start function:OVRManager.eyeTextureFormat = OVRManager.EyeTextureFormat.R16G16B16A16_FP;OVRManager.eyeTextureFormat = OVRManager.EyeTextureFormat.R11G11B10_FP;My project is also in linear space, but unfortunately the script doesn't affect the banding.Am I doing this right or have I missed something?
Hello,I'd like to report a bug to the Oculus dev team, although it's not exactly clear where I can open an issue and track progress on this issue. The issue arises when setting samplers texture units using `glUniform1iv` instead of the more common `glUniform1i`.I adapted a WebGL sample from the samples repository to reproduce the issue reliably on Oculus Quest2, here is the repro:https://github.com/hugoam/WebGL2Samples/blob/oculus-gluniform1iv-sampler-bug/samples/sampler_object.htmlSpecifically those lines: gl.uniform1iv(uniformDiffuse0Location, new Int32Array([0])); gl.uniform1iv(uniformDiffuse1Location, new Int32Array([1])); gl.uniform1iv(uniformUDiffuse0Location, new Int32Array([2])); gl.uniform1iv(uniformUDiffuse1Location, new Int32Array([3])); Any advice on where I can forward this issue to the proper authorities would be appreciated 🙂
I've just started using RenderDoc, and whenever I go into the context, my headset doesn't show up. All that pops up is local. I've tried with both wired and AirLink and neither worked. Is there a solution to this?
I need a refund!!
How do I get euler angles of the oculus quest 2 headset? I tried using over_GetTrackingState, but I got invalid Y-axis rotation. X and Z angles work correctly, both in this printf test, and in the game I am integrating this into. The Y-axis is only accurate from -90 degrees to +90 degrees, then it bugs out if I try to turn farther. Here is my code, the full program is 60 lines of C, that's it.https://drive.google.com/file/d/12OR1z347tjg0sfULR2mV2ZhLtcjO5428/view?usp=sharing I've also tried ovr_GetEyePoses, ovr_CalcEyePoses, and I tried using GLM math library to do my quaternion -> euler conversion, but I get the same result no matter what. I'm using OVR SDK WIN 32.0.0, and my Oculus Quest 2 is on firmware 41.0 Any advice on how to fix this?
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