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Allow me to explain,.. I have an urgent need for an Oculus Quest 2. I have created (over the course of 4 years!) a near AAA game as a Solo dev. I started working on a CV1 (I was sent a full CV1 kit in 2017 from Oculus) and it finally broke (the cable finally went bad), and rather than show my work before it is done to Oculus or anyone, (to get my CV1 replaced or a rift S) I just went ahead and bought a Rift S. Used. No returns... (I am disabled, in recovery, and in lockdown,. working feverishly though! ;l) THEN I heard that the 'PC VR to Mobile device' linkage cable was more than mere 'Royal Court Rumour! and turning out to be pretty usable. (How I long to be mobile,. but need one conneted to Unreal engine and the PC at all times,.) I COULD KICK MYSELF!I really want to try to make my game Quest 2 compatible, I listen to all the John Carmack talks and writen down everything he says about Quest 2 requirements and tips fornVR bandwidth etc.
We started getting this today, uploads are repeatedly failing at the same point when it tries to fetch a previous build of an OBB: It says "Error" and stops the upload, but the ovr_platform_utility is not returning an errorlevel, so our build system does not know it failed. Any idea what causes this? Is there some other way we should detect errors from the ovr_platform_utility? fetching previous build (2 / 4)ERROR: Sorry, we encountered a problem while processing the file you uploaded. Please try again later.
Hello, I'm trying for 2 days to upload a build update to BETA channel. Upload keep failing with log in tmpdir mentioning `"event_name": "USER_ERROR".``"UserVisibleError": Sorry, we encountered a problem while processing the file you uploaded. Please try again later.Does anyone have the same issue ? Any idea howto fix this ?` I'm on Mac OS (M1) and using `Oculus Platform Command Line Utility - 1.67.0.000001 (Built on Sat Sep 25 2021)` O.
Floor setting raising as I stand back up from setting it, won't let me hit the ball on walkabout mini golf, club see-through
Everything seems going smoothly up to the end with the following command:ovr-platform-util.exe create-pwa -o "collanon.apk" --android-sdk "C:\Users\VOID\Downloads\build-tools_r29.0.2-windows\sdk" --manifest-content-file "manifest.json" --web-manifest-url "https://collanon.app/manifest.json"Then it ends with:Signed APK written to collanon.apkbut this apk is nowhere to be found, how is that possible?
Hello together,I am looking for some people to make a vr game in the spare time.I am a developer for 7 years now and I am considering moving to the game industry to make some games.Currently I am working with unity and learning to develop vr games for the quest. Is there somebody who would like to develop something together? Please contact me.Do you maybe have ideas where else I could look for people for this?
I know that you can designate a release channel with ovr_platform_util when you upload a Quest build. But can you use that utility or any other to move or copy a previously-uploaded build to another channel? Say to move from Alpha to Beta? How could I do that from a script or the command line?
Has anyone here been able to bring down a user's Meta Avatar? I have the new Meta Avatars working in my title, but only with the generic test avatars, not the logged in users avatar. I have played around with the parameters circled in red from the SampleAvatar Entity script all to no avail. When I check off the parameters to get it to use the user's avatar, all I end up with is a blue tinted, blank avatar. It just does not seem to bring down the users Meta Avatar. What am I missing? Are there other parameters needed somewhere beyond the screenshot here? I did request Avatar permission on my App's profile and it was approved.
I'm trying to create OVR files from my .WAV files and it's creating empty files. All the Viseme values are zero When I grab the OVR file from the demo project and hook up to my character, it works fine. So the issue is definitely the OVR WAV file asset not being created correctly. I already tried this : https://forums.unrealengine.com/t/anyone-get-oculus-ovr-lipsync-plugin-working-in-ue5/560670/2 which sorted the "crashing upon trying to create" issue. But still didn't create a proper asset. Will there be a new build of this plug in?
So my job has insisted I learn game dev/vr dev for better or for worse and I'm having a pretty bad time of it, I do not get along well with this at all and the squeeze is on for "progress". I've been trying to add colliders to hands (using controllers) so I can just make a demo where in objects get interacted with. The hands always just pass through things; or when I add a collider to them they start really small and grow back to the normal size when I press the trigger. At that point it works fine collisions work exactly as you'd hope, grabbing, etc, until I release the button and they snap back down to miniature size. I'm on 2020.3.4f1 and using oculus integration. Anyone have any idea what's going on here?
I just updated from v40 to v42 of the interaction SDK, and noticed that hover events no longer work as expected. Instead, when an object is grabbed, a hover event is triggered followed by a select event in the next frame. This prevents any custom hover logic in the interactable from actually working. Anybody else encounter this / have a fix?
Hello,I plan to develop a game that uses hand tracking + gaze as the only controls.The docs say that we cannot publish to the Oculus Store unless we support controllers in addition to hand tracking. But does the App Lab have the same requirement? Or can we publish there without controller support? Thank you
Hi. Two days ago, Link started to throw this weird error I've never seen before: "Minified exception occurred; use the non-minified dev environment for the full error message and additional helpful warnings" I have to press a button to make it disappear but it happens again and again. Reading the logs, the error says: [RCTVR_V8] [warn]: Animated: `useNativeDriver` was not specified. This is a required option and must be explicitly set to `true` or `false`[RCTVR_V8] [error]: Error: Minified exception occurred; use the non-minified dev environment for the full error message and additional helpful warnings.Location: {"pathname":"/","search":"","hash":"","action":"POP","key":null,"query":{}}Breadcrumbs:Location: {"pathname":"/dash/landing/default","search":"","hash":"","action":"POP","key":"678u4i","query":{}}Breadcrumbs:Router[1].history.REPLACE(/dash/landing/default) Can't find anything related to this error around here. What is this error all ab
Same thing is happening to me! Have you found a fix for this yet? The only fix I have is when I upload my app through AppLab it works fine but that doesn't seem like the proper solution.
Hello hive mind. I have the latest version of the Unity editor (2021.3.7f1) and also have the latest version of the Oculus Integration SDK from the asset store.I have created a simple scene with a flat terrain and three objects - nothing special. Added the OVRPlayerController and built the app. On running the app I am able to enter the scene and look around but am unable to move with the controller. Any ideas what I have missed? Thanks in advance.
I was using Unity 2021.3.3f1 and build PoseExamples scene, the hand model's Thumb is not in right position. I also try using Unity 2019.4.28f1 and it is ok.Both projects uses OculusIntegration_v42.unitypackage.
Hello, I'm developer of Fractal Fly : https://www.oculus.com/experiences/rift/4404226352995891/ This week, I got an email from someone who bought the DLCs and played for a long time. But now he wasn't able to launch anymore. Apparently, this is a entitlement check failure. You'll find the log below this message. When he got those issues, I didn't released any update for months, so I suspect an Oculus software update. His software version is : 43.0.0.127.173 I updated to the same version, but I didn't have the same issue. Is it a known issue ? Is there something that can be done (he already move back to version 42.0.0.136.285), but still has the issue.Regards.---Erwanhere is the log : Mono path[0] = 'G:/oculus/Software/tectrid-fractal-fly/FractalFly_Data/Managed'Mono config path = 'G:/oculus/Software/tectrid-fractal-fly/MonoBleedingEdge/etc
Quest 2 - Quest 2 online pool browse and online using BPs Ue4.26 doesn't work. I create session (host) open map listen and on the other headset can see the server and it says there is one player in that server.When I join the server it says its successful. However nothing happens, and the server browser now says the server has two players; but I never moved either way???? I never see the other player.https://issues.unrealengine.com/issue/UE-82549I even applied these fixes to the source and still doesn't work?I purchased a second Quest 2 to setup multiplayer only to find it doesn't even work I am using the Oculus source with everything setup correctly game passes all validations.I really need help with this I have done everything I can.Thank you.
From Beginning of projects, the run on oculus quest tool bar button worked fine; I can enjoy developing my game. determining packaging projects, I only can see the three dots on the black screen. My project settings is following as: Target hardware : Mobile/Tablet, Scaleable 2d or 3d Packaginguse pack: tickmaterial shader code share: tickShared material native library: tick prerequsite installer include : tick Engine Rendering Mobile shre vertext fog inactivate : tickCSM cascade number : 2Mobile MSAA : No MSAAMovable Light CSM Shader Currling Support: tick Textuture streaming : tickReflection Capture Resolution: 64smooth suruface mixxing light map reduce: tickForward Shaing: tickMesh distance filed create: tick8bit mesh distance field: tickMesh distance filed compress: tickDBufffer Decal: tick VRInstance Stereo: TickMobile HDR : Tick PlatformAndroidSDK version: 21-29 arm 7, arm64: tickOpenGL ES.3.1 : tick occulus Mobile
I've been happily building in Unity on top of the Oculus integration for the Quest for a while now, but with the nagging question in the back of my mind, "should I be porting this over to the Unity XR?" After cursory searching, I haven't been able to find a good discussion about the the future of each approach. Obviously Unity XR gives me an abstracted layer to be able to deploy to, say the Hololens in the future, but what do I lose from the Oculus integration if I head that way? If anyone has found a good, recent discussion about this, please post a link!
Hey oculus, when I try to go into the developer hub and setup my oculus quest two to it via Bluetooth, the window just goes completely white.oculus developer hub white screen
I follow the step stated in SharedSpaces Sample and i get this message below. Appreciate your help Library\PackageCache\com.community.netcode.transport.photon-realtime@1d5be27015\Runtime\PhotonRealtimeTransport.cs(261,30): error CS0115: 'PhotonRealtimeTransport.Initialize()': no suitable method found to override
Hi I need to set up an OVR rig to orbit an object on button poke events with hand interaction. How would I go about accomplishing this? The initial idea is to have buttons sticky somewhere on the side of the user. There'd be a +/- left/right button combinations so that the user can pane around the object. Any help would be appreciatedThanks
Hi,We have now been rejected twice for the App Lab submission because out app doesn't support hand tracking. First time we got rejected because the tester turned on hand tracking but app didn't show hand mesh. We have applied a simple fix so app will show user's virtual hands when hand tracking is turned on (but not able to do anything because our app is really designed to function with Touch controllers only). Resubmitted and got rejected again citing "VRC.Quest.Functional.3" (details see below). What does it mean? What we don't understand is why hand tracking, being a so new feature just came out of beta, is forced on submitted apps when those apps aren't even designed to work with hands. The App Lab submission automatically fails if uploading an APK without the hand tracking permission in the manifest. So for our submission we had to add the hand tracking manifest and set it to "false". Can we simply do the following? If user enables hand tracking and launch our app, there
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