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Hi,I have the sharedspaces API working in our own project based on the example project but basic replication of some actors isnt working as i would have expected. We have the VRE plugin working and our pawn is replicating as exepected.We have a simple ball in the game as a test actor and it is not replicating , as the client moves it it is not seen on the server and then is reset when the server toouches it. Has anyone else got sharespaces API working on UE4 with actor replication? Would like to confirm we are not bleeding edge here...
Recently I've been trying to get into making content and unfortunately the oculus quest to record at a 1.1 I'd figure I could just go on YouTube and find a simple solution there but fortunately every possible solution always made my game play lag but the recording came out good I want something that's as even as it could possibly be considering that in Saints and Sinners it was literally difficult to even kill a Zombie What are some good settings that won't miss my oculus question too gameplay but also would make my recordings look good please please help
I need to let my user go to my website and make payment for services the site will provide for Oculus app. They will then have access to them when play inside my Oculus app. Is this allowed to have my custom payment system related to my Oculus app in such a setup?
Hii, I cant find the way to modify the grab options. Im trying the hand tracking but sometimes I have to close the entire hand in order to recognize the grab. Is there any way to change that option? (like recognize the grab event before closing the entire hand)
In the last release from Meta (v42) i cant open apps that used the OPENGL ES3.1 option. If I disable it and enable Vulkan it works. But i need OpenGLES.Anyone having this issue?the app with opengl simply dont open, it stays on the splashscreen and then just goes back to the menu. I know its this setting because I tried only changing this option.
FYI I discovered while preparing an XR Template project for teaching an XR class using Quest 2 hardware that when installing the latest Oculus Integration software, if you accept the suggestion to upgrade the OVRPlugin that you can no longer run the application in Unity via Oculus Link. If you do not upgrade the OVRPlugin then running the application in Unity works fine over Oculus Link.
I cant enable developer mode on my mobile. I have signed in and verified and created an org and put my phone number in there but I need to press get started all the time in the mobile app
Hi, I’ve noticed that after installing Oculus Integration package, all action based controllers in my project stop working. Specifically, even though both rotation and position of the controllers is successfully tracked (I have tested the inputs), the controllers in game stay at origin point and only reflect rotation, not position. Unchecking OculusXR Feature in the XR plugin management or uninstalling Oculus Integration package restores the functionality and controllers can move normally again. Device based interactors work, but I don’t want to use them because they’re too clunky and uncomfortable. Using:Oculus Integration package v41, OVRPlugin 1.73 using OpenXR backendXR Interaction Toolkit v2.0.2Unity v2021.3.5f1 (LTS) but it was the same with 2021.3.3f1Oculus Quest 2 Note that issue manifests both in editor and when deployed.
Please, let me know if there is simply a completely different way to do smooth locomotion these days, but anyway... Using v41, if I import a sample rig, then add OVRPlayerController, it works except it is not following the HMD. So my collision capsule stays in the center of my guardian basically. I see various references to this in a few other threads but nothing for the past two years or so. How do you use OVRPlayerController correctly? Do you still need the Camera Character Constraint script added?
I've created a character using Blender and exported it using the default glTF 2.0 export settings. When imported into my Oculus Home, it looks great. However, if I add any kind of animation, it seems like vertices with more than 1 or 2 bone influences severely distort the skin of the model, almost as if each bone were pulling the vertices in different directions based on the strength of it's influence. It also appears to get worst higher up the model's Y(Z)-axis. Does anyone know how to fix this deformity?
Hi,Is it possible to publish the app under a custom name, as it is possible in the Android play store, not revealing the developer's full name?
The description on how to use HandWristOffsetUndoWizard is really confusing. What object am I setting for Wrist offset? Has anyone had success in updating their HandGrabPose objects?
We are implementing Easy Anti Cheat for our game and are looking into if when we uninstall our game we can also uninstall Easy Anti Cheat. Steam lets you run a process when uninstalling so I was wondering if there is anything similar in oculus. this is PC only.
I'm trying to create a flight simulator which interaction method should I suitable for it. . XR Origin or OVRcamera rig ? I have to I interact with controls using hand tracking and both by controller . Can anyone help me through this ?
Hello All, I'm currently implementing Camera Render Streaming solution using WebRTC to send stream to web browser. Streaming is working as expected but Oculus Quest 2 App's performance going down and App FPS going below from 72 to 32. So Just I want to know that, Oculus Quest2 supports Hardware Codec or not? Hardware codec helps to improve performance of app while streaming starts. Any help will be appreaciated.
Good evening everyone,I'm trying to develop an application who's only purpose will be to display video coming in over a web socket on each lens. I essentially need direct display access to the individual displays. Is this possible?
Hello everyone, I am having an issue where whenever I try to upload my APK it says build failed "spawn UNKNOWN" on an older version it said that the Oculus Platform Utility was out of date but when I tried updating it from command prompt it said it was up to date please help!
I see that the submission process has been redesigned so the help documents are out of date on this topic. My team would like to simply update our Store Page Cover Art and assets for a visual redesign but the Oculus Dashboard does not let us submit those changes. Do we really have to do an entirely new submission just to change these assets? That seems a bit cumbersome for a simple design refresh as all other content including build is not changing. Thank you! Lee.
The project I am working on will use Addressables bundles as purchasable DLC.But I am not finding any information on what the Addressable loadpath should be, meaning the path the app will look for after you download it from the store. Where can I find this information?
It appears this may have been a bug for a long while but there seems to be a gap between 2020 and now where no one has posted about it. When using the OVRInput.GetLocalControllerAngularVelocity() method in the Unity editor with Quest link (basically being treated as a Rift) the method gives you correct velocity. But in Quest builds the velocity is reversed. Is there any reason for this or is it just a bug? I understand it's an easy work around to just check the headset type and reverse it if its a Quest but that's not very intuitive.
A) Would it be possible for there to be an arrangement where an Occulus Quest 2 could run Java software using secure WIFI from a PC, seprately from itself, to support the full capabilities of an Occulus Quest 2 unit, without having to install any Java software on the Occulus unit itself, to have things work? I am hoping to run a custom Java OpenJDK through WIFI from a PC Server to facilitate a VR interactive world, either for one user in one world instance, or multiple Occulus Quest 2 users simultaneously in one world instance. It would be ideal if I didn't need two custom JREs, one for the PC and one for the Occulus unit. What do the experts there think? B) What PC software language driver bindings are available to take information to and from the hand controllers, the Occulus Display, and haptic feedback and PC language software? Is there Java Support, particularly along the lines I have stated in A), and if not, could such Java Software support be brought into
Hi all,I'm looking to store video files locally on the Quest and access them from the apk through their file path.To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need.I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition.Any help would be greatly appreciated!EDIT: Solved
Unreal's VOIP Talker has a Sound Attenuation asset property that I was able to assign to achieve spatialization, but Oculus' Remote Talker doesn't have this property. How could I achieve spatialization with oculus' remote talker?
I can't use my Rift S for Development anymore! I have two Quests 2's but they are GARBAGE... and not nearly as useful as my Rift S. Why would I want something HEAVY hanging off my face? My Rift S loses it's 'PLAY AREA' EVERY TIME I PUT IT ON even after only a couple seconds! I have an Index, I will start developing for STEAM with my INDEX before I will put on a RIDICULOUS QUEST 2 to WORK! Any fix for this stupid "PLAY AREA NOT FOUND'' perpetual problem?
I was wondering if there was a way to put in some code to display a username onto text, preferably above the player's head. I'm currently using Unity 2020.3.26f1 for my project, any help?
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