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When I place the rig anywhere but 0,0,0 the hands start getting offset by that amount. If I pickup the controllers they show up in the correct place. When i drop them again my hands jump to the offset. The hand circle menus show up in the correct place it is just the hand models and specifically the OculusHand_L and OculusHand_R gameobjects. This is easily reproducible by opening up the BasicGestures scene for example. Move the rig to say -1 on Z and see where you hands end up. I have had this issue with both V39 and V40 of the package
Hello,In our OpenXR, UE4.27 project we are observing an occasional and seemingly random loss of tracking of one hand controller while playing in a Shipping build. We have tried to repro without much success, the tracking loss occurs on either hand. Furthermore the loss of tracking appears to only happen with in UE4, ie if I press the oculus button I can see both controllers are tracked in the oculus menu. I placed some logging into the project and have discovered that when this loss of tracking occurs for the appropriate motion tracking component calling UMotionController::GetMotionTrackingSource yields the correct value however, UMotionController::GetControllerTrackingStatus returns "Not Tracked" even though I can see them tracked in the occulus menu. Inputs still work normally.Has anyone else experienced this issue on the Rift S? Any solutions to this issue? It looks like the issue lies somewhere in engine code.
I want to use recording to apply my well-trained hand tracking algorithm. Can I get this from any SDK?
I imported the oculus integration package to my vr project and now i get this error Assets\Oculus\SampleFramework\Usage\SpatialAnchor\Scripts\AnchorUIManager.cs(326,21): error CS1061: 'Button' does not contain a definition for 'OnSelect' and no accessible extension method 'OnSelect' accepting a first argument of type 'Button' could be found (are you missing a using directive or an assembly reference?) How can i fix this error?
I am developing a VR-game for Oculus Quest 2 and need a new laptop. Do anyone have any sugestions?
Hi, I want to verify my account to become a dev so I can sideload my Oculus quest 2, but when I go to dashboard.oculus/verify/ I only have to option to put in my credit card while the page says that it should be possible to activate my account with a phone number, I tried contacting oculus support but they advised me to contact the dev support.(Verify Your Oculus Developer AccountPlease verify your account with one of these two options:If you're an Oculus developer, you need to provide a payment method and/or phone number to help us establish your identity. If you remove this information, your account will no longer be verified.)
I created a developer account today, and it's asking me to verify with credit card or mobile number. When I click Add next to mobile number, I'm brought to facebook, where it says I already have a verified mobile number. There's no Continue or Accept button. When I log out and log in to facebook and oculus developer again, I get the same verify message. I tried support today, who spent nearly 10 minutes looking into it before suggesting I contact developer support. When I click the Contact Us button on the developer support page, I get a pop-up that says "Please Create a Developer Organization". When I click that, I'm brought to the same "Verify Your Oculus Developer Account" page. Honestly I'm surprised it allowed me into the forums, I'm sure when I click post I'll be brought back to the "Verify Your Oculus Developer Account" page again.
Hi everyone,is it possible to access the quest mic for recording audio in UE4? If so, how? I need in my VR experience to be able to record the user voice and play it back later.
We have a couple of apps that we have been trying to de-list from the Oculus store for more than 3 moths now. You can't really do it from the Oculus dashboard so we have sent several messages through the support center channel with no results other than being forwarded to the Store team again and again and never hearing back. Is it possible at all to de-list an app from the Oculus Store? How much control has a developer over their apps life-time in the Oculus App Store? I don't think this is any good for the developers or the users that might end up with a Store full of abandoned or potentially harmful apps because it's impossible to de-list them.
Spoiler (Highlight to read)Hi,I am building a VR multiplayer game with Unity & Photon.I am planning to put the app in the oculus store. For now everything works but, I want the players to be AVATARS with their own custom avatars.As I understood there are 2 options for this: Meta-Avatars & Ready-Player-Me avatars but they have both not working completely. - Can we use Meta-Avatars with photon multiplayer solution ? - Can we use Ready-Player-Me avatars in an app that going to be in the Oculus store ? Thank you,MesHi,I am building a VR multiplayer game with Unity & Photon.I am planning to put the app in the oculus store. For now everything works but, I want the players to be AVATARS with their own custom avatars.As I understood there are 2 options for this: Meta-Avatars & Ready-Player-Me avatars but they have both not working completely. - Can we use Meta-Avat
Hi all, We are developers of Shave&Stuff (ID 7532973430077887) and we are desperate, because our app was unreleased on Aug 17, whereas there was a true hockey stick growth during the days before. We didn't receive any email from Oculus explaining the issue and we do not know why the app was unreleased. We tried uploading a new build yesterday and the same issue remained. The Release bar shows the scheduled release is July 26, when it was originally released, and the Submission button is inactive. We sent email to submissions@oculus.com 2 days in a row, but didn't get a response. There are lots of worried players, who send us messages on SideQuest and we also received a message from SideQuest saying they will promote us on their homepage, but there's nothing to promote because no one can download the game. And we're also presenting at gamescom next week. Can someone from Oculus team help us please and did any other developers have
Do we have access to any developer tools for Meta's upcoming headset potentially titled "Meta Quest Pro". Would like to start developing an app for the new headset. Thanks 👾
Hi guys, I have and issue that is driving me crazy. I can´t upload my Oculus built to the release chanel on Oculus Hub, It is signing and I followed every step in the Unreal documentation. But simply don´t work. Does anyone has the same problem? regards
Hello, My controllers stopped working when entering game mode. They work fine on the hub and the device is connected properly to my PC with the link cable. I'm working on Unity and can edit without issues, when I enter game mode, I can see and move my head around but the controllers are stationary in one place and can't move, nothing works. Has anybody have similar issues? Any help is greatly appreciated!
Spatial Anchors are great, but alignment to real world things is annoying. We would love to be able to use markers from the real world, like back in the old days of VR where there would be codes on the wall/ceiling/floor. AprilTags or Aruco Markers, preferrably the former. We would envision having 2 or 3 in a space and that would completely solve the spatial anchor setup scenario. We'd also be open to more exotic things like support for looking for a cluster of IR LEDs embedded in a table. Is support for real world markers in the roadmap?
I have a Quest 2 and an Oculus account. I don't have a Facebook account (and can't get one). Is there any way to set up developer mode on the Q2? I activated the Q2 using an older version of the Android app. So I can connect to the store, download games, etc. But the Android app doesn't show the Q2 as being available, so I can't go into settings and activate developer mode. I use Linux - so can't use the Developer Hub app. Is there any way around this?
I am logging in from multiple computers to my Developer Dashboard, and now it's already the second time that my account gets blacklisted (for this reason I assume) and I cannot access it anymore. Trying to access the developer dashboard results in an error message for a split second and then the page only displaying white: An Error Occurred! MessageGraphQL server responded with error 1675004: Unknown error Error Code1675004 Trace IDF/Vmo2tX6Vh This seems to be the same error facebook prompts when they block an account for 'suspicious behavior'. Last time it took more than 24 hours before I could access the developer dashboard again and I can't even submit a support ticket or logout from my account because the whole https://developer.oculus.com/ subdomain generates this error and just stays white. Can someone A: Help me how I can access my developer dash again without having to wait 24 hoursB: Fix this problem so that it doesn't happen
Did they remove the pitch option for devs? whats the proccess for getting them to know and reply? Thank you!
Hi, we are developing a multiplayer game for Quest 2. Since yesterday morning 10.08.2022 when you create a session everything looks ok but when client tries to join it he gets "60s connection timeout" in logs and game restarts itself after those 60s. Its weird cause it looks like its something from OculusOnlineSubsystem outside our project because even game builds from a week ago that were able to connect to players seem to not work right now. Any idea what could happen?
Hello everyone, im trying to get Vulkan Subpasses for Tone Mapping to work on Quest 2 as described here:https://developer.oculus.com/documentation/unreal/unreal-tonemapping The article makes it look like it's as simple as setting "r.Mobile.TonemapSubpass=1" and then adjust in a Post-Process volume but for me nothing is happening in fact the console even shows "unknown command" when the above is executed. I did stumble across the "Rendering Techniques" sample that states that the patch in the subfolder needs to be applied to the unreal source code in order for LUTs to work.UnrealEngine/Samples/Oculus/RenderingTechniques at oculus-5.0 · Oculus-VR/UnrealEngine (github.com) Now this seems promising but comes with its own set of questions/problems. First of all the text indicates that it's only for LUTs and not other things like Color tint or vignettes so it might not be related to my problem and also the patch doesn't work completely for me some fixes went through
The latest problem is that the previous projects can normally connect VoIP and P2P. Since last Saturday, it can't be connected. The print shows that the connection request has been received ,Net.Connect(userID) and Voip.Accept(userID) has been called, but each time the status returns timeout。What the hell's going on? Has anyone met it
I'm developing a game with UE5. And with the Motion Controller component the forward vector points upward from the controller (up from the thumbstick). Is there a way to get the laser pointer direction, or a reference/guide somewhere to know which rotation/direction should I use relative to the Motion Controller component to get the same laser pointer direction as in the Quest's home menu?
I have absolutely no issue setting up air link, connecting it to my PC and launching it BUT... it does seem to time out after a few minutes and reverts back to my Quest 2 home. Is this due to inactivity or something? And is there a setting that I might change? It is a bit annoying when I'm making multiple edits and I hear a "bing" from the headset and I know it just disconnected again.
hello:Ask experienced partners, how long does this application take?
Hello! Can someone please help with the newest Oculus SharedSpaces Unity project sample. We would like to test this implementation in our project as well. But firstly we are trying to understand the sample project. I have downloaded the Oculus SharedSpaces unity project sample at the following Github link:https://github.com/oculus-samples/Unity-SharedSpaces I launch it at Unity editor 2020.3.24f1. 1. Convert to platform to Android;2. Open Startup Scene;3. Import TMP essentials. After these steps I get the following errors:Expected architecture x64 errors;Failed to load OVRPlugin dll errors; The Expected Architecture errors x64, I fix by going to the exact OVRPlugin.dll file and at Platform Settings setting it as CPU x86. Then the error goes away.But the other error Failed to Load OVRPlugin.dll still stays. Do you experience same issues? Or you have somehow overcome these issues? Thank You!
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