Developer Forum [Archived]
Recently active
So I'm writing this after playing Pistol Whip, and I gotta say my ring and pinkie fingers hurt a lot, is there anyway we can ask for a controller with a grip that's a bit more form-fitting? I think I'd be happier if maybe there's some sort of indent for where your fingers rest, and maybe about 3 centimeters thinner through the axis that aligns with your thumb and your trigger finger. it's current design feels swollen in my hands, like I can't get stable grip, playing games like beatsaber constantly make me drop them.
Hi,We are working on a Quest 2 multiplayer PvP game and on app launch we check for entitlements.And once the user is entitled, we use the Oculus User Api `Users.GetLoggedInUserFriends()` to get the logged in player's friends and get the Oculus User data for each friend using `Users.Get(userId)`.Is there an event that we can subscribe to when any friend's online status changes i.e., online to offline (or) offline to online, so that we don't have to keep polling/requesting the Oculus User info for each friend using `User.Get(userId)` to know their current online status. Usecase: Player A has friend Player B and we get the user data of Player B at the start of the app which includes the online status.When Player B's online status changes (becomes online from offline or becomes offline from online), an event is fired and using that we want to update the online status for Player B in the UI. Is there an event like that? Thank you.
Hi everyone! I'm developing with Quest 2 and Unity, and I would like to show the hands INSTEAD of controllers, but using the controllers. I don't want to use Hand tracking now.I mean, I would like to get similar system like SteamVR Unity plugin does: show one hand instead of controller, and fingers moving when you click trigger, grip, etc. I'm trying to find some information in Oculus Developers and other forums, but the nearest that I could find is animating each finger rigging. Anyone has some idea about that? Thank you so much!
I'm trying to provide a consistent experience and I don't see how that can be possible if you have players who are 4'10 ft tall, while others are 6'6 ft tall. Surely there's a way to normalize player height in UE 4.27?
I want to add a screen(actually cube) im the scene, and when I hand pokes the screen, it will store the poked coordinate of its local system in a variable.How to get the coordinate when it is poked?I can't find any API to do this.Background:Gonna to make a VR remote desktop, and I'm using the oculus integration SDK.
I applied rigidbody withoud kinematic to hand visual and objects, and I also modified the script HandPhysicsCapsules to change the kinematic of the rigidbody component of generated capsule colliders to false. However, when I ran the demo, hands themselves can't pass through but they can pass through objects(though objects also interacts with hands, i.e. they are hit and moved).And when I hands were put on the table and move down, it just passed through the table instead of stucking on the table.
I'm trying to manually convert OVRSkeleton bone transforms to drive Meta Avatars (for testing, I want to drive avatars with pre-recorded input). But the coordinate system seems to be different. It's very difficult to debug because the avatar system's IK defaults to a t-pose when there's anything going wrong. I'm using a hand tracking input delegate (IOvrAvatarHandTrackingDelegate) and populating the fields. Sometimes I get some sort of motion but the wrists are completely screwed up and other times there is nothing at all (I feel like it is very sensitive to the position of the wrists but I have no clue what coordinate system they are in). I've tried just piping in the local position and rotation directly as well as setting wristPos to the transform of the controllers (because that bone is actually attached to a node that is not stored as a bone in the OVR camera rig). Any help would be appreciated! EDIT: I made some progress. I found that the avatars have a root node wi
oculus intergration: 38.0Unity: 2019.4.37 private void Update() { if (OVRInput.Get(OVRInput.Button.Start)) { // controllers work // Hand pose does work } else { m_IsStart = false; } }
Hello, the review advised me top Update the Metadata.but everytime i try to, i get These error Message. What can i do?
I have an Oculus account and a Facebook account. I have been making apps logging into the developer centre using my Facebook account.I have made no apps logging in with my Oculus account. The ovr-platform-util only works with my Oculus account.I log into my headset using my facebook account. If I merge my Oculus and Facebook accounts, what happens to my apps I made? Will they get deleted from my facebook developer account developer page? SHOULD I MERGE? 😯 Or will it be a disaster and all my apps I made get deleted?
Get paid from applabHi I published on AppLab a game and I sold at least 4 copiesBut on my dashboard under Analytics/Revenue i get:Not enough data to show this informationThis data isn't available because your app has less than 100-lifetime copies sold.I will get paid only after 100 copies are sold?
I’m creating a project for Oculus Quest.That project includes:the Water Plugin (for an ocean and some things floating with buyancy)the SunSky Plugin (so we can set the scene in sunset)the Cable plugina ready made big ship with lots of meshes and materials all placed as staticI can preview the game in my Quest2 without any issue using the oculus link and everything works fine (except volumetric clouds which I read are not ok for VR, so I removed them).When I try to launch, the launch completes with success but the game runs pretty messed up in the device.SunSky doesn’t work and I cannot see the atmosphere nor the sun and the scene is poorly litThe ocean doesn’t appear but it works (the objects are floating but in a black void)Several materials appear messed up (and some missing)The games lags (my only interaction is in my simple custom blueprint for my VR Pawn that features teleportation, hand animations and grabbing certain objects)I tried the settings in this article:https://fattybull
I'd like to play around with hand tracking 2.0 for the Quest 2. Where can I find it? Thanks.
I cant find the option to upload an instant runtime splash screen, the slot for uploading the image is just not available in the oculusvr plugin for unreal engine i followed the steps outlined here https://developer.oculus.com/blog/instant-runtime-driven-splash-screens/ there is a difference in my UIthis is my oculusvr plugin settings with no way to insert the instant splash screenin my own there is no option to add the splash screen screenshot gotten from oculus developer websiteon the post created by oculus the first line under mobile allows you to insert the splash screen image is there something I am doing wrong or not doing at all Please help
I m gonna export this VR headphone to other countries and the airline need to UN38.3 test report.anyone has a link or something smillar UN38.3 test report??I need it urgent!!!!!!!!
It would be great to have a few more video recording tools. The most basic tool I'm currently looking for is safe titles. A digital box that would appear when i begin to record and shows me whats in frame and If my headset is level or not. There are a ton of options I wish I had in terms of various aspect ratios, frame rates, lens options...etc. But maybe we could start with safe titles 😃
Can some please give me a time frame when air link will work in Windows 11? I just want to play my games that I haven't been able to play. That's all I want. I love my quest 2 but I want to play my pc vr games I have bought from the Oculus app. Not complaining but am complaining. Thanks
Hello, Would it be possible to publish a "non-VR app" on Applab or Quest Store? such as Facebook app on Quest??
Hi, we are trying to render stereoscopic videos in the oculus quest 2 project,using Unity3D -2020.3.27 .for that we need different cameras for each eye (UsePerEyeCamera Mode).but the oculus is rendering only the left eye camera in both eyes.is there any solution for that..? thanks and regardsGokul RJ
I was really excited about platform features becoming available for all devs, but it seems like the current state of the OIP is just terrible. Hands don't work properly. Error messages all around. Does anyone know if the Unreal version is any better? I might just switch over if it is. Really disappointed with the unity package. 😞
My game using UE 4.25 has worked perfectly for a long time but after the latest Quest update 0.39 it will no longer launch. All that happens is the home menu disappears for a few seconds and re appears. It doesn't even generate a log file if I make a dev build. Lots of users are reporting this same issue. What's interesting is the game will launch normally from sidequest or the developer hub. Hopefully updating to 4.27 will help but I'm curious if anyone has any other suggestions?
I'm following along with the "Build Your First VR App" tutorial on the Oculus developer web site and everything is going great until I get to "Step 5. Add text." I'm using Unity version 2020.3.33f1. Following the instructions as written doesn't show any text in my Scene or Game views. Changing the size and color of the font doesn't seem to do anything either. Any idea what I'm doing wrong?? Thanks!
Can someone please help Can someone please help At one time, you're able to expand the Explorer page by just hold the trigger on the corner now it does not please advise
I tried running the Unity game in editor, while I am connected with Oculus Link to my Quest 2 on my Windows machine.The game runs, but it is stuck on "Loading app" inside the quest 2 headset.I even built the game into an executable, and the same thing happens with the win32 executable of my game, made by Unity.I am using Unity 2021.2.17f1Any idea why this happens?Restarting the PC doesn't help.Tries connecting, and disconnecting the Quest 2.The link works otherwise.I can see the Rift room, and I can use my PC with Desktop view inside the Rift menu.
Hi, I want to know how to change a animation of meta avatar hands on object grab.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.