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I've been trying to integrate the Oculus Interactions SDK, and I can't seem to figure out how to pose the HandGrabPoint, either by using explicit values, or by applying an existing pose to the HandGrabPoint. The only way it seems I'm able to create a pose is by manually rotating the fingers using the visual editor points, which is very clunky and imprecise.Is there another, better way to do this?
I am trying publishing a new app in AppLab. An AppLab approved application, is automatically public to all users or can I use some private access through keys to get the app? Thank you!
Hi,recently I had to setup steamvr to enable ED Horizons.. anyway, during the setup you can chose to show the "chaperon" bounding box in any game. I tried this for fun and it works. So it seems it is possible to create a VR app that works OVER the top of other running vr apps. I want to make a simple tool that I can access while in VR without leaving the current game\experience. Where do I start? Is there something in the SDK\runtime that enables this for steamVR?Thanks
The default OVR setting in oculus integration SDK only supports index finger. I want to enable the poking behaviour of middle finger and the poked object will have different behaviours after receiving these two actions. For example, when poking the virtual screen(a thin cube) using the index finger, the program will tell a remote PC to impliment left mouse button clicking, and when poking the screen using the middle finger, the program will tell the remote PC to simulate the cliking of the right mouse button. I want to make a remote desktop.
How do I script it so that only script assignees can grab a specific object?eg: 1) I have an arena clash map where I want only one team colour to be able to grab an object
I'm testing the Quest 2 app, and when I run the app, the entire screen of the app follows the quest movement.When wearing a quest, the screen should be visible according to the movement within the app, but the entire app screen moves.In other words, i only see the fixed screen, and the fixed screen continues to follow me, and i cannot change my view to see the entire screen.How to solve this phenomenon?
When I try to upload to Oculus I get the message:**************************************************************** Your copy of Oculus Platform Command Line Utility is old. ** Version 1.37.0.000001 has been released on Wed Oct 09 2019. ** Please use the following command to update it: ** > C:\Windows\ovr-platform-util.exe self-update ****************************************************************But when I run:C:\Windows\ovr-platform-util.exe self-updateI get:Checking for the latest versionAlready running the latest version 1.38.0.000001
Hey, I'm new to multiplayer but not Unreal. I think I have a decent understanding of how client server should work. When I deploy to my quest 2, I'm the host, but according to the docs I'm acting as a listen server, making me the master client. So am I correct in assuming that while I'm the listen server, I'm still a client abiding by the servers rules, so therefore I'm able to properly test network replicated logic as other players connecting to my lobby with my game build would experience it? Or would I need a second headset to properly test network replicated gameplay?Cheers!
Setting OVRManager.suggestedCpuPerfLevel and OVRManager.suggestedGpuPerfLevel to OVRManager.ProcessorPerformanceLevel.Boost has no effect on CPU and GPU levels when observed through the OVRMetrics tool. Both are locked to CPU = 1 and GPU = 1. How do give the app control over these levels to increase or decrease as required by the game?Using Unity 2019.3.34 and Oculus Integration 39.0.0.0 Thanks in advance
ContextI am developing a VR application for the Quest platform (using Unity 2020.1.11f1).My application needs to detect whenever the user has performed a 'recenter pose' operation.A 'recenter pose' operation can be issued in 2 ways (as far as I know):1) From the application code, by calling OVRManager.display.RecenterPose()2) From the user pressing the Oculus button in the application, then selecting 'Reset view' in the universal menu.I tried registering an Action handler to OVRManager.display.RecenteredPose to detect recenter pose operations.Problem:This action handler does get called as expected in the former scenario (recenter pose operation issued from application code).This action handler does not get called in the latter scenario (recenter pose operation issued started from Universal menu > Reset view).Question:Does anyone know how to properly detect any recenter pose having being performed, irrespective of the way it was issued?Any input is appreciate
After submitting the Data Protection Assessment for my game, i was asked to answer a few follow up questions about the use of Oculus User Data in my application. I got stuck on this question:I currently share the player's Oculus User ID with Photon, a multiplayer framework that powers the multiplayer features in my game. The ID is needed for the multiplayer session and is not stored. This considered, what should i answer to that last question?Thanks for your help.
Hello everyone, I am trying to send Comand from my ESP32 to my Oculus Quest 1/2.I found 3 libraries (ESP32-BLE-Keyboard/ESP32-BLE-Mouse and ESP32-BLE-Gamepad) in Arduino, with which I can program the ESP32 and communicate with Android devices without drivers. i used the Mouse library And it worked with my Android phone. But not 100% in Oculus. the Oculus can find my devise and connect to it but when I press the button sometimes something happens and sometimes it doesn't. Do you have an idea how I can optimize this? and is it possible to configure the button in oculus quest? this is the Arduino code: #include <BleMouse.h>BleMouse bleMouse;const int buttonPin = 23;boolean oldPinState = LOW;void setup() {Serial.begin(115200);Serial.println("Starting BLE work!");bleMouse.begin();pinMode(buttonPin, INPUT_PULLDOWN);}void loop() {if(bleMouse.isConnected()) {if (digitalRead(buttonPin) == HIGH){if (oldPinState == LOW){bleMouse.click();}oldPinState = HIGH;} else{oldPinState
Hi, I imported a custom model component into my private Home but now I can't grab it to move it and try to delete it. I even created new Home to see if it still persists and yes they do. In addiction, I cant' import any complete models because they are too big, I'm trying to reduce them by recalculating the meshes but they still big. I'm using Siemens NX to create the model and Keyshot 10 to transform and reduce the surfaces, but the reducing it is not enough whitout deforming the surface. Has anyone else run into this issue and know of a solution?
I add this scripts to "InteractionRigOVR" to make it walks and rotates then the hands skin disappeared. why?Could I make it move buy another way ?
Hello, We are building a game for the Quest2 and are experiencing significant frame drops at view angles which have a lot of meshes behind a wall. It seems like the dynamic occlusion is taking up a significant amount of time. Our frame times are dropping from 90 to 40 by just looking in the direction of many meshes. We have tried all available occlusion methods including: - Precomputed Visibility Volumes (Baked and could be seen in editor, but no effect at runtime)- Dynamic Hardware Occlusion (On by default, still taking up a lot of time when view angle it looking towards wall)- Dynamic Software Occlusion (Disabled HW occlusion and used this, but perf was still low as BSP does not contribute to software occlusion) Are there any tips on how to set this up? and if so, Has anyone had any luck with getting Precomputed Viz volumes to work on their project?
Hey! OVR Metrics used to work just fine on my Quest 1, and I was using it for performance profiling. However a colleague needed to use my Quest 1 and added her account via multi-user. Ever since then, OVR Metrics has failed to launch. Every time I try it, I get the processing 'three dots' for a moment and then nothing happens. This applies to manually launching the app to change settings, and also to automatically starting when the headset turns on. I've tried reinstalling, going to older versions that I have used for over a year without problem and trying the latest, removing the second account, and just now I tried a factory reset of the headset itself. None of this has fixed the issue. All our other Quests (both 1 & 2) are not experiencing this. Any ideas?
Hello, For some reasons my apps (applab) recquired the guardian to be activated and I cannot launch them without. This behavior is new as it's been working in the past. That's a big deal to me as my customers are not happy. I've done some research in the app metadata of my apps but could not find anything that is related to the problem.Do you have any info/ways to change this and be able to launch my apps with the guardian deactivated ? Thank you for your time,Cheers. Baptiste
Hello, currently I am trying to implement the hand tracking on an avatar. So I copied the same components than the handcustom prefab by oculus but I use OVRCustomSkeleton with my own skeleton. However, my fingers don t bend in the right way and I don't know why. Maybe someone knows how to fix the problem. Thank you. This is the video of the problem : https://youtu.be/lM2ntNnBpAg
Using the application Spacewarp for oculus quest 2 is causing a "vibrating" on the hands when moving.I put the custom hand prefab on the hands anchor and when i move the controllers, the hands doesnt seems to follow the "correct" movement. When i turn off the Application spacewarp everything works fine. I think it is cause because of the AI of ASW trying to calculate the next position of the hands in the frame but it does it wrong. Any way to solve it?
Hi I bought sevel TTS from store - not working on built android. One has mentioned that it may be caused by missing google link on Oculus Quest? Is that the case?? Thanks in advance. (I tried Takohi Games Android TTS Plugin, Frecre Easy TTS, Android Native dialogs)
We are implement the 6DOP Application in Quest using Unity XR Plugin.we are facing the issue distance between rig and camera while player movement by physical walk, by fix this issue, the default option is there in oculus by long press the home button, but we need to reset the distance between rig and camera position without long press the oculus home button.Please anyone help us to fix this.
Hello, We build a client server app that transfer video file from PC to OCULUS Quest 2 through socket.(java Server code running on PC and android client app running on oculus).the code run perfectly where the connection is successfully established and the video file is sent completely from PC to oculus. The problem is that the received file is corrupted and its size is very small .(Note : We tested the same app/code from PC to PC and the received video works fine )How can we solve this problem? Thanks
Hi! I`am working on Unity app for Quest 2 and having an issue with loading in build. Loading panel is duplicated behind the player and rotated. How can i fix it?
I made a app in Unityin Build and run's auto played app is ok, but if i close app and reopen from menu, that show nothing, and return to explore menu.Anybody know how to fix it??This is error log
I am trying the In-App-Purchases with Oculus platform services/add-ons. I am using Unity Engine.Question : Is it possible to change the price of an IAP product after the app has been released?I can't find a specific mention about it in the documentation.If it is then of course I will have to handle it accordingly from Unity.
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