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Hi,I'm building an app from Unity 2020 and I would not want the app to be able to record by the user. Currently, any application that you run directly on the headset (Oculus Quest/Oculus Go) has an option to record a video or take a photo if you open up the Home menu/Pause menu.Is there a setting or code that I can include in my Unity project to disable the ability of the user to record just for the application I'm building?Thank you!Regards,Faizal
Hello. I'm trying to connect Oculus Quest 2 to Unreal Engine. The glass is connected and active but I still the VR Preview button is greyed out. Do you have any idea how I can fix it? Thank you.
Hi All, I am assisting a team in understand networking connection issues to a backend game service that is being used. One of the issues we are facing is since the data is encrypted I need to install a CA Cert on the device and perform network traffic inspection to understand if a network-leak/split is occurring and where that is coming from so that the development team can resolve the issue. Has anyone successfully installed a CA Certificate onto an Oculus Quest 2 headset? I will pair it to BurpSuite/Proxy to review the configuration/network flows. If you have, do you have any documentation that would point me in the correct direction? Not sure how to do it on Oculus Quest 2 headset. Thank you for your time,Richard
I appreciate the developer feature of disabling Guardian, which saves us time. Thank you. I'd like to report a serious bug in the latest Quest 2 firmware update that wastes developers' time. A simple 2 steps to reproduce it: 1) Settings > System > Developer > Disable Guardian.2) Long press the power button > Restart Quest 2 will then get stuck in black after the Meta logo disappears, and the only way for a developer to get out of it is to factory reset the device. It appears that Quest 2 got stuck checking Guardian when Guardian was disabled. If so, please make the firmware skip the Guardian check if Guardian is disabled. This will save us lots of time, from developers to developers.
When trying to run our built 64 bit binary we get an exception thrown in FOculusAudioPlugin::StartupModule. Continuing after this exception results in OVRPlugin.dll being loaded but not ovraudio64.dll. After this we get an exception in FOculusAudioContextManager::CreateContextForAudioDevice firing every frame because it can't load the audio dll. In the editor, the audio plugin loads just fine. It's just in a built binary that it fails. Everything appears to be configured correctly in the unreal editor with respect to loading the Oculus Audio plugin. We're not sure if OVRPlugin.dll loads ovraudio64.dll or if they are both loaded independently by the engine. Anyone have any insight that might be helpful?
I am trying to write a simple function to get a button click from OVR.Input and the .Get() and .GetDown() functions always return false. The controller works to grab objects with the triggers and the hands and fingers move accordingly in the game so I know the controller is working and getting input. I have the OVRManager script in my scene attached to the OVRCameraRig as well. This code is placed inside the OVRPlayerControllers Update() function. I am not sure what I am missing. OVRInput.Update();OVRInput.FixedUpdate();if (OVRInput.Get(OVRInput.Button.One)){ Debug.Log("Input Detected Button One"); if (this.isStanding) { this.CameraHeight = 0.5f; this.isStanding = false; } else { this.CameraHeight = 2.0f; &
Trying to develop on Oculus is becoming a joke. Everytime I take it off, it resets guardian. I cant turn that crap off because of the ground level F* up that for some reason seemed like a good idea to Meta. End result is, every time I compile (unity) I have to reboot my entire workstation because the Oculus software fails to reconnect to the device. Every time I try to simply Run in editor mode I have to reset the **bleep** guardian. So basically, every time I try to do anything useful to me, I get a 2 pound Meta-turd dangling from my face. In short, I bought a 500$ version of Beat Saber. That's pretty much the only thing this **bleep** product does without having to hope and luck! I want my money back, but I guess that's a lost cause now. I should have just shelled out the money in advance for the Steam product and not tried to make my steak with the spam that is Oculus. Another Facebook fail. F#$^#%&^#$%&#&$%^!
We found this crashing bug while giving an architecture visualization demo that involved multiple Quests. As you can imagine, for this use case, the crashing can occur fairly often. It can be reproduced with Unreal Engine 4.27.2's default Virtual Reality project with Oculus OpenXR Plugin in use.Repro steps:Set guardian boundary on Oculus Quest to StationaryPackage or launch Quest buildWhile controllers are recognized by headset (not handtracking), get near the end of the stationary play area. move your head outside of the play area until the box appears that lets you choose between stationary and room-scale, then re-enter the play area. It may require a few tries. Sometimes it takes me up to 10, but in many cases it happens within the first 7 attempts. The screen will remain completely black, and you will have to exit the application.
Bonjourj'aimerai que l'option de suppression des applications de la bibliothèque puisse être implémentée.Pouvez vous le faire rapidement?
See also: https://forums.oculusvr.com/t5/Quest-Development/OVR-Metric-Tool-v1-6-1-has-memory-stats-unavailible-crossed-out/td-p/960270 It looks like one of the more recent Quest software updates broke memory tracking with the OVR Metrics Tool. At first I thought it was a Quest 1 vs. Quest 2 issue (because my Quest 1 still had memory tracking working) but after a recent update of the Oculus software on my Quest 1 (one that brought the Meta logo), I can't track memory on my Quest 1, either. Is there a setting to re-enable that? Tracking available memory is critical to make sure we're always within the memory budget.
I've updated to the latest OVR Plugin, can't see anything new.Some of my apps heavily relies on quick handtracking and could really benefit from it. Also, is there a link for direct contact form for development support? Can't seem to find it either. So - how to enable handtracking 2.0 on Unity? Many thanks!
I'm trying to get the OVRPlayerController (from the Oculus Integration package on the Unity Asset Store) to work. I'm building for Quest and I'm using Unity2019.2.0f1 with Oculus Integration v1.39 to build my APK'sI'm able to build and run the APK, but when I push and hold the left hand joystick forward, the avatar jumps ahead a bit then stops.The same happens with the right hand joystick. I have to keep repeatedly releasing then pushing the joystick to move forward. I have played with the OVRPlayerController settings with no luck. What am I missing here?How do I get the controller to move the avatar smoothly with out stopping?
Hello, I am wondering how it is possible to access the edge rendering feature so that It only works within a small proximity within Unity. I am able to enable this feature through the menu of the Quest 2, but it only works with guardian enabled, and my app needs guardian disabled. Thanks for the help
So far, Quest has been shipping with a custom Android openxr_loader. Now that openxr_loader supports Android properly, I would love to know when, or if Quest will support the official openxr_loader? Any news would be great, as this would really help with development! I've been looking forward to it for a while 🙂 Thanks!
I've seen some promotional videos and articles on "Project Cambria". It seems pretty cool. I am always looking for things that might be able to increase my productivity. I would love to try to develop some apps on it myself. I am not however very familiar with VR software/app development. Is there somebody that could tell me if the way you create software for Oculus Quest would be the same as for "Project Cambria"? If so, what tools are being used for Oculus Quest 2 app development? Should I buy the Oculus Quest 2 headset to practice as it is not as expensive as the "Project Cambria" which exact release date is still not known?Hope my question doesn't seem too stupid and thank you for your reply in advance.
Hi Everyone,I developed an app where there are 3D Models in VR, which represent furniture in real life.The purpose of this app is to see the furniture in VR but feel it in real life.The problem is, that the tracking of the real world has to be consistent and accurate, so that the position of the 3D Model / scene is always exact at the position of the furniture in real life. That works as long as the Quest 2 doesn't go in Standy or gets moved out of the guardian.If this happens, sometimes the guardian can not be found or is positioned slightly different, when waking up the Quest 2 from Standby. Is there something like an external tracker, or some other solution, which can help to keep the positioning/tracking as consistent and accurate as I need it for my app?Additional Information:The App gets streamed via Airlink onto the Quest 2 and is built in Unreal Engine 4.27.2 .Any hints welcome. 😉
Hello, we're unable to launch/deploy our app since the v39 system update rollout recently. Using Unreal Engine 4.27.2 vanilla, renderer is Vulkan. Is anybody experiencing similar results? Spoiler (Highlight to read)[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.44:781][ 0]LogRenderer: Reallocating scene render targets to support 1000x600 Format 2 NumSamples 4 (Frame:1).[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.45:441][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.45:537][ 0]LogVulkanRHI: Creating new VK swapchain with present mode 2, format 37, color space 0, num images 3[2022.04.29-16.46.36:651][208]--------- beginning of crash[2022.04.29-16.46.36:651][208]F/DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***[2022.04.29-16.46.36:651][208]F/DEBUG : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/26242800497100000:
Hi,Unity 2019.3.9bOculus Integration 1.41I have a problem, i just bought an Oculus Quest and start (trying to start) developing on it with Unity (that i know well).I create just a simple scene with OVRPlayerController and a CustomHandLeft and CustomHandRight parenting to the Left/RightHandAnchor. OVRManager is on and manifest is ok too (removed and created from Oculus/Tools menu in Unity)When i build and deploy in the Quest, i see my hand but when i press the grab button for exemple, the hand doesn't "flex" (make a fist). It seems that input doesn't work.In fact, OVRInput doesn't work at all...When i test OVRInput.Get(OVRInput.Button.One, OVRInput.Controller.RTouch) it always return false.When i call OVRInput.GetActiveController() or OVRInput.GetConnectedControllers(), it always return "NONE".Avatar ID and App ID is correctly setup. I spent 2 days on this and it start to drive me crazy.......EDIT : Input.GetButtonDown seems to work just fine... But why OVRInput doesn't work?&
Does Oculus have an API for authenticating a user similar to how facebook and twitter do? i am looking for something like this: https://developer.twitter.com/en/docs/twitter-api/v1/tweets/timelines/api-reference/get-statuses-home_timeline I want to get information about recent my activity such as 1. Last app used2. Currently active / “last seen” at..3. Most recent photo/video This has gotta be possible, right?
Hello,I am trying to upload my apk to AppLab for the first time. My app has additional asset files and following the documentation I need to include a .json file that lists those assets as noted here: https://developer.oculus.com/documentation/unity/ps-assets/ My JSON File - "H:\Unity Projects\TheBridge(URP) - Quest OVR\sdcard\Android\obb\com.SpaceOwlGames.BattleGroupVR\bundlelist.json"{ "defaultgroup_assets_all_8b082612bdc39bb82a94a3b9d272e71c.bundle": { "required": true }, "f98cdce637761ade9f3a20aea7bd15e3_unitybuiltinshaders_a33e6e625c3b69eb6f0787996ea0d666.bundle": { "required": true }, "shipcolor_assets_all_cbc2285aef4d88237c2f180c0c579a9e.bundle": { "required": true }, "skyboxes_assets_all_bce17026d859944fa4e809e4b6cb34ad.bundle": { "required": true } } When attempting to use the CLI to upload everything with the following command:ovr-platform-util upload-quest-build -a XXX -s XXX --apk 'C:/Users/Elrond/Documents/BUILD DEV/quest/BGVRQuest.apk' --ass
After the 39 update, when my Quest 2 is powered on, it shows three dots on the screen. Those three dots start to fade and are only slightly visible. Then, you can hear the sound of the home environment, and I can use the controllers to make the blip teleport noises. However, there is nothing on the screen except for three faded loading dots. I then press the power button to put the device in sleep mode. Press the button again to wake from sleep, and everything is fine. This started happening after the 39 update.
Hi All I've been trying to figure out if I can create, kind of a page within an app, on the Store. I'm hoping to publish a 360 series but I want to keep them all together within an overall "page" where I can publish all my other videos/apps/games, as well. Is this possible? Or does it happen automatically? Essentially this would be a "publisher's page" where users can click and see all the stuff we have published. Thanks for any input.
Hi, the lightmaps work fine in the editor and when I run the game on windows. However, when I build it into the Oculus, the game is pitch black.
In my game the player should play sitting with a stationary boundary. But now the player's eyes are pretty much on the ground, which is not what I want. I want the player to be 1.8f tall. It worked before with OpenXR, but yesterday I added Oculus Integration, because I need some Oculus specific features, so I exchange the OpenXR Rig for the OVR Camera Prefab. Almost all I got working like in OpenXR, unlike the camera height.
As the title says. How can i enable handtracking 2.0 on my existing apps?
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