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Hi, I want to know how to change the animations of meta avatar hands when trying to grab the objects.
We're working in a development of a web player to allow VR 360 cinema content to be watched on any screen...So web player can show correctly a 360 cinema stream on a smartphone (2D 360) and smartphone with cardboard (3D 360), also on PC or MAC screen (2D 360) and on Oculus Quest and Quest 2 (3D 360). BUT... Although Oculus Quest 2 can support perfectly 3D 360 Cinema contents at 5760x5760 resolution 30fps (using Oculus TV app accessing to local file content), we could not make it work when playing the same content from a DASH streaming internet server... So we tried to generated DASH/HLS stream in several formats... 5760x5760 30fps with H265 and VP9 codecs, (which are supported on QUEST2) but DASH/HLS streaming does not work and shows only audio with a grey no-video screen. If we try with a DASH stream with 4096x4096 resolution and H264 codec, then it works... but it's far away from the video quality we would like to achieve with 5760x5760... Could please some techni
If you are finding your builds are taking a long time, perhaps it is the version of Unity you are using. After updating to the latest 2021.3.3f1 LTS my build times jumped 6x over the previous LTS 2020.3.26f1 version. I tried a number of other non LTS and even Beta versions of Unity and none come close to 2020.3.26f1 in terms of build times no matter the fiddling. Here are two identical small builds with the faster being 2020.3.26f1 and the slower latest LTS 2021.3.3f1. This is a big deal as we all know optimizing for Quest requires a lot of test builds and that longer build time can really add up especially when I build my entire project and have to wait 45 mins versus 15 mins.Love to hear if you have a different experience. I will add that I am URP with VULKAN.
The Meta Avatars SDK includes 32 preset avatars that can be used OOTB. I extracted the PresetAvatars_Quest.zip file from the SDK and saw a bunch of .glk files. However, it looks like the model files are in a customised format after I probed with the file utility: "Zstandard compressed data (v0.8+), Dictionary ID: None". GLK files exported from Ready Player Me don't load at all. How can I create my own preset avatar models?
My partner is the Admin/primary account on the Quest 2. He can connect his phone on the app and cast just fine, so I can watch him play from his phone. But if I want to play on my account, the secondary, he can’t watch me play.We can’t cast via my account on either of our phones. Both my phone and the oculus can find each other on Bluetooth but it may not fully connect. The 5-digit code to connect was found in the About tab on the admin account, but entering this code on my account on my phone is only intended to cast the oculus to his phone on his account.From what I gather from troubleshooting, only the admin account can cast. We would love to suggest to make a way for the admin to give permission to allow the secondary account to cast so players can take turns watching each other play and we can guide each other learning to use game features.
I know that the feeds are only b/w and they are full of random artifacts, but it would still be convenient if I could use them for an OpenCV program running in my VR app. Is this possible with the Oculus SDK?
bro fr i gotta play my games
Hello,I am currently working on the development of an app under Unity 2019.3.8.f1. Device target is Oculus Quest 1 & 2 (focus on 1 for the moment). Script are developed in C# 4.0.My problem is : to exchange data, I want to open a websocket. The code (see below) works if I launch my app under Unity, but doesn't when launched in my Quest. public async Task<bool> Open() { Application.Model.DebugLogManager.WriteLogs("Attempt to open socket"); await OpenWebSocket(); return true; } private async Task<bool> OpenWebSocket() {  
I have been creating a game which I am hoping to get onto the Quest 2 in the future. Whilst everything has been running smoothly using the XR plugins I was recently told that for games to be published within Oculus the Integration kit needs to be used and XR is not supported on a official Oculus title. Can anybody shed some light on this please? I have spent soo much time learning XR and C# to support XR functions to now be told that it could be effectively useless if the publishing platform I'm looking at is Oculus.
I wanna change location (C drive to D drive ): defaultI can't find the tap to change location on Oculus app .
If you launch the game from a smartphone with an invitation link, the game will automatically resume after the game ends.How can I prevent the game from starting up again after the game ends?Thank you in advance for your cooperation.
Upload apk fail,It shows error "A network error occurred. The request will be retried."The log is:2022-05-28T00:35:20.831Z [DEBUG] Checking for the latest version2022-05-28T00:35:20.831Z [DEBUG] Run args: {}2022-05-28T00:35:41.897Z [DEBUG] A network error occurred. The request will be retried.2022-05-28T00:35:41.898Z [ERROR] Server log: {"log_level":"ERROR","event_name":"NETWORK_ERROR","stack_trace":"Error: connect ETIMEDOUT 122.248.226.57:443\n at TCPConnectWrap.afterConnect [as oncomplete] (net.js:1191:14)","extra":"{\"options\":{\"method\":\"POST\",\"url\":\"https://graph.oculus.com/graphql\",\"qs\":{},\"formData\":{\"doc\":\"query OVRPlatformUtilUpdaterQuery { node(node_id: 1076686279105243) {\\n ... on ApplicationWithBinary {\\n latest_binary {\\n version,\\n release_date,\\n size,\\n checksum_hash,\\n uri,\\n },\\n }\\n } }\",\"variables\":\"{}\"},\"json\":true,\"disableRetries\":false},\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\
https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/None of those links work.https://github.com/EpicGames/UnrealEngine doesn't work either.Where can I find the necessary plugin for the Unreal Engine to be able to export games to the Oculus Quest?
Hi everyone~ I am running into a privacy policy issue when we try to publish the app to the app lab. We didn't collect any user data in any form for our app, so we show that on our privacy policy page. But still, we receive feedback from the review team indicating we have some issues with our privacy policy. Here are 2 feedback from oculus team: I have 2 questions:1I have an assumption of the issue, which is our client wants to show, that in the future version, we will collect user data, but in the current version, we don't. Is this causing the misunderstanding? 2If we show that we didn't collect any user data, do we still have to have a clear explanation of how the user may request all their data? If anyone has any idea or experience, please leave your thought, thank you so much.
I'm learning about spatial anchors. My test app can create them, make them persistent between sessions and query them at startup. So at the start of the app, you can query them, make them trackable and display specific content at their location. My question is ... why does the sample app track them and update the contents pose attached each frame? I would think that the anchor would remain in the same location and pose until the app moves it based on physics or player interaction. What am I missing?
Thumb and index finger touches do not respond in Oculus Integration_V.31.0.I've confirmed that downgrading to OculusIntegration_V.29.0 works, but does anyone know how to fix this issue?
Hello all, Is it possible to create personalized rooms for this application? The app already provides some room designs, but we will like to design a specific one (e.g., table, walls, objects). Can we create a room using Unity/SDK/or similar software? If it is not possible now, do you have any plans for the future? Thank you.
We are trying to access our development page and its just displaying the load wheel, any idea, tried contacting Meta chat, but no joy. Any ideas what might be causing this?
This thing is I can upload/update my app through ODH, there is no errors shown. However, my app disappears in the unknown source tab, but I can see my latest update on my distribution through ODH. I tried to drag my file on my PC Oculus application as well, it shows installation successfully, but it does not show up in my quest. Does anyone encounter this issue before?
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??
I have an app that is under review. I have binary and meta image updates for the app, but there is no cancel button. There is no way to delete/cancel/modify the app submission. What are my options?
Hi everyone,I have a big doubt, i have created 9 applications, which are tools for psychologists and psychotherapists.The apps are sold under license to be updated on a year and year basis. therefore the apps have a login where the user accesses via the email and passw linked to the license.Now, if i wanted to publish the apps on the oculus store, how does the control team understand if the app is eligible if it does not have the access codes to be able to try it?I give an example to make myself better understood, if I publish a game like the elder scrolls online, where the purchase is free but the use requires an external license, can I not publish it on the official store?
Hey all!I upgaded my Oculus integration in my Oculus Quest project to v19.1, and I would like to tryout the keyboard overlay in Unity.So far I did the following steps in the project:- Placed some InputField onto a Canvas- Created the mechanism to be able to select the input fields in VR (with collider and raycast)- enabled "focus aware", and set "Require system keyboard" on the OVR camera rig.Unity version: 2019.4.5f1When I click on the input field's collider, I manually call the focus on input field, but keyboard wont appear on the screen. if (menuName == "ClickUsername") { this.GetComponent().ActivateInputField(); this.GetComponent().Select(); transform.GetChild(1).GetComponent().text = "inside"; transform.GetChild(2).GetComponent().text = "inside"; //overlayKeyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default); }I tried with the TouchScreenKeyboard.Open
Our team has encountered an unusual error following our update to Unity LTS 2021.3.2f1. Our demo builds to some of our headsets, but not others. We believe it is the more recently purchased headsets that are having these issues. The APK attempts to load indefinitely. This update broke Arm64 support for projects using IL2CPP, so we have temporarily swapped to Arm7. We are using the Vulkan rendering backend. The project fails to run specifically with symmetric projection enabled, and only on certain headsets. We're wondering what could cause this to run fine on some devices, but not on others, and we are interested seeing if others are also having issues which only exist on some Quest 2 headsets.
Hi, We are prepping our first VR-film for release in the Oculus Store (App Lab and Rift), but we still have the film circulating on festivals and that raises concerns of releasing it world-wide in the store. Coming from the film industry I'm quite used to geo-blocking and selling rights for different countries or territories (several countries bundled together, a contintent or similar). I've not found any useful information if this is possible to do in the Oculus Store, so I thought perhaps some of you who have shipped a VR-application knows if this is possible? If someone at Oculus support/store sees this, I'd really like some information about this. Happy developing everyone!
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