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We are in the process of designing a new custom gamepad to supplement the Quest 1 and Quest 2 VR controllers. We would like support around integrating the additional controls while maintaining some or all of the control inputs from the Quest controllers. Are there specific requirements for the HID device report descriptors, or will custom drivers development be necessary? Is there a direct method of support beyond the forums?
Hey, when I run:Oculus.Platform.Rooms.GetModeratedRooms() It returns only 25 rooms. There are much more rooms registered for my app ( around 1000 ). Is there any way to list all of them ? Because right now I can't even access ids of rooms other than first 25 and without id I cannot delete or modify them.
Hello! We submitted our app some time ago and from what I can find the status is only supposed to stay as 'submitted' for a short while before changing to 'under review'. We also did not get a confirmation email or anything which according to the docs should happen right after pressing submit. I was wondering if anyone else has had this issue?
So basically this image shows what happened. Meta Quest Browser and some other official applications are missing and only 4 remain. It occasionally returns back to normal, but most of the time when my quest is powered on, they are missing. However, if I use ODH to 'Open URL in Device', the browser will be there. Any ideas about what happened? It is so inconvenient.
I wish I had the time to scour the community boards but I don't so I apologize if my question has been addressed already. We have several Oculus Quest 2 headsets that are company owned located across the US. We develop our own virtual reality apps for the headsets - for custom training purposes. Currently the headsets have to be shipped back to home base in order to update our apps. I am looking for a way to update those apps remotely - in the same manner that Oculus/Meta updates the headsets. Many of the users do not have a technical background and manually updating them, by plugging into a computer and opening software, is difficult for them. Is there a way, currently, for me to update the headsets with our custom apps via a remote process? Thanks!
Every time I try to upload my app I get a server time out error. Can someone please help?Thanks
We are calling ovr_IAP_LaunchCheckoutFlow(sku) with a valid sku. We are expecting it to either pass or fail depending on which test credit card we use but instead we get a system dialog saying this "Cannot Purchase Additional Content""<our app name here> is required to purchase Monthly Subscription.""OK" Is something not configured correctly for our app or our IAP and Subscription SKUs? Our app id is 4784171281624823 We are using Unreal 4.25.4 Oculus branch. We think everything is configured correctly, we have this in DefaultEngine.ini [OnlineSubsystem]DefaultPlatformService=OculusbHasVoiceEnable=true [OnlineSubsystemOculus]bEnabled=trueOculusAppId=4784171281624823MobileAppId=4784171281624823 We have tried both OculusAppId and MobileAppId because without MobileAppId we get errors saying it's not configured, we are on Quest only though think MobileAppId is for Rift. The other possible issue we see is that when compiling a shipping build it gives
Hi,When I tried to upload an APK file into the alpha track it failed to upload the error we got as follows: 12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 error listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 data listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 error listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 data listeners added. Use emitter.setMaxListeners() to increase limit12:56:57 A network error occurred. The request will be retried.12:57:48 A network error occurred. The request will be retried.12:58:40 A network error occurred. The request will be retried.12:59:31 A network error occ
Hello,We have encountered an issue where the game simply doesn't open when accepting invite from outside the game, no error appears on screen.This issue happens only in Quest 2, and started happening in early march (last year was working just fine).Has anyone had trouble with something similar? Could this be an issue internal to unity or something related to the oculus application itself?
hello I am trying to figure out how to read serial data sent to the quest 2.it is sent via Arduino (hc-05) and the idea is to have a unity program on the oculus end reading and using that data.so far i have been unsuccessful in finding the corresponding code to use on the unity end, and as i am a novice in this area i would appreciate it very much if anybody here knows and can post it/a link to it. thx 🙂 Edit1: if there are ways to do it besides using unity i would also like them to be posted.
When i hold down the Oculus button on my oculus quest 2 to reset view nothing happens. Ive tried a few other suggestions from here such as making a new actor with VRNotifications and Binding events to HMDRecentered Delegate and Reset Orientation and position as mentiopned here: https://forums.oculusvr.com/t5/Unreal-VR-Development/Fixes-for-common-UE4-Oculus-Platform-issues-before-submitting-to/td-p/732728 But still nothing, holding the button doesnt react at all.Any suggestions?
Hi All! In the documentation of AppSW (Application Space Warp) (https://developer.oculus.com/documentation/unity/unity-asw/) it is stated that compatibility with Unity 2021 was very close.Is there any place I can track the progress of that? Or is there any ETA known? Thanks in advance!
I tried to Build & Run BasicGrab example under Interaction/Samples/Scenes from Unity to my Quest 2, but it ran in a plan(Like settings dialog) in Quest 2, think it should be a VR scene around me in HMD instead of a plan, is there any settings I'm missing? Thanks in advance.
We're using Meta Avatars2 (version 13) and they are loading up properly via CDN when the account holder has setup an Avatar2, but when they haven't, it will load a specified one from StreamingAssets/PresetAvatars_Quest/Rift, but these are all premade, and not the generic default blue/gray one. To be fair, I haven't checked them all; is the default in there, and if so what number? If not, how do we get the get it to show till they do set one up?
If you make your InteractableGroupView (and as a result your Interactables) inactive in your Unselect event handler, no Unhover events are forwarded to your PointableElement (or Grabbable, in this case). This would be easily worked around if I could just call Interactor.Unhover, but this has a check for ShouldUnhover, which checks if the Interactor state is Hover. So if you're in the Unselect event handler, Interactor.Unhover does nothing because the State is still set to Select. The only way I can correctly receive my unhover events is triggering the pointer event manually before making the InteractableGroupView inactive
The Keyboard overlay doesn't come up any more after the v33 OS update. Is this something the needs fixing in a system update or are there some new settings/manifest entries that are needed from this version?
The title pretty much tells it all, my game has been under review since December. I've been through 5 different tickets that all end in either "We have notified the review team" or radio silence. They asked for an image of the submission and all is in order. What is even going on? This is the worst publishing experience I've ever had.
Hello,I would like to develop a companion app for android using Unity, that would go with an oculus quest 2 application.I did not find clear documentation about how to create it and how to connect the game with a dedicated companion app, do you have any information about that? Or should it be done by myself using Bluetooth communication?I would like to do it, similarly to fitness app which are providing their own companion app (e.g. Supernatural - Companion App).Thanks!
Hi,I tried to find the "more setting" option so i could turn on the "developer mode" option.But i don't have it.I am using Galaxy S9 plus as a mobile device.Oculus quest as VR device.And there is no such option as "more settings".Someone can help me figure it out?Thanks.
I'm looking around for a decent way to implement teleportation while using hand tracking. The only tutorial I have found so far is THIS However, it uses two buttons placed on the wrist which is quite cumbersome. I'm planning to implement my own version using gesture recognition in the same way it was programmed by Spatial (check HERE). Before diving into this challenge, I was wondering if anybody found a good tutorial or a ready-to-use component that would save me some time. Thanks!
What is the relationship between Unity XR Interaction Toolkit and Oculus Integration SDK? I can see in C# script, Oculus Integration SDK referred Unity XR SDK objects, like: using InputTracking = UnityEngine.XR.InputTracking; using Node = UnityEngine.XR.XRNode; using NodeState = UnityEngine.XR.XRNodeState; using Device = UnityEngine.XR.XRDevice; Does Oculus Integration(Interaction part) SDK implementation make use of Unity XR Interaction Toolkit? Thanks in advance.
Hello,I see IL2CPP mentioned everywhere in the official documents / tutorials and I don't want to discuess IL2CPP vs C#/Mono here. I simply want to ask if IL2CPP is an actual requirement and if my app will be rejected in AppLab if I don't use it, even it my app works and runs well?I don't want to go into details, but I have some features that simply don't work with the current IL2CPP unless I refactor a lot of code, but I wanted to ask here so I don't waste time with further development if it will be rejected in the end.
When importing Meta Avatars SDK 14.0 into Unity, I get the following errors: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (C:/Unity Projects/How to setup Meta Avatar in Unity - VR Tutorial/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/Newtonsoft.Json.dll)andMultiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (Assets/Oculus/Avatar2/Scripts/AvatarEditorDeeplink/Newtonsoft.Json.dll) I have attempted to delete each of the files and I have also tried not importing Newtonsoft.Json.dll when reimporting the file in a new project. When I tried reimporting without `Newtonsoft.Json.dll`, I just got a bunch of other errors, which made me believe that wasn't a good idea. Any ideas?
I've implemented AppSW on my Quest port:- updated the latest versions of Unity 2021- Oculus Integration- URP Custom branchI have enabled OVRManager.SetSpaceWarp(true) and OVRManager.GetSpaceWarp() shows true, but the OVRMetrics does not show ASW enabled (0 frames) and the app is still running at normal frame rate (72).Does anyone have experience with this and how to best figure out what may be wrong and how to debug this?
Do you have any feedback and/or issues in regards to the Presence Platform? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on Presence Platform here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural-interaction-for-oculus-developers/
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