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I keep getting the same message because of an unresolved problem for over a month.One week left. Your application, My App Name, on Oculus Rift will lose access to Oculus platform features in 7 days if action is not taken. Losing access to platform features may impact app functionality for existing users. However, Submit Data Use Checkup Request Error still occurs in Data Use Checkup. An Error Occurred!Message : GraphQL server responded with error 1675030: Error performing query.Error Code: 1675030Trace ID: AU+ut763Vlz I thought it was simply a temporary problem with the server and tried countless times, but it was not resolved, and there is no time now.
I have not been able to reply to user reviews for the last weeks in my Dashboard. When submitting my reply I receive this error message: Message GraphQL server responded with error 1357006: We're having trouble with completing your request. Please try again. Error Code 1357006 Trace ID GHVHr2vjyyF
when i go to devices to reset pattern, my oculus doesn’t connect to my phone. and i can’t remember the pattern.
I'm working on a CRP and I often get glitches on tiles from the center in roughly a 'plus' shape. When I incorrectly cleared the RenderTarget, the center 'plus-like' tiles would render correctly but the sides were not clearing. Also, the same area seems to glitch on some shaders + randomly. I have not set-up fixed foveated rendering. I can provide additional info if required, any idea what could cause this? Does not show up on RenderDoc
Is there any documents on explain the folder architecture of Oculus Interaction SDK?Like an explanation of each folder is in charge of what function, I know folders like AudioManager, Spataializer, Voice are most for audio processing(SoundFX, Surround, ), LipSync is for lip movement animation generation from speech, what are the contents under Interaction and VR folders?Or it's better to have detailed introduction for each C# script file under these folders. Thanks in advance.
Is Facebook's Meta Avatars available for Oculus VR development with Unreal Engine?
Hello, I'm noticing something strange recently where I have nearly 30% more lifetime unique users than I have copies sold, should I be worried? Anyone knows how this may be possible? I've given out keys before, but fewer than 10 and from my understanding that does not contribute to the "copies sold" numbers anyway, even with refunds taken into account, which are less than 3%, I'm struggling to understand where this number could come from. Any insights would be appreciated, thank you!
Hello there! I am reaching out on behalf of an early-stage (pre-seed, angel) venture capital firm focsued on apps in the Oculus ecosystem. Please feel free to DM me if you are interested. Much thanks,Andy
Dear Oculus Team!In previous (older) versions of Oculus integration in the OVR overlay module there was support for a Fisheye 180 mesh. Could you please inform me if there are any plans to add support to the new system with OpenXR, as well as make it possible to move the camera inside the mesh.Thanks in advance!
I have spent the whole morning trying to upload an apk and install it in Oculus Quest. I don't see any option to do that. I have set myself as creator developer but solved nothing, i installed the oculus developer hub but also don't let me add any device. I had deleted my oculus phone app and installed again but now doesn't pair with my device, just stays trying to connect forever, i have bluetooth active but doesn't work, i turned on the wifi and didn't change anything. I checked the developer mode in settings with the headset on but has the option usb connection dialog enabled, don't know if need something else.
I just downloaded the Oculus Integration SDK version 40 and imported it into a new URP project. The release notes say all shaders have been upgraded to work with URP, but I'm still seeing magenta when using the passthrough shaders found in Assets\Oculus\SampleFramework\Usage\Passthrough\Materials. SelectivePassthrough.shader is the one I'm particularly interested in, it's CG and I as far as I know URP requires HLSL. Are the URP compatible shaders in a different location?
When using the scripting tools in Horizon Worlds, the code blocks "Yaw of rotation", "Pitch of rotation", and "Roll of rotation" do not appear in the operations tab of the scripting code blocks panel. These code blocks are used in assets named free spinning wheel and spring wheel, to return the yaw, pitch, and roll values in a rotation. Therefore, I know they exist but can not find them! Can anyone tell me if this is a glitched or if these code blocks are just not implemented for anyone to use yet?
Update V40 seems to have broken my floor settings. Every time I try to set the floor level for guardian or space setup (new), the floor is always detected about 2 inches to a foot ABOVE the actual floor, and actually goes HIGHER when I stand up from placing the controller on the floor. - broken JUST IN TIME to be an issue when I'm learning to use the new space setup tools and SDK. I am so frustrated, and hoping that someone has a solution or can confirm that they have the same issue so I can be confident that its a "bug" and will be fixed in a future update. I'm having tons of fun playing with the new XR Spatial Anchor tools they released alongside of "The World Beyond" demo, (which impressed me MUCH more than I thought it would), but the space setup is very wonky when the floor isn't in the right place, as it seems to be the basis of all the calculations. It doesn't appear to be a tracking issue: my cameras are clean, the room is properly lit (been using the same room for ye
Hello, I'm trying to test the hands interactions train scene, but have no hands rendering in the scene. Same with the hand test scene. All seems to be well configured but still no hands input visible on the scene (the gesture to get the menu is working).Anyone know what the problem could be ?Linkos
Hi! Besides it was very hard to integrate Ovr LipSync API into ue5 .. ( in the first stage it was crashing, saying that some files are either missing, either made with another version. After solving that it had compiling errors because of some bad imports and something related to the android permission that was not properly mentioned), now that I have the plugin enabled, every time when I try to generate a sequence file for my audio files it just creates an empty object ( which obviously can't be used further on in the playback actor... 😕 ).If somebody could help with all this ue5 issues soon would be so great.. maybe an update to the API or at least a proper, wider documentation.. My dissertation deadline is in one week!... this is so sad..
Hello, I have 3 questions about oculus quest 2 development or capabilities : 1- first of all is it possible to create an app in oculus quest in order to have shortcuts in the helmet to run specific applications directly after launching the helmet (without going into the main menu, search for the app, ...) ? The purpose of theses quick links is also to switch from App A to App B easily (without to much or complex interactions) 2- Is it possible to avoid the position setup when the quest helmet launches (confirm floor level, or define play area) ? I dont know why but when I restart the helmet, even if the position has not changed beetween my previous experience, I need to redefine floor level and stationary boundary every time.3- Is it possible to run the cast functionnality automaticaly when we start the helmet ?Thanks for your help.Joris
We have submitted our app to App Lab one month ago. It is still under review, but we have invited people to try it and they are more than happy to write a review on our App Lab product page. Here are the questions:We were informed that the page kept spinning after they wrote a review and clicked on the "Submit" button. Anyone know what could be the issue?Is it possible to see "the number" of reviews left for our app, if they do get submitted successfully, on our App Lab product page? We know such reviews are not published and are only viewable to their authors. But we are wondering if we could at least see how many.
According to Unity, the Oculus implementation of OpenXR in Unity doesn't yet support changing the display frequency on the Quest headsets to 90 or 120 Hz. Any plans on when this will be possible?
When using the Unity editor, we have access to the Quest Hand Tracking. However, when the exe is built it no longer works.I assume this is because windows is using a rift-style API, but the Oculus team have added special hand tracking support for the Unity integration to make development easier. Is there any plans to also support hand tracking in the normal desktop API, so we can access hand tracking in our own builds?
Hey all,I'm hoping to find a way to disable the account sign in on a quest 2 while developing on it.I am finding it quite tedious to hit the sign in each time I put the headset on to test something fresh while developing. Is it possible to disable this via an ADB command or something? Some way to bypass the sign-in when waking from sleep? If it's a security thing, I can understand that - but perhaps maybe allow this while it's connected via USB in developer mode or something, this would be super helpful.
Hello, I'm new to Oculus Unity developing. I'm very interested in Passthrough API, and Unity Passthrough API Overview says 'Refer to the https://developer.oculus.com/resources/insight-sdk-tips-tricks/ guide for more information' However, that page is redirected to Page Not Found. Any ideas about what happened? Why the official documentation is missing?
Is there a server API for destinations, similar to the leaderboards server API? My team needs to create a lot of leaderboards and want to enable the destination deep linking feature for each of them, but given the number that we need to create it will be very cumbersome to have to create each destination in the dashboard. Being able to write our own script that can create many destinations would be very useful, similar to what we are capable of doing using the leaderboards server API.
I'm looking for a simple way to change the current grabbing pose of a HandGrabInteractor as it's being held (for example in response to a button press or change in the object etc). I have a dirty way of setting it using reflection but it always realigns the hand to the wrong position. Is there a correct / easier way to do this?
I have been developing a Quest 2 app on unreal engine 4.25, and the app was working fine until my device got an update. Now it does not launch at all. Even older versions of it do not run anymore. The only version I could get running was a version from a year ago which is 1.5gb and the current build is 3.7gb. The app still runs in another Quest 2 which has not been updated yet.Was there a limitation to app size on the latest Quest update or is my app not working for some other reason?Thanks!
Does anyone know how to force select an object? I've been playing around withgrabInteractable.AddSelectingInteractor(grabInteractor); andgrabInteractor.Select(); but I can't get an object to be force selected Does anyone know how to acomplish this? For extra details, I'm trying to have a static "grabber", like a socket so if an object is let go in the Trigger Collider the object snaps to that grabber.
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