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Hi, I use a Quest 2 with Link Cable and the Unity Oculus Runtime. Sometimes if I start the Application put on Headset and go into the play area (Guardian) the Headset Tracking is very noisy not stable or smooth and shakes even if I don't move my head. Its unplayable because it don't match my head movement. If I start the application while I am inside the Guardian, there is no Problem. It appears only with the Oculus Runtime, with OpenXR everything works fine. I am not sure if Oculus is doing some magic if the Player enters the field. Has someone encouterd the same Problem oder has a solution for me. I use the latest Unity LTS Version: Unity 2021.3.8f1Oculus XR Plugin Version: 3.0.2XR Plugin Management Version: 4.2.1
I'm new to development and I apologise if this is a newb question, but I am getting this error when I run my game in play mode in Unity. Does anyone know how to fix this error? NullReferenceException: Object reference not set to an instance of an objectOculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:47)UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:438)Thanks heaps!
Hi , i ve been testing a lot of importations in oculus home,and all went well untill a december oculus malfunction had me run the repair tool and i reinstaled all . Since then my home inventory bugs when i parse the imported items folder, wich still contains all of my work, always at the same point ,it freezes then reboots home. I suspect it might be a bogus item ? Is there a way to reset our inventory ? even if i have to reimport and replace all . Deleting items from /home folders doesn t erase them from inventory or rooms obviously. Rebooting oculus app from the parameters/beta in the onscreen menu does temporary fix that prob by showing me an older inventory with some depreciated items. thx for any help and sorry for your time .
I just went to check out Red Matter 2 via the store in the Quest 2 headset and there are images popping out to the side and in the back of the store page. It is very cool! But I don't see how to do that with my own app. There doesn't seem to be anything in the submission process that allows for that. Am I missing something obvious? Help! 🙂Damon
I'm working on a game and got stuck in saving the levels. The same slot registers and saves on the pc, but does not save on the headset with the (apk) build inside the oculus 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?
Hi , i posted before and this is frustrating. I asked people in Unity forums and they say this is a VR issue because it wouldn't be happening other wise.I simly have my surface with box collider. Then my object with Collider(Box, or Sphere), and a Rigidbody on it. And when i put my Ques 2 and look at the surface....a) If the Collision detection of the rigidbody was set to discrete the object is not even there...It probably fell through the surfaceb) If i set the Collision detection to continous, Continous Speculative or Continous Dynamic, the Object is moving around, rotating, and acting weird like if it was a bug.What's going on? Is this only hapening to me? I tried it both in Unity 2021.1.28 and 2021.3.8f1 LST and its the same. If you want to see the Whole scene with multiple objects ( with Box or sphere colliders + RigidBodies) Acting weirdly spinning, moving around, here's a video i madeVideo My Objects with collider + Rigidbody acting weird Anybody know why th
Whenever i let go of the controllers and do hands only, the hands appear after a litte while but they're off to the side kind of to the rear of me and far. I'm not understanding why they dont appear in front of me. Do i have to change some settings? The rig by defautl the OVR Camerarig child is already set to Tracking: Floor, and pretty much i guess they set it up for you( the oculus team) so it should work but it doesn't. what am i doing wrong?
I'm making a Scene ready so that i can use the Oculus integration to grab and throw objects. My objects are props andi put in them basically just colliders and rigidbodies., At first i put mesh colliders on them but later i thought maybe that's what's causeing them to act weird ,so i switch to adding one or two box or sphere colliders plus the rigidbody. And currently they don't have nothing else on them. and i put them on the table and on a floor and push play to test and they just move by themselves with me doing nothing.Anybody know where all this movement is coming from?Before i was trying another VR system, and i thought that was the reason...but now i'm just using oculus integration and i haven't even applied it yet, all i have is The character controller and it move s and rotates. The hands, do not yet have grabbing capabilities since i'm having problems with that. ok, please helpSummary=Books, TVs, Mouse pads, sliding across surfaces, even suddenly falling through them..O
I'm not a programmer or developer just trying out making little games, so i'm trying in quest and want to learn how to move and grab objects. I believe the Sysnthetic hands would be the ones that follow your real hands in exactly the way you move your fingers and everything. The other hand prefabs just do making fist and pointing etc but I think i'm not sure, the synthetics are the ones that would follow the exact shapes of your hands. But why do i get errors with them? i'm on unity 2021.3.8 LST. I use the Oclus Interaction Rig Sample prefab
Is there any?
Hello everyone,The new version of oculus developer hub regularly runs into blank screen at start.It is impossible to open it even after cleaning the task manager with most tasks (killing all adb instances, OVR plugins, running consoles etc.). Sometimes (but not always) restarting windows helps it to run.I'm using a lot of dev tools with a fully updated win11 pc. Oculus desktop is running with v43, Unity 2021.2.14f1 and Rider... I use the link as Airlink and it's disconnected when I try to use ODH.Reverting to ODH 2.6.1 fully fixed my issue. I no longer get blocked at start.Any ideas on how I can provide you with more information ? Any logged data ?
I'm working through the next phase of a multiplayer VR experience using the Meta Avatars2 SDK and Photon. I'm struggling to understand a key concept. That is, how to load the remote users Avatar. My current process is this:1) First player joins the room/experience. The "OnJoinedRoom" callback is fired which instantiates the NetworkPlayer prefab. 2) Attached to this NetworkPlayer prefab is a modified version of the SampleAvatarEntity.cs script that comes with the examples. It extends the AvatarEntity class and I override Awake so that I can configure the creationInfo features, set the avatar as local or not, depending on PhotonView.IsMine, etc.3) In Start() I call LoadCdnAvatar(). This successfully loads my avatar and I am displayed correctly.4) Ultimately we receive a _userId from Oculus which identifies my avatar. I store this value so that I can pass it over the network in the future to other instances of my player that are generated when other players join.
Hey! I've found this while looking for a fix, it worked for me!
I am currently working on a VR project in Unity with a SDK. The SDK basically gets environment information in the scene, creates a shadow-map with some effects, and attaches the shadow-map to the final rendering. This SDK works in regular PC build and Android build, but the VR version has a mismatch issue where the shadow-map could not match the game objects in the scene. The SDK takes in the camera information assuming there is no camera off-center and do the calculation with fov, aspect, nearClipPlane, and farClipPlane, so my question is that does Oculus forces the camera to be off-centered? If so, how do I get the off-centered camera information? Hope someone could help answer this question.
Hello everyone!After a room invitation is sent to a friend via the Rooms.InviteUser method, that user is added to the InvitedUsersOptional list of that room. Is there a way for the inviter to be notified when the invited refused the invitation ? Whether by a callback or by removing the invited in the InvitedUsersOptional list ?
I am trying to use the OculusPassthroughLayerComponent.h in my c++ project, but the VS compiler gives me the error: Error C1083 Cannot open include file: 'OculusHMDPrivate.h': No such file or directory. C:\Projects\UnrealEngine\Engine\Plugins\Runtime\Oculus\OculusVR\Source\OculusHMD\Public\OculusPassthroughLayerShapes.h 5In particular, the OculusPassthroughLayerComponent.h tries to #include "OculusHMDPrivate.h" in line 5. I am using the latest Unreal Engine 4.27 release with Oculus Integration SDK from Github. The sample Passthrough projects works, although there is no c++ example, but they use Blueprints. In my c++ project I have included the "OculusHMD" plugin in PublicDependencyModuleNames in the Build.cs. Then I closed VS and run "Generate Visual Studio project files". After these steps, when I try to #include "OculusPassthroughLayerComponent.h" in my class, I get the mentioned VS error. Can anyone help me to include the
Cross-post from here. 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't matter what password is used, either. The correct or incorrect password results in the same error. I used cred
I am trying to make the activity non-resizable and to start with a specific width and height and not able find any documentation around it have tried below but not working resizeableActivity=false
I have been following the instructions here https://developer.oculus.com/documentation/native/android/mobile-studio-setup-android/ and I get this error and I can't figure out what's wrong. I have been troubleshooting this for a few days and I haven't gotten anywhere. Has anyone had this error and how can I fix it?trying to get Android Studio: ovr_sdk_mobile - SDK location not found
Hello, I've submitted an oculus PC game to the store and it is not moving from Submission Status: "Under Review".and publishing status "Not Published". Any help?
I have created a virtual reality experience with a art gallery filled entirely with paintings and photos created by artificial intelligence. Possibly the first of its kind. I would like to publish this so that other people can install and experience it. It's not a game though and I'm not planning to charge for it. The art gallery is built in UE4 and includes full locomotion including teleportation.What is the best forum to publish this so that it's visible and available for everyone to experience, can I do this via the Oculus store or does it need to be published somewhere like Steam? And how do I go about publishing it?I'm new to Quest development although I have published a few VR180 movies and have developed a couple of Quest Apps locally.Kind Regards,Dino
Hi, I'm currently using Unity 2021.3.8 and OculusXR package 3.0.2. I have a scene with just 2 boxes in it and an XR camera. For some reason i can't even hit 90 fps. It uses almost 24ms for frame rendering which is insane. Any guesses please?
I made an app on the oculus developer console (developer.oculus.com) and uploaded an apk (version 0.1) to two release channels: production (LIVE) and ALPHA. First, I could not upload an apk (version 0.2) from the "Upload" button on the oculus developer hub (odh). So, I tried it from "ovr-platform-util.exe" commant directly and successfully uploaded it and updated the app (v0.1 -> v0.2). But now, I cannot upload an apk (version 0.3) with no errors (see below). PS C:\Users\Matsumura\VADAX\apk> ovr-platform-util upload-quest-build --app-id xxxxxxxxxxxxxx --app-secret yyyyyyyyyyyyyyyyyyyyyyy --apk zzzzzzzzzzzzzz_v0.3.apk --channel LIVE Logs are written to: C:\Users\MATSUM~1\AppData\Local\Temp\oc_cli_5237330736364627_2022-08-17T23-45-38-317Z.log ************************************************************************* * Your copy of Oculus Platform Command Line Utility is old. * * Version 1.76.0.000001 has been released on Wed Jul 13 2022. * * Please
Hello, I am using the integration SDK to track my hand and I need to apply an offset to the hand.I can successfully get the position of the hand with a Hand object from the Oculus.Interaction.Input, or a OVRHand object, but how can I set it ? Thank you very much.
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