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I am using unity 2021 LTS . Oculus integration 39. Started a new project (in Windows). Just added ovr player controller and custom hands. While running everything works fine except index and thumb fingers not moving. Its interactions are working Please help to resolve this issue
Hi! If I build my project for windows, everything is fine and the lightmaps show perfect. However, when I build the same project on the Oculus, the lightmaps are not working and my entire scene is pitch black. What could be causing this?
I've been having issues with the quest 2 Bluetooth. I'm trying to develop a sensor to feed data into the quest and display it in a game. The sensor pairs well with both android and windows devices, but not so much with the quest. When I attempt pairing, it connects to the quest for a moment and shows under connected devices. Then, 2 seconds later it shows in previously connected devices and clicks on the connect button are unfruitful, it just ignores it. Has anyone had much of any success with Bluetooth on Quest 2, or is this a dead end? Also, the quest 2 doesn't like to connect to the phone that it has been paired to. WiFi signal is strong, tried with nothing connected to either on Bluetooth. Tried factory reset and disabled experimental features to fix these with little success. Would it be more feasible to give up on this and try to make it connect via local IP? Is the quest 2 more limited on Bluetooth than standard Android OS?
I'm using Linux, Manjaro, with the Gnome desktop. When I connect my Oculus Quest to the PC, I get no popup in the headset about giving the system USB debugging permissions, and adb devices -l says:List of devices attached1PASH9ADMX9305 no permissions; see [http://developer.android.com/tools/device.html] usb:1-1.4 transport_id:13If I disable developer mode, then I get a popup to allow access to the file system, and this has no checkbox to remember my choice, and the device isn't visible in adb, and I can't access it as an Android device. I had this work fine on Manjaro XFCE, but now it doesn't function for some reaosn. I have yet to restart my PC after installing adb, so I'll see if it works after a restart in the morning.
In my app, I would like to direct the user to the Oculus Dash Desktop feature of Rift Core. I was wondering if it was possible to open the Oculus Dash Desktop directly from my experience, so that the user does not need to find it in the Oculus Dash menu. I have looked online but have not found many resources about Oculus Dash developer support.Thanks in advance.
I've been using WinSock2 to have the Oculus Quest as a client for a C++ server. It's been working fine during development for quite a while until a recent update on the Quest. I don't know what changed in the past 2 weeks, but something broke the TCP connection. When I do the C# command Socket.Connect(endpoint), it halts indefinitely.I've tried all my past builds with the exact same setup. Everything still works in Unity while testing. When I run it on the Quest, it's specifically Socket.Connect(endpoint) that no longer works. I know my PC and the Quest are communicating since I have UDP scripts that are sending info over the network and those are working.Any ideas for why TCP suddenly broke?
In the Unity store, Oculus Integration claims it's compatible with "2019.4.4 or higher" The LTS version of Unity is 2019.4.3 Was this only tested with a version of Unity we can't get our hands on yet, or is that a typo? Either way I'd love to use this in 2019 if possible. -- Oooh I might download it with a later version and then install it in 2019 to see if that works. -- -Chilton
We are following the steps in the documentation for distributing Quest app via Alpha/Beta Release Channels. Facing two challenges:While uploading the binary, the option to select Quest does not show up. So we selected Rift & moved forwardAfter uploading the build, we edited the channel setting for public opt-in but didn't find how to subscribe to the appEven using the method of inviting users via email, it does not show up in "My Preview"All of this is considering Quest only for Enterprise users.Any help will be really useful, thanks !
Following a suggestion from the blog post https://developer.oculus.com/blog/getting-a-handle-on-meta-quest-memory-usage/ I set the screen resolution to 16x16. This causes Text Mesh Pro UGUI components to render incorrectly, as gray blocks. Is there a workaround for this?
Hello everyone,I have a unity simple scene created to follow hand movements and I want to use the new hand tracking upgrade.I have added in the android manifest the code line that is suppose to make it work and I have updated the oculus integration package but it does not work at the beginning... It starts working after having the environment on for some hours, but not straight when I start the game. Any idea why is this happening? I would like to open the computer, start oculus and work with them and the new hands 2.0 without having to wait some time for it to work... Thank youu 🙂
I noticed that the supported Versions of Unity are 2019.4.4 and higher, and I was wondering whether this would be the reason why my built APK file (of my Unity VR application) is no longer executing at all (as an unknown source)?This error has occurred from the 28-04-2022 on both an Oculus Quest and Quest 2 headset. I used Unity v2019.4.13f1 and regularly updated my Oculus Integration and XR plugin.How should I go about fixing the problem; By updating the Unity project to a later version?Updating the Oculus Runtime and Integration packages from within the project?
(Using Unity 2019.3.0b11)Testing in my own scenes as well as the included yellow ball test scene the Oculus Spatializer will not treat ambisonic audio properly. No matter what I do it positions the audio at the source and spatializes it as any other mono sound source would behave. Even when placing my head in the middle of the source object and turning around there is no directional imaging apparent.I swapped in google resonance audio briefly and the ambisonics played back as expected. However there are other problems with resonance audio that push me to stay with the Oculus Spatializer instead.Is anyone successfully using the ONSP Ambisonics Native?
Hi I am using multiview along with unity’s built in standard shaders. It results in double the drawcalls when I am using oculus link. I wonder how to avoid getting double number of drawcalls? Thanks
Validation identified the following errors:APK main activity intent filter set to `android.intent.category.LAUNCHER`, but must be `android.intent.category.INFO`. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher how to resolve?, I use Unity
My KeyStore file was sadly deleted and even after recovering it it seems like its has been corrupted so I am wondering If I delete the app from my dashboard and then create a new one can I keep the name the same ?
Hi, I've been trying to implement a setting menu for my application for the Quest 2 but cannot find anyu working way to change the resolution within a Unity Script, if anyone knows anything that could help it would be greatly appreciated
hey i just got banned on gorilla tag by daisy09 in gorilla tag i am si pissed i met her yesterday she is a famouse ghost hacker in gorilla tag but then i made a new ocolus account to play on but in my library steam vr is running but not opening and i cant close it i even restarted the app and does not work can u help me?
Hello, I am having a strange issue where the fixed foveated rendering level gets set to zero after the power button on the headset is pressed twice on the oculus quest, nothing I do after that changes the level. When the game is launched OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.Medium; manages to set the level correctly, however after pressing the power button, the line does nothing. No error messages or anything of the sort either. Has anyone experienced or is experiencing this issue?
Hi there, My game has been for months in App Lab. My game is Dogfight Elite, a multiplayer combat flight simulator. You can check it out here: https://www.oculus.com/experiences/quest/3881629141886138/ The question is, what do we need to do or how long do we have to wait until it is out of App Lab and into the public? Right now, it's getting so little users and reviews it's like it's not even there. Nobody is able to find the game unless spending a fortune on ads to link to it. This sucks for small dev teams like myself. I made the game mostly alone (except for the menu graphics). No way we can compete with the visibility of the big guys who can spend a fortune on ads and we don't even get the app published to everyone. How do we go about this? How long more do we need to wait?
I've been experimenting with VR development since getting a Quest 2 and the frustration is growing... I've tried Unity and Unreal (I've worked with, and am familiar, with both) and each have presented a lot of challenges. On balance though Unity seems to be by far the more popular toolset (judging by the volume of posts on the Unity and Unreal specific forums here), so I've been focusing on that. The trouble is, Unity doesn't really work for VR on Mac; running in editor (playmode) fails due to missing DLLs and, according to Unity, is unsupported. That removes one of Unity's biggest pluses over Unreal in my opinion... I've stuck with it anyway as the Oculus Integration for Unity and related SDKs seem to have much broader support than the Unreal integration. But that's meant switching to Windows, and the only Windows machine I have is my gaming laptop, which is a few years old now. Even on Windows, though, Unity's in-editor play mode only seems to work when sticking to open sta
Hello So I'm noticing some frame and GPU utilisation increases when I change the refresh rate of the Quest 2I'm using the latest OVRMetrics to view the numbersApp build with Unity 2019.4.34Changing refresh rate using SideQuestThe app is a steady 72 when at 72hz GPU hovering around 85If I change the refresh rate to 90hz the app hovers around 74-76fps but GPU goes up to 96Going to 120hz pushes the GPU up to 99 and drops the app frame rate to 69-70fps Is this to be expected? Or maybe its a bug with the OS (version 39.0.0.86.336)I don't need the app running more than 72fps but even if I set the OVRManager.display.displayFrequency in Unity, the OS appears to override it when I change the refresh rate
i will plug it in and it turns on but turns off and on in a loop[ it never stops so can someone help me fix it
Currently researching the development of OpenXr, does Oculus have any open source projects that I can refer to?
We can't upload a build to the store because we receive "A server error occurred" with the ovr-platform-util command line. There's no additional information other than a message to perform a self-update, even though it reports the version is up to date. Is there any quality control for this product? I hope you're not taking the Intel Realsense path because we're investing time to develop for it, and the experience has been highly frustrating. Product quality concerns aside, we need to know what the solution is? 1) The Oculus Developer Hub doesn't seem to have a way of uploading APK files to the AppStore 2) The developer dashboard tells me web uploading is disabled, then gives me an example command-line for a Rift app, not APK. But I figured out the command-line syntax with no help from the oculus support website. 3) Locating the app id and app secret are impossible to find on the Oculus developer dashboard because they only get displayed when an APK has been uploade
Hello.I am trying to drag an object on one of its own axes using the Oculus GrabBegin function. This works fine when the rotation of the object is zeroed. When the object is rotated the object is dragged on the world axis rather than local.I log the initial position and rotation when I grab the object and then apply those values to the axes I want locked every frame. I’ve tried using transformdirection, inversetransformdirection, and variations of the space conversion functions, tried normalizing the vector and nothing works.Is there an Oculus feature built in for this or is there another way to be able to drag this object along its own axis?Thank you.
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