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Hello. I have been working on trying to integrate DLC into my game, PolarDread. However, when I try to open the store in-game, it appears to not work at all. I thought it was an error on the code-side, so I went to create a new DLC instead and I got this I don't know what to do about this. If you have any ideas on what to do, or if it's an Oculus Server issue, Please let me know.
I periodically get a packaging error that only occurs on child blueprints. It causes an unrecoverable assertion:Assertion failed: !Export.ClassIndex.IsNull() [File:C:/OUE/Engine/Source/Runtime/CoreUObject/Private/UObject/SavePackage.cpp] [Line: 3807]Export SKEL_ZombiePC_C /Game/XXXXXX/Zombie/ZombiePC.Default__SKEL_ZombiePC_C class is not mapped when saving /Game/XXXXXXXXX/Zombie/ZombiePCUE4Editor-Win64-DebugGame.exe has triggered a breakpoint. I can typically relaunch and repackage without issue. It has happened on multiple child blueprints. Thanks for any help
I am trying to uninstall the existing projects(APK) from my oculus quest 2.I checked the storage tab but the unity projects are not showing there and whenever I hover on the app that time three dots is also not coming (PFA).
Hello everyone, I have installed OSP VST version V1.64.0 and don't see REVERB & REFLECTION settings. Could you please help me get the version with the same settings as shown in the attached screenshot ? I'm using /Reaper DAW/Windows 10 if it make sense.
Not sure I understand the license terms correctly, so just want to be sure before, unintentionally, breaking the license terms. Can we use OVR in client projects? I.e. We build various projects Unreal Engine for clients and we'd like to use features of OVR in a project? Of course, the customer pays for the finished application. Are we allowed to do this?
Hi I wanted to know if it was possible to run an OpenXR app in the background to monitor Quest 2 controller inputs and forward this information on to a peripheral device via Bluetooth or WiFi? I'm trying to avoid having to individually code every app / game to provide haptic feedback, it would be much easier to just gather this information every instant the Quest 2 is active. The information only needs to be of a binary nature if a button is pressed for example and duration. Is that even possible?
I'm targeting quest 2 development with godot. I'm looking for a way to get logs remotely from multiple headsets. Especially for bug collection later on in production? Do folks just integrate BugSnag/etc?
Hi all, maybe it's bug or not, but I'm designing the movement of a spaceship and using the Poke Interactable button when the ship is moving forward, i.e. its velocity is greater than 0 (I use a rigidbody), then the button works perfectly, but when the ship's velocity changes to a negative value, i.e. reverse is triggered, then the button does not work until the speed is 0 or more than 0.
Hey all, when I try to upload a build / APK to the app I created (it should be PWA), It shows errors like: 1. APK has no main activity defined in the manifest 2. GLES version not specified 3. The focus aware manifest meta-data tag should be set with required=true It seems that the Oculus Dev Hub for some reason is trying to upload APK for native android/ios application. In the documentation, when you are creating your app, there is a checkbox that should be checked if you are building a PWA application, but the reality is that we are missing that checkbox right now.APK was created with ovr-platform-util.Any idea how to overcome this one?
I just discovered today that you, as a developer, are supposed to run an entitlement check for any apps you publish in the Oculus Store. The related article, https://developer.oculus.com/documentation/native/ps-entitlement-check/ , makes use of a ovr_PlatformInitializeAndroid() function (or the corresponding async function), as well as ovr_Entitlement_GetIsViewerEntitled() to perform that check. These functions look a lot like things you should be able to find in the Native SDK. Now, with the currently available options to create apps using OpenXR, is this still a requirement? Do I still need to, somehow, include the native SDK within a native OpenXR app just to call the related entitlement check functions? Or is this something that is handled internally by the OpenXR loader, somehow?
System.Security.Cryptography.CryptographicException: Could not create user key store '/.config/.mono/keypairs'. ---> System.IO.IOException: Read-only file systemat System.IO.FileSystem.CreateDirectory (System.String fullPath) [0x00191] in <8516445456524a6cb20c4b3b7de67982>:0at System.IO.Directory.CreateDirectory (System.String path) [0x0002c] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.get_UserPath () [0x0005e] in <8516445456524a6cb20c4b3b7de67982>:0--- End of inner exception stack trace ---at Mono.Security.Cryptography.KeyPairPersistence.get_UserPath () [0x00086] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.get_Filename () [0x00063] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.Load () [0x00000] in <8516445456524a6cb20c4b3b7de67982>:0at System.Security.Cryptography.RSACryptoServiceProvider.Com Unity oculus runtime
I am trying to get the best results recording both native Quest 2 games as well as PCVR games, which are recorded on the device. I tried out the recently added recording features using ODH, but none of those do seem useable in my opinion. They can record at 16:9 aspect ratio in 36 or 60fps, but the game footage even at 60fps is very choppy, which is caused by the in game render fps drop down to 30fps. That looks okay if you turn your head, but every object just stutters through the screen. So i don't think those options are suitable of doing a decent and smooth recording at all. Of course it needs to be considered that in some games there is not enough headroom left to do a high framerate/resolution recording, but it's possible to record at native refresh rate of 72Hz and tweak ADB recording commands to fit almost every game. Especially for VR you definitely need real 60Hz. But this should not be 60fps in game, since you can do a decent conversion of 72 to 60fps in a proper
I downloaded the oculus branch of UE4 4.27.2 and run the HandPoseShowcase example. It works well in VR preview with oculus-link on Quest2.But in Lauhch mode or in win64 build , I can not see any hand models. I got the error message "LogOcHandTracking: Error: Failed to get mesh or skeleton data from Oculus runtime." in the log window.I found the problem is in file OculusHandTracking.cpp :ovrpResult SkelResult = FOculusHMDModule::GetPluginWrapper().GetSkeleton2(OvrSkeletonType, OvrSkeleton);ovrpResult MeshResult = FOculusHMDModule::GetPluginWrapper().GetMesh(OvrMeshType, OvrMesh);These two function did not return right value.Is there anything I can do to make hand tracking working on a pc build?
The only log record that appears is[info][OculusDeveloperHub][2021-08-02T14:38:07.276Z] [[{"found":false,"key":"sandbox","path":"C:\\Users\\myusername\\AppData\\Roaming\\odh\\odh-config.json","type":"odh_read_config"}]] I checked the odh-config.json just out of curiosity and the file is empty. The system is Win 8.1
Hi, I am trying to "read in app purchase information" in a windows build and always have the warning "LogScriptCore:Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem"I am not sure if I have to put any bool to truein the defaultEngine.ini just like in Android and iOS platform.The entitlement check works and the "Get Oculus Identity" too.Anybody knows what can be happening?
I'm trying to get IAP up and running in an Unreal Engine project (4.19), and struggling to figure it out from the documentation. There's a full example for Unity (https://developer.oculus.com/documentation/platform/latest/concepts/dg-iap/) but nothing really for Unreal.Can anyone share working code for Unreal for the following actions:- GetViewerPurchases- GetProductsBySKU- LaunchCheckoutFlowAny help massively appreciated!
I have an android application that executes an http/https download. That application is for windows and for quest 2. I am pushing the builds to the quest via sideloading, so no store involved yet. My builds: development - works like a charmeShipping - works like a charmeShipping with “for distribution” marked and signed with an keystore - doesn’t workThere are no other difference to the project or the project settings. What could cause this? Permissions? I have in the manifest: WRITE_EXTERNAL_STORAGEINTERNETREAD_EXTERNAL_STORAGEI also have android:usesCleartextTraffic=“true” in the manifest although both http and httpa don’t work. Tried full rebuilds, also don’t see any errors in the packaging or in the device log of the quest 2. All I can say is that it looks like the download never starts. The tool has an error messaging if it is aborted or successful, but that never fires. Trying to print the currently downloaded bytes always says 0. Banging my hea
Hi all, I’m wondering if anyone here has a Blender file for the Oculus Hand Component base mesh (used as default hands for Oculus VR hand-tracking)? Or knows where I might be able to get one? I have the FBX file from the Oculus branch, but am not good enough at rigging to reorient the bones when they get messed up on the import! Thanks for reading!
Hello all,As I have been developing for the Oculus Quest on MacOS with Unreal Engine, I have been unable to access the Oculus VR Plugin settings in Unreal Engine because accessing these settings requires having installed the Oculus Desktop App which only supports Windows. These settings are crucial to access for Oculus Quest development and packaging.Recently the Oculus Developer Hub was announced, which runs on both MacOS and Windows. I would like to request that the Oculus code which allows for the use of the Oculus VR Plugin in Unreal Engine be integrated into the Oculus Developer Hub, so MacOS users can access the Oculus VR Plugin settings in Unreal Engine without needing to use Windows.I understand that MacOS is not a supported platform for Oculus Link at the moment, so it does not make sense to port the whole Oculus Desktop App over to MacOS as this application contains all the needed support for PC VR titles. But, is there any way that the code within the app whic
Let me start by saying that my app has been approved and the DUC has gone through and I'm permitted access to user names. I did just get access today, so there's a small chance it's just delayed or something, but that seems unlikely considering it works fine in the editor. So I'm having an issue where the result is inconsistent between the Unity editor and the built game for my app lab game. In the editor, I can get the result of Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback) and have it return the Oculus user ID and display name. When I build the game and load it up on the Quest, however, it's coming back as null. Is it possible that this is because my game is not yet released on App Lab (thought it has been approved), or is there a known issue, ideally with a workaround, that might cause the info to not be accessible once actually built? Edit: I've discovered that it's specifically the displayName that comes back null, the userName is being returned. Still
Using Unity 2021.3.4 and V40 integration package.This can be tested with the "BasicPoke" demo scene. The following are the reproducible steps:1) Adding a simple text input to a canvas, in this case CurvedUnityCanvas.2) Build that scene and install.3) Use hand tracking and select that input field4) enter any text and press enter5) Right hand interactivity is broken, left still works.6) Press input field again now with left hand.7) type anything end press enter.😎 Now both hands are broken.This issue doesn't happen with controllers. If you do the above steps then switch to controllers, everything with controllers still works which is notable. The temporary workaround is to use the programmatic way of opening the keyboard. TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);This does not break hand tracking.
I'm doing VR dev work and my setup has been roughly fine for about a year. Recently something with the Oculus app has changed on my desktop where I seem to have to reset the floor and play area a few times a day. I generally set it to ignore the play area because I'm sitting in one spot and opt for not drawing the boundary every time.
Uh oh. I've been using Air Link for a long time and connecting routinely several times a day without an issue. Yesterday I saw a notice about an update on the headset and coincidentally perhaps Air Link can no longer find my PC. I've done all the "normal" things, rebooted, ran a fix the Oculus PC app. Yes everything is on the same network and again it has been working for I will guess a year. Now nothing. I can connect via the USB cable but that can become problematic while writing/debugging code as the headset isn't charging while in use and that affects development time. If I have to factory reset I will of course but I would hate to go thru that exercise if it turns out not to fix whatever the issue is. Has anyone experienced a similar issue in the last couple of days?
How can i overclock my gpu and cpu i have done it with side quest but as a developer im sure there is a better way
this is a fan of quest craft and i have the game
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