Developer Forum [Archived]
Recently active
I’m looking to take a basic VR app made in UE5 for Quest and build it instead as a PCVR to run via Link. Eventually we’d like to have different displays on desktop vs HMD (ie: more information would be visible on desktop). is there any documentation on building specifically to PCVR? We already have the app, just need to run it on PCVR instead of mobile (Quest).
Hello. I recently have published app in applab. At first day or two I was able to see selling statistics. But now I can't.It says that I must have more than 100 copies sold.But for me it's important. Not everyone can get 100+ sells at start. But it's important to know. Just to understand what we do right or wrong...
I submitted my game for review and haven't received a response for 4 months. After asking customer service, the customer service replied that it was forwarded to the store team but still no response. I really hope my game can pass the review even the rift store.
Hey I am trying to do in app purchases with oculus quest I made the SKU's, got approved for IAP, and have platform SDK in my unity project. But I have tried all the tutorials and cant figure it out! Any help is appreciated thanks.
Hello, I have set up passthrough but I'm wondering if there are any resources for setting up walls like in the Beyond World. I've looked around but I can't really find anything. Thanks in advanced.
Hi, I've downloaded the OVR lipsync demo, and am trying to replicate the lip syncing. If I recreate the blueprint within the demo project, it works fine. However, if I start a new unreal project, follow the same steps I got working in the demo project, then I get no lip sync back. I'm not sure if there is a hidden setting anywhere, or what i'm missing, but I'm starting to pull my hair out over this! I've also copied the plugins folder to a new projects content folder to load the OVR plugin, and that worked great. So it seems it's only NOT working when I install the plugin to my default unreal 4.27 installation directory. How odd! I'm not sure if this is a bug, or just something on my end, but I would love to know how to get the plugin working in the default unreal installation so I don't have to copy the plugin to every new project, but for now this will have to do!
While in Oculus Link (or "Quest Link" now), whenever I take my headset off to change some code and then put it back on, I get a popup that says "Fatal Error in Dash"
https://www.oculus.com/experiences/quest/4738317409613566/it's a personal developed VR game,has published on app lab & sidequest,how can i premote it farther? Now it seems that very little users can see it.
Hi, When I click Analytics in the developer dashboard I get this message:"This data isn't available because your app has less than 100 lifetime copies sold." According to other analytics we have we can see that more than 100 players have played the game. This is an Oculus Quest game on App Lab. Why is is not showing up? Thanks,Jonas
Trying to get Avatars 2 to load in editor.I am getting: "You are NOT entitled to use this app. Please check if you added the correct ID's and credentials in Oculus>Platform" in editor. I am using the Oculus PC software, and have logged in as a member of the organisation who which the app ID is assigned, I have tried changing the logged in user in the Oculus PC application, and noticed the assigned user in the config file didn't update:..also I can't tick 'Standalone Platform'. If I build the project and side-load then the avatars load. Ultimately I'd like to change the shader of the avatars to translucent, and makes sense to develop this in the editor... Thanks for any help.
Good afternoon!We implemented linking between our web app account and Oculus account as described here:https://developer.oculus.com/documentation/native/ps-account-linking/ This process stopped working after Facebook account requirement. None of the call backs work if a user is logged in to Oculus through Facebook.Is there either:1. Different way to get Oculus ID and link it through callbacks, as it is applicable to new sign on (facebook) requirements.OR2. To get Facebook Id from Oculus Account in Unity (using this SDK: Import Oculus Integration Package | Oculus Developers). Because our app has oauth authentication through Facebook, we could just link it that way. Any help will be appreciated.Thank you
I am using Unity 2021.2.6f1 I have XR plugin and Oculus XR plugin installed.For the Oculus XR Plugin, I installed the 3.0 preview version.So in the settings of Oculus I get an option under experimental called:Application SpaceWrap(Vulkan) I checked this option, but nothing seem to change.I do use Vulkan for the build.I also have GLES3 marked as a secondary option, should I disable that? Is there anything else I need to do besides checking that option in the Oculus XR previe?
Hi, I experience a problem with the 'Malware Review Test Running'. I'm working on my game and I've been uploading new builds. But the 'Malware Review Test' never finishes. It even adds a new test after a while. It's been so bad that 1 build that I've uploaded about 5 days ago still has tests running. To the point that I cannot even view the test status view of that build anymore because it gives an error saying: 'Please reduce the amount of data you're asking for, then retry your request' Is this a global problem? Or maybe a problem with my game specifically? I'm scheduling a release soon and this is blocking that at the moment. Thank you in advance!
I have just recently upgraded from 4.24 to 4.27.1 (both from the Oculus branch via GIT). I can develop and launch to a Quest 2 just fine, but when I package, it consistently fails. LogInit: Display: LogOnline: Error: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform: ovr_PlatformInitializeWindows error: -5 5 = Unable to Verify. I do have my OculusAppId filled out in DefaultEgnine.ini and worked 100% on 4.24. Should not being able to verify kill the packaging process? I'm wondering if something else is going wrong (the actual package log isn't much more help).
Hello,I am working on an application based on BabylonJS which is a browser based 3D engine. There are a variety of of examples of using babylonjs for virtual reality applications, such as: https://playground.babylonjs.com/#F41V6N#32 I am wondering whether it is possible to make a Mixed Reality Capture of such an application. I know that an application has to explicitely support MRC, however, in my case, the application would actually be the browser, so I was wondering: Is there a browser API to access the additional cameras etc. So far, I have only found one reference of a project, but it looks like this person does basically everything on his own and is not using any of the provided infrastructure: https://github.com/fabio914/reality-mixer-js Any ideas? Best regards,Axel
When adding the UIHelper prefab from the OculusIntergration, it directly assigns it to the right controller. How can i switch it to the left controller?Do need to change the HandedInputSelector.cs?
it was available before, but now can't, why?
App Lab is marketed as a good solution for putting out experimental builds of projects. The Store already has concepts like Release Channels and user whitelisting. Are there any additional advantages to using App Lab over the Store for development? We anticipate playtesting with external users at various points, including phases with closed and open invitation lists. Should we, for example, use App Lab to run external playtesting and then have our published build go through the Store? What would Oculus recommend as the preferred process?
This is when directly accessing the OpenXR hand tracking EXT in StereoKit (not Unity). Quest 2 thumbs are about 90 degrees off from what I expect to see from the OpenXR spec! It appears as though the thumb is using +Y to face up from the back of the hand, rather than the top of the thumb. This is inconsistent from the spec, as well as from other runtimes.The OpenXR spec defines +Y like this: "The up (+Y) direction is pointing out of the back of and perpendicular to the corresponding finger nail at the fully opened hand pose." A little hard to understand without a visible hand here, but you can see +Y (green) coming out the side of the thumb here. This is running on Quest 2. Same scene running on a HoloLens 2, you can see here +Y (green) coming out the top of the thumb, not the side.
Hello everybody,since private release channels for the Oculus Quest are only available under certain conditions, it is very difficult for B2B developers to create a CI pipeline for private apps. Alternatively, self updating APKs can be integrated into an automated release pipeline via external providers such as Microsoft App Center. Unfortunately the provided Unity integrations do not work on the Quest, on regular Android systems there are no problems. Is this feature actively blocked by the Quest or are there certain things you have to consider? Has anyone managed to create self updating APKs for the quest? Are there any other options that work on the quest?
Hi, Iam doing something on a Quest 2 and I have my scene setup and working just fine. It runs well enough at 72fps pretty much locked but the moment I apply any post processing (Iam only looking for color grading stuff) it drops by 20 fps to 50s. I've tried using only LUTs but neither the post processing stack, nor any of the other implementations on the asset store help in any way.Iam using forward renring with the standard pipeline. Would URP help at all?Does anyone know any tricks to achieve this cheap color grading?
Hi, I want to build something like stepN, featuring sports games and VR Someone can help me figure it out?Thanks.
I have existing code using Three.js and my own to move around inside an active WebXR environment. The code started crashing late last fall and I'm trying to figure out why. When only one controller is connected to the headset there is no problem. The same is true when deliberately using the first input source reported by Three.js. After manually switching to the second input source the experience crashes immediately upon entering VR. The error codes are not always the same but all have to do with trying to read properties of undefined variables. Since my code works fine for the first input source, there appears to be a firmware bug with respect to the second. Anyone else notice this? Is this a known bug? FYI source code: https://github.com/paulmasson/paulmasson.github.io/blob/master/webxr-worlds/js/VRController.js
Am I able to attach a USB device, such as a MIDI controller to an Oculus Quest and have Unity detect the incoming MIDI messages? I have a prototype that works on the Oculus Rift and a leap motion, and the recent hand tracking implementation has made my project possibly scalable if the USB C port on the quest is open for development purposes.
Reporting bugs on this forum feels like whispering in the wind, but here goes: Oculus Quest is set to "Auto Switch between hands and controllers"Application built with Oculus Integration v31.2 (legacy OVRPlugin) configured to use hands and controllersLaunch application in "hand tracking" modeOnce application is running switch to controllersAttempt to play a properly configured OVRHapticsClipCrash (if you're running ARM64 build)Expected results:No crashIf running ARM64 build (IL2CPP):E CRASH : Cause: null pointer dereference If running ARM7 build (Mono):E Unity : ArgumentNullException: Value cannot be null.E Unity : Parameter name: destE Unity : at (wrapper managed-to-native) System.Runtime.InteropServices.Marshal.copy_to_unmanaged(System.Array,int,intptr,int)E Unity : at System.Runtime.InteropServices.Marshal.Copy (System.Byte[] source, System.Int32 startIndex, System.IntPtr destination, System.Int32 length) [0x00000] in <8cb436e1877f4e87804bd45a3de980ae>:0E Unity : at
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.