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I had a problem where I would try to upload and it would just load indefinitely. Was stuck on this for a week and tried multiple different things which did nothing. I even uninstalled and reinstalled ODH and nothing. For the past 3 days now what I get is when i try to upload it gives me an error message saying"the build you are trying to upload has failed spawn UNKNOWN". Is there an easy way to fix either of these?
Hi, when I export my .apk file from UE 5.0.1 with Oculus VR Plugin 1.59.0 to the Quest 2 I always just get a black screen with grey loading symbols 😞 The strange thing is that if I switch off the OVR Plugin than it works fine on my Quest 2 How do I get the OVR Plugin working properly? mbp 13" M1UE 5.0.1Oculus VR Plugin 1.59.0Android Version 29
Hi so my game was published on the App Store but I messed up the long and short descriptions. I made another App Lab submission to just fix the descriptions but I am waiting for it to be resolved for 18 days now. Is this normal? Did anyone else make a submission to only update meta-data? If yes how long did you wait for it to be processed? Thnx,LordSlimeball
Hi, Im a developer developing a multiplayer app, Id like to be able to cast from my different devices into the developer hub. I am using test accounts created using the ODH under my account organization. yet when i try to cast from my device, it says: Multiple Accounts DetectedThe headset you are trying to cast from is using a different account than Oculus Developer Hub. Casting requires the same account on both the ODH and the headset. Is there a way to enable casting from test accounts, or to link the test accounts to the ODH account to allow casting?
<p>Hey,</p><p>I'm a junior game developer and I've been hired by a VR arcade company to develop their first in-house video game, a location-based/shared-space multiplayer VR FPS. I'm having a very hard time ensuring the virtual space (i.e. the game in the headset) matches the physical space (i.e. the dedicated playroom). We're using Oculus Quest 2 headsets, the Unity game engine and the Photon PUN2 multiplayer solution. The project manager is adamant that it can &mdash; and should &mdash; be done with the Quest 2 (and possibly upgraded to the Quest 3 in the future).</p><p>What I'm looking to achieve is:<br />1. Mapping the Quest's guardian boundaries to the actual room's boundaries. The playroom's size is 36m&sup2; (6x6), and so should the guardian's.<br />2. Mapping the avatar's location to the actual player's location with reasonable accuracy. A few inches off is not ideal but still okay, however anything beyond that will be notic
I've managed to set up a native Quest app running Vulkan via OpenXR. It renders (clears the screen to a colour) - but only in Cast - the view from the headset remains black. No crashes, Vulkan validation errors, or OpenXR errors.What could I be missing?
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++U
Hey.Currently, I'm making a simple vr game in unity. But i dont know how can i make input for Turn ON/OFF the lights with C# or another way.For example: when i press the A Button on my Oculus Controller, i want to the lights go turn on and when i press again the lights go turn off.Can you help me?Thanks...
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem.-activate developer mode in my oculus quest settings-make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1.-import oculus integration package on the asset store-in build setting, select android, switch platform and add open scene to the scene in build-in player setting > other setting select Android4.4 'KitKat'-in player setting > XR setting, activate virtual reality supported and select oculus-in oculus > platform > edit setting, i added the application id of my appand then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots.I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful.thanks
Playing with Meta Avatars SDK again, and now I'm working on Windows, having given up getting anywhere on Mac 😕 I have everything set up and working fine: I can hit play in the editor and it connects with my Quest 2 via Air Link; I can connect via USB and deploy builds onto the device. So I created a new project to try out avatars again. The project is correctly set up, but when I launch the Mirror scene in the editor I get a default avatar that doesn't respond to controller movement, and an error in the console (see below) saying the entitlement check failed. After many hours of searching for solutions I was someone posted that it was necessary to deploy the app to their device at least once before this would work, so I tried that (I hadn't built to the device for this test project yet). When the app launched on the headset everything worked correctly. That tells me I have the correct app ID configured in the correct places and that the project is generally set up correctly
I have realized this after upgrading Unity and Oculus Integration package, and tried it out on the samples to see if I have something wrong in my project. But same problem happens on the `VrVoiceChat` sample. To produce:1- New project in Unity2- Download and set up Oculus Integration (37.0)3- I use legacy XR settings to enable VR4- build, install and open5- invite someone and see microphone permission popup is not showing up hence voice chat is not working (voice start working after giving the permission manually) Unity version: 2019.4.33f1tried on Quest 2I think it was asking for the permission on the Oculus Integration 25.0 when a voip was starting up (if the permission weren't given before)Any ideas, should I just use the default android permission asking methods?
I am trying to run the Locomotion Support App on my Quest. 2 headset but the thumbsticks are not being detected. Everything works fine at the main menu, just not in the app. I have the following setup: Operating System: Windows 10 Quest 2 Software Update: System Version 26242800497100000 Version: 39.0.0.88.336.363807235 Runtime Version: 39.0.0.100.369.363650567 O/S Version: User-26242800497100000 Unity Version: 2020.3.31F1 Oculus Integration Package: 39.0 XR Interaction Toolkit: 2.0.1 I have replaced the batteries, rebooted the computer and the headset, and recompiled / reloaded the script but no luck. I'm not sure what I'm missing to get the sample app to run so any thoughts, clues, etc., are greatly appreciated.
Hello everyone,Basically I encountered two main problems after installing the Meta Avatar SDK 12.0 in a Quest 2 project and in a fresh new one. I followed this youtube tutorial to learn the fundamentals https://www.youtube.com/watch?v=Lz5PEOTHey4 but with very different results.I tried both Unity 2021.x and 2020.3.23f1 but got the exact same problems.The first one is about the avatar rig in every example scene (the CornellBoxLightingExample for reference in this case):As you can see in the image above every avatar has the left arm and head shrinked down to the center of the body:I read in the Meta Avatar SDK page that AMD GPUs are not supported or something similar:https://developer.oculus.com/downloads/package/meta-avatars-sdk/Here the snippet in question: The Second problem, which appears even worse in the MirrorScene is about the avatar that should move alongside the user.First of all I receive 3 errors:The first one refers to the appId, which I already set in the Oculus D
I need to make a minor edit, I just submitted it this morning and it says the following while trying to upload a new build “Cannot modify release channel… may not be modified while undergoing initial review”, and the cancel button is grayed out at the Meta data page with a similar message. Is the app being scanned briefly before I am allowed to cancel the submission, or cannot it not be edited or cancelled until it waits for a full review?
I'd love to see the full video of Chris Pruett's talk at GDC 2019 about developing for the Oculus Quest. https://schedule.gdconf.com/session/down-the-rabbit-hole-with-oculus-quest-presented-by-oculus/865600 Supposedly GDC uploaded the new talks to the vault but it doesn't seem to be there.I found the intro to it here: https://www.youtube.com/watch?v=IQVerLDDAHg
Lack of support for debug marker extensions on Vulkan makes profiling and debugging apps harder. Is there a way to enable VK_EXT_debug_marker or VK_EXT_debug_utils?
For the life of me I can't get Unity's XR plug-in management (for Oculus) to work. If my Quest 2 is connected via AirLink or Link, Unity just starts up by itself and nothing changes in the hmd. What's somewhat unusual is that when you checkbox the Oculus Plugin Provider, it installs the Oculus XR plugin package, but that Oculus checkbox never stays checked. (for both Windows and Android)If I uninstall the Unity XR plug-in management and go old school installing Oculus Android and Oculus Desktop, Link and AirLink work immediately. I'm using Unity 2019.4.26 and 2019.4.27 and I've tried all variations of the XR plugins. I even tried the experimental Oculus XR plugin.. no dice. RTX2080 video card with fairly recent drivers (within the last month)Thanks
Hey! From the documentation:"In the Anti Aliasing list, select 4x. Unlike non-VR apps, VR apps must set the multisample anti-aliasing (MSAA) level appropriately high to compensate for stereo rendering, which reduces the effective horizontal resolution by 50%." I was reading through the documentation for the Quality settings to learn how to properly set up a Unity project but with MSAA 4x the fps drops significantly in my test project (before any optimization). Do I understand correctly that we have to enable it and best to 4x? Is it a requirement to publish a game to the Oculus store? Thanks!-Peter
A few years ago I found an example pdf on what a pitch for a game to Oculus would look like. I think it was here: https://developer.oculus.com/quest-pitch-form/ ...but that link doesn't work anymore. How/where do we pitch a game for the main store these days?
HelloI am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub.When I try to upload the app I get a banner with the following errors: *********************************************************************************Build Upload Error - CLI not found or does not have permissions to execute********************************************************************************* If someone can help me I would really appreciate it.
Hope someone might be able to point me in the right direction with this one because it's got me scratching behind my ear.We're having an interesting issue that when we turn on recording in the Quest (testing on a Quest 2), that the left eye stops updating. It looks like it's no longer releasing the texture in the swapchain, as if the recording takes it over or something. At some point all 3 images in the swapchain are locked up and that freezes the left eye.I'm assuming I'm forgetting a step somewhere, that when screen recording starts I need to react on something to ensure things work right?Did just notice we may still be on v38 of the SDK, will try moving to v39 in a minute.Cheers,BasGodot Engine
We're building a game that's available on multiple platforms - Android, iOS, etc. and it offers in-app purchases. These purchases are shared between platforms, so a user can purchase something on one platform and it will be available in the other platforms as well. The other stores' policies allow this, as long as you follow a few rules. However I'm not sure if the Oculus' policy allows that, if I read it properly - it does not (https://developer.oculus.com/policy/app-policies/#payments). Could somebody please confirm if this is really the case? I'm wondering how to deal with this, since asking users to purchase something multiple times for each platform would be quite a deal breaker. Would be interested to hear any thoughts about that. Thanks!
Hello devs!My team is working on a VR game with quite long view distances and we've been trying out different solutions:Exponential height fog actor - too expensiveCustom post-processing material - too expensive as it requires Mobile HDR to be enabledPlanes with cloud textures using alpha-masking with Temporal Dithering - too expensiveAnyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off?Thankful for all input! / Stefan
Hi guys.I am making a game where the player moves around in a VR space, and the direction of forward movement is based on the direction of the controller, and the forward button is assigned to the B button instead of the thumb stick. I have a bug where the controller is pointing straight ahead and the B button is pressed, but it goes straight sideways.Any guesses as to the cause?
Dear community,we have gathered today, to discuss a rather important question: Is it possible to render different things in left and right eye, respectively? Everything works flawlessly in the Editor and Oculus Link, but the build doesn't show the texture in 3D, only flat.This is my setup:In Unity I put 2 Planes at the same location, 1 with left eye texture, 1 with right eye texture. Both are set to different layers.Culling masks of OVRCameraRig's 'LeftEyeAnchor' / 'RightEyeAnchor' are set to exclude one of the two layers, so the left eye sees plane 1, right eye sees plane 2.In OVRCameraRig Settings I already enabled "Use Per Eye Cameras".This works with Oculus Link.Goal: Display a stereoscopic photo inside a Unity sceneProblem: The build doesn't work on the Quest. Is that because it renders in a single pass?Any help appreciated! The right solution receives 10$ via paypal ;)BestFelix
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