Developer Forum [Archived]
Recently active
I’m trying to find someone from Meta, who can help me professionally. I am a Interior Designer and would really like to use the Oculus Quest 2 headset to show my clients 3D walkthroughs.I really want my client to have a great user experience and wondered if someone could help me with all the best features.
I unfortunately can't get the Oculus Quest 2 to run in Unity's play mode.My system info:OS: Win10CPU: i7RAM: 16 GBGPU: RTX 3060 Laptop (driver version 516.59)Unity version: 2021.3.8.f1 (older versions do not work either)XR Plugin Management: 4.2.1, Windows Settings: Init XR on Startup checked, Plug-in Providers Oculus checkedQuest 2 system version: 37314400808900000USB debugging allowedOculus Link active (connected via USB 3.0 cable)When I enter play mode the following warning appears: "Unable to start Oculus XR Plugin."What I have tried so far:Ouest 2 reset to factory settingsReinstalled Oculus environment and driversUnity reinstalledUnfortunately, all without success. But I would rule out a hardware problem, because with Unreal 4.27 a preview in the editor works fine. What do I miss?
I'm trying to open a video file in Oculus quest 2 through a specific app , but it just open the application and no error appears in command line. the command is: adb shell am start -n com.oculus.tv/com.oculus.livingroom.PanelActivity -t video/mp4 -d file:///storage/emulated/0//UI/Content/Movies/1.mp4 Is there any permission issue ? Please Help
Im using the hand grab pose recorder to grab some objects and I want to use just 1 pose to grab an object around his pivot. I try the Cylinder surface script (like the mug in the hand tracking example scene) but it always grab the object on the same side. When i grab the mug i can see the hand grabbing it in different rotations (grabbing it from the top of the mug) but when I do this with my table (the object Im using) this "rotation" doesnt seems to occur.What am I doing wrong?
I wanted to push a project onto the app lab. I followed various information online to make the build compatible (Player settings, Texture Compression, Keystore, Manifest, API ID etc..) but while uploading I get the error : "Build Upload Error - an error has occurred". Is there a way to understand where the issue come from ?
hello I dnt know if this is the proper channel for this but am having trouble accessing all oculus products cause my Facebook account was wrongly blocked and am deeply worried about my CV as an artist being flagged when i did nothing wrong I have been using Facebook since 2008 and this account in concern is SMAWLLIE BASS and it has been operational since 2010 any help with this will be of great value and i would appreciate if anyone gets time to look at my appeal or my profile.... the account was blocked 2 weeks ago thanks so much
It's 300MB, it's not finished or perfected...i just wanted to try it out how it works so far in quest standalone. So i built it. it got build nicely and it's in the quest but so i checked it out and it still needs work. So i went to Storage in the Quest settings, and to Unkonwn Sources, checked the box next to it and prssed the Garbageg icon( delete) and it just doesn't delete it.Why does it do this?When i contacted Meta Support in chat they just told me "You're only supposed to play the games from the store". Oh really? then how come Oculus vr and developers forum and tutorials and all that exists? I would guess they encourage us to learn and make our own.Anyways, annyone have any clue how I'm gonna delete this draft game from my quest?
when i open the oculus developer hub there is a extreme amount of lag to the point where it freezes, i spent all months working on a game and it just gets thrown in the trash like this,
I have tried to update to the latest oculus unity integration. I'm stuck in package limbo. I seeAssembly with name 'Unity.XR.Oculus.Editor' already exists (Packages/com.unity.xr.oculus.android/Editor/Unity.XR.Oculus.Editor.asmdef)Assembly with name 'Unity.XR.Oculus.Editor' already exists (Packages/com.unity.xr.oculus/Editor/Unity.XR.Oculus.Editor.asmdef)I have tried every combination of deleting/moving/clearing caches with them etc. No matter what I do they come back. I tried to put them both into the project assets directly, and then change the platform, still nothing. I tried to rename one, and then unity went on an iteration loop that lasted an hour until i gave up and killed the process. It is the same thing as described here:https://answers.unity.com/questions/1687201/unity-cannot-remove-comunityxroculusandroid-packag.htmlBut I have tried all of the suggestions with no luck. I don't know what is returning the android plugin back. When i press view in package ma
Hi there, I'm trying to integrate the new Meta Avatar system for my game. However my procedure of data check is taking forever for me. Has anyone ran into similar situations? Or if anyone at Meta saw this, can you please help/advise? Thanks!
We've been using ovr-platform-util.exe to upload our builds via our Jenkins pipeline.We were using version 1.67.0.000001 up until 9/1/22 when we updated to 1.76.0.000001.We updated because we were getting a warning that it was outdated AND because we were getting the following errors (that as far as we were concerned - were benign): We updated to 1.76.0.000001 because we thought it might help solve a different issue we were having (It was a stretch but we were desperate and it should have been updated anyway). However, after updating to 1.76.0.000001 our builds have been failing to upload and failing our Jenkins jobs with the following errors:Thoughts?Thanks in advance.
I'm working on a game and got stuck in saving the levels. The same slot register and saves on the pc, but does not save on the headset with the apk build inside the headset.I enabled the "use externalFilesDir" in the setting but still, the game is not saving.Any help would be appreciated as I'm stuck right now and there is almost no info on google.Does it have to do with storage permission because I see no option to give permission to unknown sources files in the settings?
Greetings,A week ago, both the hand tracking projects I'm working on, would show my hands when I played in editor. But yesterday and today, I can't get hands to show in editor anymore. One of my project I'm on a collab team, and everyone else on the team can use hand tracking in editor flawlessly. Hand tracking works natively in the Quest (Quest home and apps that support hand tracking).It was working in both my projects last week.Everyone else in my collab team, hand tracking still works in editor.I've tried factory resetting my headset. I've tried deleting Oculus software and re-installing. I've tried a second Quest Headset.I've tried Unity 2020.3.0 and 2020.3.26Oculus App Version 35.0.0.73.175Unity Oculus Integration Version 35.0Quest Headset Version 22310100490800000I can't imagine what to try next. I feel like I've tried everything.I even tried creating a new unity project. Imported in the Oculus samples, and tried the hand tracking Train sample. No hands ever appea
Hello, I am Yongbum Kim.I have been developing Oculus CV1 application with Unity since 2017.I have never experienced any problem & any error so far, but 2 months ago, I could not run Oculus app plugged to Unity in CV1 display.There is only one "Fatal Error, reload Dash" massage.I have changed the latest Nvidia GPU driver and changed the latest Intel Graphic drivers, and changed Unity versions (5.6.4p3 / 2019.1.1 / 2018 ....), and changed Oculus Integration for Unity (1.14 ~ 1.36),and reinstall Oculus Rift software or repair or applied patch, but all treatments are useless.I changed computer to solve it, and reinstall OS systems, but was useless.The singular thing is that without CV1 being plugged to Unity there is no errors, of course is no the above error.I think the latest Oculus rift software is not compatible smoothly with Unity developing environment.I want to know if there is a recent case of symptoms like me and ask for advice.Thanks,
Hi, guys I am quite a beginner at learning Quest development on Unity.I have tried to archive the passthrough function by Oculus Integration SDK package.But the question is that anyone who had tried combining the AR core or AR foundation or Vuforia, which let the Oculus camera recognize the certain target image/object to map a model or any scenes?
I am working on the accessibility options in my application and trying to find any options for runtime text-to-speech available on the quest 2 itself. I've seen some comments about older versions of the original Quest coming with the SVOX pico tts engine built into Android but on my Quest 2 it looks like this has been stripped out as a call to android.speech.tts.TextToSpeech getEngines() function returns a count of 0. I've seen the advanced Speech-to-Text functions within the presence SDK but is there anything on the roadmap for further TTS?
Hi, ever since the last Oculus update (42.0.0.136.285) most times when I hit play in the Editor it asks to reset Guardian — v. annoying and time consuming during development. It seems to happen less often when the room is well lit and when I wait to pick up the headset until after Unity starts updating the game view, but even then it still happens a lot.Anyone else seen this or have any suggestions? I've got a Rift S so can't disable Guardian entirely.
That if included in an app would prevent a successful submissions to the Oculus Store? If there isn't one, any reason why?
Hello.Is there any way to do text to speech in my Unity app for Quest 2 ?Couldn't find much on this topic.Thanks
I'm working on a game with DLC. I'm trying to find out how much flexibility there is in setting prices and sales on the DLC.1.After publishing a game with DLC am I free to change the price of the DLC? If so can I do this through the dashboard or do I need to email store support? Any restrictions on this?2.Is there a way to put DLC's on sale? Or is the only way to be invited into a sale?
Hi, I have a question about the Tracking Mode. If I use Floor and try to recenter in the Oculus Home Menu, my Characater's Y Position changed to a different one. I thought Tracking mode Floor is always the correct height above the floor or am I wrong. Thanks in advice
Hi,I'm using the scripts from the Locomotion Sample Scene to teleport on nodes with both hands.This is the "Teleport Input Handler Touch" configuration in the scene. When I'm using the RightHand, everything works fine.But with the LeftHand, the ray become green, the "TeleportDestination" object appears on the targeted node, but when I release the Trigger, nothing happens.The problem is the "_teleportDestination.IsValidDestination" in the LocomotionTeleport.cs script line 566.For some reason it is set to false, but I can't figure out why and when.Excuse my english and thanks for the help.
I'm trying to get my Quest 2 connected to Unity on OSX; I followed the steps in this tutorial and everything seems to work, except for when I try to preview or build and run the sample project.The scene shows up on my computer but not on my Quest (it just stays on the homepage)My Quest is plugged in and recognized in Android Studio.I get these notable errors: UPDATE new error:* What went wrong:Execution failed for task ':launcher:packageRelease'.> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade> com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "/Users/dovsherman/.android/debug.keystore": Invalid keystore format error 1:DllNotFoundException: UnityOpenXR assembly:<unknown assembly> type:<unknown type> member null)UnityEngine.XR.OpenXR.OpenXRLoaderBase.Initialize () (at Library/PackageCache/com.unity.xr.openxr@1.4.2/Runtime/OpenXRLoader.cs:177)UnityEngine.XR.Manag
Hello all,I am experiencing an issue with the oculus integration package that I'm looking for help with. The goal is to pull product data from the in-app purchases addon on the oculus dev dashboard into a text box inside my unity project. I have an entitlement check and a product data script attached to an empty game object. I've launched the build on my quest 2 and the application closes automatically because the device is not entitled. In the Oculus platform settings, I have used the app ID in the Oculus Rift and Oculus Go/Quest boxes and have attempted to log into the standalone platform settings inside unity, but all the logins I have tried fail.
Hi Guys, First of all, I'm not sure this is the right place to post this issue, so I apologize in advance if it's not. When I launch an openVR app I developed in a certain laptop I can see the app running normally in the laptop, but in the headset (Oculus Quest 2) I'm stuck in the SteamVR's loading space (with dark mountains in the background). The tracking is working, the movement and actions I do with the headset and controllers updates the scene in the laptop mirrored window. I found a similar problem in the community forum but without solution.https://forums.oculusvr.com/t5/Support/Can-t-get-Steam-VR-to-work-at-all-w-Airlink/td-p/975374 However, this problem is happening only in one laptop I acquired recently. I've tested in other two computers (other laptop and one desktop) and everything works fine. So I think it might be some incompatibility between Oculus drivers and the laptop hardware (I'm already assigned to the public test channel). The specs
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.