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I posted this before and for some reason it got deleted, I was wondering when Minecraft for the quest would come out, I know you can sideload the gear vr version, and stream vivecraft from a pc using virtual desktop (it’s super laggy) so I was wondering when it would come out as many people will enjoy playing it as Minecraft is very popular now
I'm using a plugin that requires Unity 2019.3.3 and Legacy 'Built-in' XR in the project. I would also like to use Oculus Integrations passthrough API, but that requires OpenXR. Is there a way to either use Oculus Integration using the Legacy XR system (e.g. via an older version of OI) or a way to have both Legacy XR and OpenXR without things breaking. Thanks!
The hand-tracking mod2 has been release for application, but currently hand-tracking WebXR api can not be used in the browser on Quest2 (as far as I can tell). Is there any chance this will change any time soon? Even better, am I wrong and it can in-fact work.
Hi,I have two questions if anyone can help I would really appreciate it.1- Is there a way two switches between hand tracking and controller using C# script in Unity at run time, right now it seems to me that the only way to switch between the tracking mode is to go to OVRCameraRig ->Hand Tracking Support -> Set the tracking mode ~ I wanna know how can I do this using script.2- Is there a way to use hand tracking and controller tracking at the same time? (Like left-hand uses controller and right-hand uses hand tracking) Right now even if I set the tracking mode to both hand tracking and controller tracking, they can not work at the same time, only one of the tracking option can work at the time.Thank you.
Make a Unity 2020+ project.Add OpenXR Oculus provider.Add Oculus Integration (at the time of this writing v39, but doesn't really matter. Tried it with v37 also) Load/make a scene with a controller prefab (could be OVRControllerPrefab or CustomHand). OVRInput.Get(OVRInput.NearTouch.Any)) will always return false. Change to Legacy OVRPlugin and it will return true when touching with thumb or index finger. Anybody know why? It seems to me a bit sloppy to make a plugin that is needed for the platform specific things (passthrough, hands, etc) while advocating for the OpenXR backend but then have this feature broken. In many VR examples you often see a thumbs up gesture being made. That is pretty much impossible with OVRPlugin using OpenXR.
HI there, I can't get oculus spatializer to generate reverb for me. I did everything according to this guide: Use the Oculus Spatializer for Unreal Engine | Oculus Developers, yet it just doesn't do anything. I was testing it on unreal vr template. Have anyone had any succes with utilising it and could help me out with it?
Hi. I would like to overlay an object, for example, a box, at a specific place on the Quest 2 display that can be rendered to overlay within any VR application and not just for passthrough. This would be my first step to eventually be able to render real-time point cloud data from an external 3d lidar sensor through unity so that the lidar can detect obstacles and render them onto the headset so that the user can navigate through obstacles without leaving the application he/she is using. Basically, I'm trying to create my own guardian system and space sense. Any links and assistance would be appreciated as I can't find anything through google or youtube.
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?
I downloaded the SDK from here. I tried running the sample apps under the folder XrSamples, however, I cannot run these apps on my Quest 2 headset. I keep getting the following errorExecution failed for task ':XrSamples:XrHandsFB:Projects:Android:compileDebugJavaWithJavac'.I open up the project in Android Studio, in a Ubuntu system. What is the problem here?
I have been using OVR Metric tool to help me profile my memory usage. I noticed it displaying zero for that metric on 1.5.1 so I updated to 1.6.1 but now it seems those stats are no longer available? How can I view memory usage in the new version?
Hi, can we expect the VS 2022 redistributable to show up as an option for ovr-platform-util upload-rift-build any time soon? https://developer.oculus.com/resources/publish-reference-platform-command-line-utility/#redists
We are currently developing a Quest 2-based mix-reality game using Unreal Engine.One of the critical features of this game is to allow the customer to use a physical control unit we build explicitly to perform in-game actions, controls, and tasks in virtual reality using Quest 2.So far, We have been experimenting with the Bluetooth pairing feature in Quest 2 with our Bluetooth device using the game controller driver and keyboard mouse driver. However, It was not the same experience as working with any other android device for our controller using the mouse keyboard driver. We could not get our device to pair with Quest 2 with our controller programmed in the keyboard and mouse driver. It is just stuck at the pairing screen and keeps loading, popping up with a connection failed message.Questions:1. Is there a specific protocol/documentation that we should follow to make our firmware compatible with Quest 2?2. Are we required to have a commercial license from Meta to enable accessibility
Already passed 2 months. It is for Rift store. How much time do I have to wait for more?
I have submitted the app for review in the Oculus store. It's taking so long time. 15days have already been done but the status is in the review still now.Please help me in this scenario. I'm getting a very frustrating situation in that.
I submitted my game to oculus rift store in jan 2020.I've only heard back from them twice to change some minor thing. Every month or so I send them an email asking whats going on and its always the same:"Due to high volume, at this time the Store Submissions team is not able to provide information on where your app submission is in the review process or a definitive ETA on when the review will be completed (however, it is longer than the listed time on the website).Rest assured, your app will be reviewed as all apps are handled in the order they are submitted. Once your app has fully been reviewed you will receive an email from the Store Submissions team with your results." My game is successful on Steam so it's not like I'm submitting garbage.Did I fall into some black hole? Is there a better support to contact? What can I do? How long did approval take for you?
As you can see in the picture below, OVRVignette is rendering with a bad aspect ratio, and it also clips through some of the geometry despite being assigned to Overlay rendering queue in its own script. The vertical size seems correct, but the horizontal one is way too narrow. This issue seemingly appeared out of nowhere because I clearly recall testing the vignette accurately when I first implemented it months ago, both in the editor and in Quest. Probably nobody ever used that because the issue has been reported only a bunch of days ago, so I have no idea when things broke down, I suspect after a firmware or SDK update. At the moment the vignette still behaves and looks correct (perfectly circular) in the editor, but it looks like the pic below in Quest. The lossy scale of the vignette GameObjects is 1, 1, 1, the aspect ratio is set to 1. Also all the GameObjects up to the root have a scale of 1, 1, 1. Rebuilding the vignette mesh at runtime does not solve this. I
they only change in Unity any idea? Thanks
I have an Mac Studio with Unity 2021.3.2f1 installed - with Oculus integration. It is actually not possible to use the OVR Input prefab because the OVR Camera reference is greyed out. There is no possibility to drag the OVR Camera Rig prefab into it as mentioned in the document. Does anybody have a workaround for that?
Can someone advise how to overcome this unusual review response from our app? Our app is designed to control a line of educational robot products. The robots have a camera and servos, arms, legs, etc. The Oculus app allows the user to view what the robot sees, move the robot with their hands, and the robot will mimic their movements. This allows visual programming and remote telepresence to prepare children for a futuristic workforce where humans and robots work together. However, our app is denied by the review process because it requires a robot product. How can we work around this to allow the app to be accepted? Unfortunately, it took many months to receive a FAILED review. Meanwhile, millions of students across 70 countries who use our robot products are now denied this educational experience. Any recommendations are welcome - thank you.
Hi,I have a VR scene in unity, aka a 3D world in unity. I filmed it in 360 with my unity recorder. However it saying the 'video cant be played because the file is corrupt'. Here is an image. I opened up the dev tools on my firefox browser and looked at the console it. It gave the errors:Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://graph.oculus.com/video_upload_transfer?access_token=OCAeORB8DCsxiGxUczXa05PeloWUMXGT2NICUgqeue0ZCcacAEb56H7qxzVVGVS26WKpLAxLYGjHZCch1k7ZAvW2WLR73GAEZD&fb_dtsg=NAcOO-_emESTlaTRl2xKpc2OK51nwOU1xp6xBm__Dl33k5JS2FtzcwQ%3A35%3A1656116547&jazoest=25434&lsd=zEE2tPqN9vYzJjVQ4lzgO5. (Reason: CORS request did not succeed). Status code: (null). and Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at https://graph.oculus.com/video_upload_transfer?access_token=OCAeORB8DCsxiGxUczXa05PeloWUMXGT2NICUgqeue0ZCcacAEb56H7qxzVVGVS26WKpLAxLYGjHZCch1k7ZAvW2WLR73G
I've searched everywhere and i have not been able to find a single post about how to get a string of text which contains the local player's username. Does anyone know how to do it with v33, and if so can you go into detail a bit, thankyou.
When using oculus developer tools, what is the licensing model when it comes to using the tools for parts of the game on other platforms (in a multi-platform title)? For example, the lipsync tools are not VR specific, and while they will be used on an Oculus title, they could also be very useful for the title on other platforms. Is the lipsync data generated from the Oculus tool allowed to be used on other platforms?
I'm really new to the Oculus developer community. I want to let users of my web site to login with their Oculus accounts(Like login with Facebook, twitter , Google). I found this documentation related to SSO https://developer.oculus.com/documentation/native/ps-account-linking/ . I followed it and create an oculus account and an organization in the developer portal. To create the login flow I need to add the Organization id in the login URL. But I can't find the Organization id. Could you anyone know where I can find the Oculus organization id?Thanks
Hello, is it allowed to publish commercial games with modified Oculus Integration SDK?I have read the license here:https://developer.oculus.com/licenses/oculussdk/ Seems only examples' source code is allowed to modify and publish, but exclude all SDK parts(As VR, Voice, Interaction etc).Thanks in advance.
Following the instructions at https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/ I expected to see a render stage trace. But clicking the "oculus logo" button in the Event Browser has no effect for me, and the Tile Timeline view is blank. I'm using Oculus Mobile SDK 1.40
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