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My application is built using Unity 2020.3.36 and Oculus XR plugin 1.12.0When my app is running if remove the HMD and the HMD goes to sleep, when I put the HMD back on the HMD wakes up and the app resumes, but the camera view is offset from where it was when I took the HMD off. There is no way to correct this without restarting the device. Is there a setting in the OVRCameraRig or some api for forcing my rig to update to new tracking coordinates when it it resumes? What else could be the cause of this?
Our application uses a hybrid approach. When user is standing still, he sees a 3d model with 360 panorama projected to that model, essentially we use 360 image as a texture. This creates the illusion of volume and provides an immersive experience. We do not render these 360 images in real time, they are static, captured from a certain point. Thus we have a limitation, these 360 images have fixed height, so applying changes in user's head position to the tour cannot be achieved conventionally. In that way we are similar to the 360 videos. When user initiates the movement and during the movement animation, however, user position is being tracked and the illusion of movement through the VR world is achieved, as required by VRC.Quest.Functional.5.But the apps in Applab only require 6DOF. I wrote a description of the problem in "Notes for Reviewer", but received only a negative response. How else can I pass this test?
I am a new hand of VR, but I have used Pico neo3
I put my 4k 360 video in Unity and build&run in quest 2, its size is about 3GB.The problem is when I build the apk < 2GB, Unity will build and run perfectly in my quest 2, but when the apk is over 2GB, the build still can be done, but the apk will not install in quest 2.I tried sidequest to install the apk, but when I open it, games just crashing and quit unexpectedly. Just wonder the Oculus store games is about 4 or 5 GB, how can they run the game?
Hello, Do you know if there is another way to beta test than the app lab in order to avoid the validation phase and save time? Also is there a beta tester community? If so, where to find it.
Hello everyone, I'm new to developing it under unity, and I have a question about Raycast. I use the oculus integration of course. I would like to reproduce the parabolic raycast of the "HandInteractionTrainScene" example. The raycast that appears when approaching the windmils. Anyone got an idea? or better, a tutorial? I try to understand via the example but I come to nothing. Thanks in advance
Hi,I'm quite new to development on Unity for VR apps. I'm currently working on simple apps to get a feel for how it all works. I'm trying to develop a few apps that require access to the user's position, rotation, and more. My big problem is that I'm not sure where I can get all this information from. Hence, i was wondering if there's an SDK or API that can help me extract this data from a user.Also, if there's an easy way to set up flags/triggers (such as checking whether a user picked up a cube or not) that would also help.If you have an answer to these questions or any other resources which you think may be of help as well, I'd really appreciate it! Thank you.
hello, I made a developer organization and everything but when i go back on the app to enter developer mode it still says I need to join an organization
I keep getting this error when trying to upload my build from unity using the Oculus CLI, I am using the same Keystore I've used for months. ERROR: The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.Anyone know whats up?
Hi, I was wondering what type of games can be put on APP LAND. I have created a game for the Rift which can be played on the quest via Link cable. Can my game be submitted to the quest platform(app land)?
I tried to upload an alpha to app lab in the Oculus developer hub.i use unity with open XR.but when I try to upload it, these errors appear: This APK includes libUnityOpenXR.so, but not libOVRPlugin.so. The Unity native OpenXR plugin is not yet fully production ready. If you are experiencing performance or compatibility issues, please enable the Oculus XR plugin (and disable the OpenXR plugin) in your project.Preparing for upload...Uploading APK...Uploading...Waiting for processing to begin...reconstructing uploaded file (1 / 3)validating package contents (2 / 3)ERROR: We found issues with the APK during validation. Please check that the APK meets the `Application Manifest Requirements` and then resubmit your app.* APK-installatielocatie moet 'auto' zijn (android:installLocation in AndroidManifest.xml). Bekijk documentatie op: https://developer.oculus.com/distribute/publish-mobile-manifest/ Build Upload Error - an error has occurred and when i tried to switch to OculusXR
Hi, i'm struggling in make meta avatars work remotely in an online multiplayer game.I managed to make custom avatars work between players with oculus, but the problem is that my game will run on pc too.So what I need is that i can get the custom avatar of a remote oculus player from him user ID on PC too.Is this possible? Is there a way maybe to connect pc on oculus platform to get custom avatars of oculus users? Because the problem is that on PC the connection fail
Hello, I would like to know if I enable cloud backup service for my application, whether the user can use the application normally during the automatic backup of the application. Or does the app force close until the backup is complete?
Hey there, So I need to implement Hand Tracking into a Unity Project, and I first tried it in a base project and everything works, I was able to import the Oculus Integration Package, apply the OVRCameraRig and OVRHandsPrefab within the Camera Hand Tracking Anchors and everything shows perfectly. But once I try a similar process in the actual unity project that I need to work on, everything works and runs, except when I put the headset on and move my hand, nothing shows, like no mesh or texture shows up. Everything builds and runs fine, but I'm not sure as to why it just doesn't work on this project but worked before. I was able to log the position of the hands and it doesn't seem to move, it's just stuck at a coordinate, but I'm not sure as to why it doesn't move. If anyone can help me in regards to why the hands don't show up that would be wonderful, and if you know anything that I can log to get more information I'll do that. Edit: So I just found this out, but m
Hello! How are you? We are currently facing an issue where we can't get a specific username that is set up as part of the company. The error comes from Oculus.Platform.Message and says "User isn't entitled to use this Application!" Is the only user that is receiving this message and we saw that the user is added and accepted the invitation to be part of the company. Is there something else we are missing? We are developing in Unity and using the Oculus SDKThanks in advance!
Hello!I wonder if some one can help me with this problem.Im using Unity 2018.2.17 - VR Lightweight pipeline.The problem is that the VR Lightweight pipeline only accepts the Lightweight Pipeline Standard shader. Anything else is just put on a PINK color.You cant (to my knowledge) change the hand material to the right one so they will display the typical blue. In other objects, you just change the shader type in the material settings...This also happens with the controllers, they are in beautiful pink.Please help :):smile: I am desperate to get the "usual" materials for the hands and touch controllers. I am very surprised they dont work straight - the new VR Lightweight pipeline is going to be huge for VR and the new games in Quest. I have already tested that it can handle better FPS than the normal 3D Template.Thanks all for your inputs.
I made a screenshot feature with Unity's Rendertexture, now how can I share my screenshots directly from within the app to Facebook?Thank you for any answers!
Hi everyone, I'm working on a standalone native C++ Quest app that uses Android's built-in webview and other UI elements, for which I use the Oculus Overlay keyboard extension:https://developer.oculus.com/documentation/native/android/mobile-keyboard-overlay/I was wondering, is there a way to control where the keyboard is placed? I can't find any docs or anything about it, and 99% of the forum questions on this website assume you're using Unity instead of writing your own app / renderer (which is fair, but not helpful as Unity is closed-source so all the important implementation details are hidden from us).Anyone have any tips? The keyboard often floats around in front of our UI and can't be placed where we want it to, in world. I'd like to have something akin to how the Oculus Browser works, with the keyboard fixed below the webview panel.
I'm testing WebXR contents on Quest 2.We sometimes type JavaScript in the address bar for debugging purposes, but it doesn't seem to work in latest Oculus(Meta Quest) Browser 22.2.0.3.39.382455783.Reproduce:View websites in the Oculus BrowserType "javascript&colon;alert('ok')" in the address barThis is expected to display an alert dialog, but nothing happens...This worked correctly in the earlier versions. (maybe it was working until last week) Does anyone know if this is an intentional limitation or a bug? Meta may want to disallow JavaScript, since it was also blocked from entering script bookmarks a long time ago.
I am developing a game on Unity.The game is working when built to PC.I am able to create an apk of the game for Android on Unity, for release and development.In development I use the Patch And Run to run it on the oculus, but the development build has worse performance.Assuming it even runs the game, and not some older version because it wasn't able to install it. I tried then to use either Building an APK, then ADB Install for the apk, or using the Unity's Build and Run, when in release, because there is no patch and run on release, only in development. What happens is that both Unity and ADB install, spend a long time on copying/installing the apk.I am not sure if it is just taking a very long time, or it's stuck.There is no way to know. So how long should it take to copy/install a 3.4GB apk on quest 2? And how can I tell if it's stuck, or there is an error?
Hi.I'm going to create a controller in a virtual space with the data I received from Raspberrypi.Is there a way to connect Meta Quest 2 and Raspberrypi by Bluetooth and send custom data to Quest 2?I have Raspberrypi 4, 8GB Model B.The program to be played in Quest 2 will be produced with the Unity 3D engine.The data to be sent from Raspberrypi comes from Arduino connected to Raspberrypi.Has anyone tried this before?I'll wait for a hopeful answer!
I collaborated with ROBYER1 on what has now become an official tool on the Unity asset store that anyone looking to make realistic animations probably should take a peek at. You can get the same tool I used to animate all 70+ characters in my dark ride. If you are animating the traditional way, this tool will yield better results and at a fraction of the effort.OpenXR VR In Situ Mocap Tool:https://assetstore.unity.com/packages/tools/animation/openxr-vr-motion-capture-r1tools-214497
I am working on Interaction SDK in Unity. I am using Synthetic Hands with HandRayInteractor to use ray interaction to interact with UI. Using the right hand, I am able to interact with the UI as expected (using ray interaction). But the ray in the left hand is not working as expected. I am not able to select and scroll UI elements using ray interaction. Both (Left and Right) ray interactions are setup in the same way. Please help me understand if I am doing any mistake here.
Hi! Developing an app that needs to have the party travel feature integrated. I know that Oculus Party works within Horizon, but there is another party feature once you logon to the Oculus and I need to know how to make that work with my app which is being developed in Unity. Does anyone have any experience?
I'm trying to detect a system "recenter" event for our game. OVRPlugin.GetLocalTrackingSpaceRecenterCount seems to work when using controllers, but doesn't change at all when recentering using the hand tracking menu. From some light debugging, it seems that ovrp_GetLocalTrackingSpaceRecenterCount always returns Result.Failure_Unsupported when called while hand tracking is enabled.Anybody know how to fix this, or how to detect a "recenter" event from the hand tracking menu?
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