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Hey, I know this is somewhat unconventional, but I'd like to be able to shut down and reboot the headset itself (Oculus Quest 2) from inside my app builds. The idea is to do away with browsing menus or quitting the app manually. Is that possible at all? If so, how would I go about achieving this? Assistance would be greatly appreciated. Cheers!
Hey there, We are trying to set up a headset for one of our clients, but have found that this particular headset refuses to display any of our organization's apps, while our other headsets do so flawlessly.The account involved has full access to our apps, and is able to see them correctly in the My Apps section of the Oculus For Developers webpage, but somehow has no access to them from the headset itself.We have tried using different accounts, several restarts and factory resets, making sure all accounts were verified and all soft-/firmware is up-to-date - and still nothing. It has become quite the headache and any help would be greatly appreciated.
Hi, I´m a developer trying to create a training app but i need to use one of the controllers, not as a hand but as an object quite separated from the sensors in the helmet. I´ve tried to set a wide boundary room but only managed to separate the control about a 60 inches form the sensors, then it freezes so it seems not to be working. Is there any way to increase that distance without the sensors stop working or there is a limit? thanks a lot Alex
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
Updated to Unity 2021.3.2 and the Oculus v39 intergration package and now Vulkan does not load. App just loads a black screen and then crashes. Switching over to OpenGLES3 and it works just fine. Here's the adb logcat of the crash: 05-12 16:20:14.325 6222 6294 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 05-12 16:20:14.325 6222 6294 E CRASH : Version '2021.3.2f1 (d6360bedb9a0)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 05-12 16:20:14.325 6222 6294 E CRASH : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/26242800497100000:user/release-keys' 05-12 16:20:14.325 6222 6294 E CRASH : Revision: '0' 05-12 16:20:14.325 6222 6294 E CRASH : ABI: 'arm64' 05-12 16:20:14.325 6222 6294 E CRASH : Timestamp: 2022-05-12 16:20:14-0700 05-12 16:20:14.325 6222 6294 E CRASH : pid: 6222, tid: 6294, name: Vulkan Submissi >>> com.icefallinteractive.projectname <<< 05-
Background: I am attempting to create a rubiks cube that is interacteable with the quest's hand tracking The issue i am having right now is that the OneGrabRotateTransformer that constrains an to only a rotation in one axis does not seem to work when the object is a child to an other object that is being moved. The setup i have right now is: A cube with a grabbable and handinteractor. Another cube is connected to this cube as a child, with a grabbable, handinteractor, and a OneGrabRotateTransformer that is plugged in to the grabbables "one grab transformer" input. Grabbing the child cube and rotating it works exacly as expected if the parent cube is not being held. But if i try to rotate the child cube while holding the parent cube with my other hand, the rotation axis goes absolutely bananas, and will rotate in all sorts of random directions.Has anyone implemented this type of interaction before, or have any input on what might be going wrong? There is frustrating
Hello, for a small personal project, I'm trying to use a MySQLConnector for database read/write operations from my Quest 2 headset. However, there appears to be some type of conflict between the Oculus Integration Package and the external dll's required for the database connection to work. In Play Mode, everything is fine and works perfectly, but when launching a build, the enitre program crashes before it even has a chance to start (not even getting past the Unity logo).Removing my VR Rig or the required external dll's solves the issue, but of course, I would like both.Could this be some type of a manifest or API number issue? I don't particularly have any ideas left so I'd love to hear your thoughts.
New UE version: 5.0. As a few times before, I think its useful to put the changes / issues in one topic for an easy overview and to reduce wasting time trying to solve (known) issues. Official changelog here https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-0-release-notes/ 220410 first tests:OculusVR plugin updated to v33.OculusOpenXR is plugin removed. Enable OculusVR and OpenXR plugins. Go to project settings and in OculusVR section, choose a XRapiUE will crash if you create (or change) a material and assign add new texture or color to it if its a VR project. Tested with custom VR projects and a new UE 5.0 VRtemplate project. UE won't crash if you do the same in a new 3rd person project. Edit - issue is confirmed - see here
When a customer buys our app on Meta Store, does Meta pay the VAT or do we?
Hello, i was wondering what those parts in the Oculus quest 2 .Does anybody know?
I have a Unity build using VR integration with a Oculus Quest 2 headset and until recently the button input of the VR controllers worked fine. But a few days ago the A-, B-, X- and Y-buttons became unresponsive in the Unity editor and in both new and old builds of my application.All of the following code samples always returns false: OVRInput.GetDown(OVRInput.RawButton.B) OVRInput.Get(OVRInput.RawButton.B) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Touch) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Hands) Even when I check for a response from any button then it still returns false when I push the A-, B-, X- or Y-button OVRInput.GetDown(OVRInput.RawButton.Any)//still returns false on A, B, X, Y buttons, but true on any other button Adding the OVRInput.Update() or OVRInput.FixedUpdate() does not help either. I have tried my builds with two different headsets and connecting to two different PCs running the editor or build. I also tried
I have an object A with a script A.cs and an object B with a script B.cs Script A.cs looks likevoid Update() { if (OVRInput.GetUp(OVRInput.RawButton.A)) { DoSomething(); } } Script B.cs looks likevoid Update() { OVRInput.Update(); if (OVRInput.GetUp(OVRInput.RawButton.B)) { DoSomethingElse(); } } I found that DoSomething() is called normally but DoSomethingElse() is never called.I found that OVRInput.GetUp(OVRInput.RawButton.B) always returns false.I checked that OVRInput.Get(OVRInput.RawButton.B) worked fine. It returns true when pressed and returns false when not pressed. But OVRInput.GetUp(OVRInput.RawButton.B) and OVRInput.GetDown(OVRInput.RawButton.B) always returns false. Accidentally, I found that I forgot to add OVRInput.Update() in A.cs and it worked normally. After deleting the OVRInput.Update() in B.cs, it now works fine. So what's wrong? The official document said OVRInput.Update() should be called at the beginnin
So I bought the Online 3d maps sdk . I can drag the map and scroll using the mouse on the P.C. I just need to convert this to using the touch controllers. Just like in the App Wander. It for a project I'm putting together for my class. I'm not a programmer so have no clue how to do this. https://youtu.be/d3D0LrXEJs4 Start at 1:50 If anyone can help me with this I can pay for your time. PM me if interested. Thanks .
Is there a registry hack or similar since the option is no longer available in the settings panel it seems?
Please watch my YouTube presentation which discusses this idea. Apologies for using "text to speech". https://youtu.be/6ztKZFOLoio The need: My 93 year old mother has severe dementia. Although she can wear an Oculus headset, due to her dementia there's no way she is able to actually understand or control the Oculus using either the Touch controllers or hand tracking. Even, if I take control of the touch controllers, and use casting to the TV it's still hard to take control of the quest while somebody else is wearing it. So there must be many people, who could benefit from the Oculus, but who simply aren't able to actually control it. The Driver-Passenger model would be a special optional mode - in apps supporting it so that enabling two persons with Quest headsets to enter the app environment being linked together. The idea is for example that you have a DRIVER that basically takes charge of everything, for example a carer in a care home who
I am currently trying to figure out how to raycast from the VR Camera (meaning that it cast from where the player is looking with the headset). Has anyone done this in Unity yet? Or can some help tell me how to access the head tracking information to raycast from. Any help or tips is much appreciated!
I am using the Oculus Integration SDK for unity (version 38.0), and a couple of months ago I added this line to my manifest file:<meta-data android:name="com.oculus.handtracking.version" android:value="V2.0"/> which is supposed to enable the improvement of the tracking. The tracing was actually improved for some time and now turned back to function the same as it functioned with the older version of the Hand Tracking (V1). dose someone faced this odd problem before?
I have discovered a bug when using the "Get Motion Controller Data" function. I am using Unreal Engine version 4.27.0. I have yet to test this in the latest version of the engine.The bug occurs when moving the actor around. The data found in XRMotionControllerData which is given by the function "Get Motion Controller Data" gives position and rotation data for the motion controllers which doesn't seem to be up to date with exactly where the actor has moved. In my testing project, I added code which simply draws this data as a red beam. I also added code which moves the actor.The red beam and the teleport beam both appear to be lagging behind the actor.The bug also occurs when rotating the actor.It does not occur when moving the motion controller around, it only seems to occur when moving the actor around.When using the location and forward vector of the MotionControllerComponent World Location as a scene component, the issue does not occur.All of these effects have been observed bo
I have posted twice asking for information regarding haptic feedback implementation and zero replies. Does anyone know a contact address Meta will help developers please?
Hello,I'm creating a quest 2 adventure game where all heroes, equipment and material are NFTs in the Polygon Blockchain.We do not plan to sell any object inside the game, we only wish the player to connect his wallet to the Blockchain and then retrieve all assets.Is this possible or it goes agains terms&conditions? Thanks!
Unity 2020.3.25f1 Assets\Oculus\Avatar2\Scripts\Skinning\GpuSkinningConfiguration script makes Unity crash when I hit play. If I remove this script, it works. Edit: It's related to the "Source Morph Format" texture setting, it crashs when set on "Half", it's working when set on Snorm 10.
Hi 👋We encountered an issue with default OVRPlayerController from Oculus Integration Package (Unity).Whenever you move thumbstick on the right controller it's rotating player incorrectly (it's not just changing player rotation, but seems to rotate around guardian center, even if "Rotate Around Guardian Center" is off).Thanks in advance 🙏
I have been struggling with the new implementations for the grabbable, I have reached this point so far, where Ican rotate the lock of the gun, but If I want to translate, and for example want it to use the configurable joint it breaks the grabbing stuff.any help would be appreciated in advance.
It seems that we are about to continue using QWERTY for text input, even though we are entering a completely new technological era with VR/XR/Oculus/Metaverse. Puleeeeeze! Let's NOT!About two centuries ago, QWERTY was purposefully designed to slow down typing! It's time to put it to rest. There are much, much more efficient alternatives for a single finger/hand full text entry, more suitable for VR/AR. Our imminent technological transformation begs for a commensurate technological innovation. My question is, given that a non-qwerty input tool is implemented and available for Android, what's the easiest way to port it from Android Studio to Oculus?
Hello, we are using the OVR Lip Sync plugin on Windows, but we need to build our project also for Linux. However the plugin uses a native library and only Windows, Mac and Android binaries are present. Is there a chance that Linux binaries will be distributed too? Thanks!
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