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Hello All,I have published the app to LIVE, the first version is Free to download. Now I want to make it paid. I am getting a pricing option. But unable to submit the app again. Also unable to change app metadata. Does anyone have an idea how to make the app Free to Paid?
*Hand tracking questionsHi, does anyone know how to keep an object stay with one hand while grabbing another object?I want to keep grabbing the blue object in the video while I am holding the white object. However, the blue object falls off when I release my left hand. Does anyone know the solution for this?
I'm on Windows 10 with released v38 Oculus Desktop software, and a Quest 2 with v38, running over AirLink. I'm working on switching to openxr from the proprietary API, and building up a simple "hello" app to get the hang of it before doing a full integration into my codebase. I quickly noticed that every time my app starts up, it spends a very long (10 second) time inside xrCreateInstance. I'm using the Khronos OpenXR-SDK loader. I debugged inside xrCreateInstance, and the time is all spent inside a call to the _get_instance_proc_addr() function pointer, which points to a location inside LibOVRRT64. I work very hard to make my application load quickly, and I don't want to take a 10 second hit just trying to initialize openxr. I don't see anything like this with the proprietary API. What could be causing this? Is it because I have Steam installed on my PC? Is it some option I need to pass to xrCreateInstance to skip some sort of check
I am working through the Meta Avatars setup and running the Mirror sample app. I am testing on two devices and both are showing the avatar below. The avatar in the image looks nothing like the avatars tied to the accounts in my headsets. Can you please let me know how to get the headsets to load the proper avatar for each user?
I suspect this might be a bug that was introduced in OculusClient v38. I've tested the beta channel's v39 and it is also impacted. To reproduce the bug, take any UE4 project from the last Oculus UE4 4.27 branch that uses the Oculus plugin, add a call to UOculusFunctionLibrary::GetPlayAreaTransform and observe that the returned translation (if it returns) isn't correct. My project has a lot of fast action and to avoid injury or boundary grids from showing up it has specific UX elements intended to help keep players centered in their play area. These elements are key to the experience and so I need this API to function correctly. If this function is intended to be deprecated I need to know so that I can do the work to figure out how my project is going to function without it.
Need help, How to get the location of guardian center point using UE4 Oculus Plugin?I'm developing a multiplayer room-scale fps game. I want to make a center point sync with the center of guardian range(quest2), to spawn players by relative location in one room. by the way, is there any way to sync the guardian data with other quest2 device? where the guardian data located in, such as /sdcard/xxxxxx directory?
I'm developing a Quest app in Unity that primarily uses hand tracking, but uses controllers in the beginning to align the VR content with real-world space. When the app starts we would like to display a message instructing users to enable hand tracking in their Quest settings, but only if hand tracking is not enabled; to reduce friction we'd like to skip this message if hand tracking is already enabled. Using OVRPlugin.GetHandTrackingEnabled() only tells me whether controllers or hands are currently being tracked, it does not tell you if hand tracking is enabled in the Quest settings; since the users will be using a controller in the beginning, that bool is always going to return false until the calibration step is completed. Is it possible to query the system settings to see if hand tracking is enabled?
Hello every one !I would like to test my Oculus quest application in App lab. Everything is fine except when I download and run the application, a loading time starts endlessly...I tested my shipping package, it works when I manually install it in my Oculus quest 2. I have to accept the storage authorization manually.I think the problem is due to the permissions. The unreal function "Request android permissions" does not work, no display. I followed this procedure to run it : https://defconnet.work/en/how-android-save-games-work-ue4-27/At launch my application should download and install a 360 video.Anyway with or without permissions I still have the same problem a loading time... Can someone help me?Thanks.
EDIT2: I got this new dev machine after taking an extended vacation (8 weeks or so). Turns out, these problems are also showing on my old dev machine as well. Is there some breaking change with the Oculus runtime and the older Oculus UE4 branches? EDIT: Oculus sample projects are working fine on Windows 11. This must be something specific to my project that I am overlooking. I recently got a new dev machine for myself, and I got it with Windows 11. I'm struggling to get my UE4 project up and running and I'm worried that the problem is specific to Windows 11. Is anyone using Windows 11 and is able to do VR Preview to an Oculus Link connected headset? If I can get a single person to say they have successfully done this, then I will stick to trying to make this work. (I don't want to have to wipe this machine to Windows 10 if I can help it). Compared to my old Win10 dev box that has everything working: I've sync'd m
Hi, I am trying to access the bool state of pinching fingers as well as the transform (position and roatation) of my hands in the new interaction SDK. Below is the script I have written:These are the API content I am referencing:Pinch:Transform:I am trying to test them but nothing prints as I expected. Not sure if I am using the API in the right way and I would really appreciate it if anyone could help me out! Thank you so much! All the best,Chen Liu.
I'm trying to create a climbing game where you grab an object and when you move your hand the camera moves in the opposite direction (as though you were really climbing). The problem I'm facing though is that in the hierarchy for the OculusInteractionSampleRig, the hands are children of the OculusCameraRig so everytime the camera moves, it glitches out because the hands move as well. How would I code an ITransformer to achieve this climbing goal?
When I press the menu button on the oculus left controller my code doesn't detect the press when run on the headset. When i press play in unity the button press is detected.This used to work in the older XR tool kit. I upgraded unity version and XRToolKit sdk. No errors when run locally. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR; using UnityEngine.Events; using TMPro; public class InputListenerSecondaryButton : MonoBehaviour { public TextMeshProUGUI debuggertext; List<InputDevice> devices; public XRNode controllerNode; [Tooltip("Event when the button starts being pressed")] public UnityEvent OnPress; [Tooltip("Event when the button starts being released")] public UnityEvent OnRelease; //keep track of whether we are pressing the button bool isPressed = false; private void Awake() { devices = new List<InputDevice>(); } void GetDevice() {
Hi, Let's say we have build number 5 on release channel BETA. I then make changes and upload build number 6. We then realize the changes are unwanted, why can't revert the current build used on BETA to a previous version. I can't even re-upload an older APK. Seems only way is to go back in source control, spend time to re-build an old source but to a new build number and then re-upload that. Why is that? bug?
I have done no marketing (getting ready to) and only sold a couple of copies to family members. No one knows my game exists yet. But someone seemed to have found it and purchased it in order to leave an anti-Ukraine "review" as the first review of my app (both sending a political message AND poisoning my review well). It's obviously an inflammatory hate message in complete opposition to my personal views (which are irrelevant to my app reviews anyway). https://www.oculus.com/experiences/quest/4495091483934457/ What's to be done? I'm certainly not against criticism of the game, but this is not that.
I can't get it to work even in the provided sample (Oculus OpenXR Mobile SDK, 38.0, XrCompositor_NativeActivity).Tried creating foveation profile first and use it for all swapchains, tried to create on per swapchain and delete afterwards (just as in the sample and as OpenXR's docs say it is allowed). Tried setting before enumerating images, after. Of course, the extensions are enabled, there is XrSwapchainCreateInfoFoveationFB attached to XrSwapchainCreateInfo and so on, done just as docs say it should be done, double-checked with provided sample. The thing itself seems like it should be fairly easy to code and use but... it just doesn't work. With VRAPI I had some peculiarities, like I had some glFlush that I did for some testing and it was disabling foveated rendering. I wouldn't be surprised then that I did something else in my code. But why the sample does not work? And what's more important, what to check/do to make foveated rendering work?
I'm developing an app that runs in both non-VR and VR. I want the user to be able to be using the app outside of VR, then get their headset out, put it on, (in the case of the Quest 2, connect to AirLink), and the app detects the headset and seamlessly transitions to VR. If they take it off, they're back in non-VR. In the proprietary Oculus SDK, I can do this in my app's event loop by calling ovr_GetHmdDesc(), then creating a session, and then checking HmdMounted. This is polling based, but is fine because the functions return quite quickly (in the 1ms range, which means I can call it a few times a second and still be quite snappy about detecting VR). I'm trying to do the equivalent in OpenXR. I think this is meant to be done by:1. xrGetSystem() and check that I got a valid system ID.2. xrCreateSession().3. Service the event queue via xrPollEvent, looking for XR_SESSION_STATE_READY event.4. xrBeginSession(). I've got this all w
I factory reset my oculus quest 2. I was having issues with casting and account verification between the app and my oculus. I factory reset my oculus to try and get connectivity between my IPAD and quest 2. All my apps were missing. I went to download them again and it is saying I need to re-purchase.Is there any way to recoup this loss? Missing Vader Immortal, Eleven Table Tennis, Walkabout Mini-Golf, Resident Evil, etc. I don’t mind supporting these great product designers again, but being out about $200 is a bit of a snuff considering I did what the support site said.Thoughts? Can provide screenshots of my library if need be.Thank you in advance.
Hello,I have been having some trouble to upload an update to my app that is already published in AppLab. I get an error that my update has been signed with a different key. That is in fact true. I have lost the key and had to create a new one to build my update. I acknowledge that I can't update an app with a different signed key and would probably have to upload the application as if it were new. However, how could I delete my existing app and upload it again? I can't find the option to unpublish my app.Thanks
Hello, Having Oculus + com.unity.xr.oculus packages breaks when switching to GameCoreXboxOne platform.Playstation and NintendoSwitch work fine.Initial proble is the main package references nonexisting namespaces on that platformAssets\Oculus\VR\Scripts\OVRCommon.cs(34,31): error CS1069: The type name 'XRDevice' could not be found in the namespace 'UnityEngine.XR'. this can be fixed by wrapping that code with#if (ENABLE_VR_MODULE && ENABLE_VR) #endifEven though now the code compiles in the editor, when you try to build the game for XboxOne, the script breaks with various missing assembly references.Library\PackageCache\com.unity.xr.oculus@1.12.0\Runtime\InputSystem\DeviceLayouts.csLikeThe type or namespace name 'XRHMD' could not be found (are you missing a using directive or an assembly reference?)'OculusTouchController.FinishSetup()': no suitable method found to overrideThe type or namespace name 'XRController' could not be found (are you missing a
I would like to add my mechanics to the event related to holding the Oculus Button. Playing through the editor it is easy, because you can bind to HMDRecenteredDelegate, but in a built application it does not work. Is there any way / place in the code where this can be handled?
Any idea why after adding controller vibrations random crashes started while playing standalone Quest2 and whenever trying to servertravel why haptic are ON?
Hi everyone!We (Codemagic.io) have a new tutorial: how to automate deployment of your Unity VR app to Oculus Store with CI/CD. I would be happy if you guys read it and give me some feedback if you know how to improve the workflow. I would be even more happy if you try it out :). Another very welcome piece of feedback would be topic suggestions touching VR apps CI/CD, automated testing, or whatever. Any thoughts are very welcome :).A short story behind it: We've recently introduced a CI/CD for Unity, and we had several customers asking for automated deployment to Oculus store. Our googling didn't result in any ready made solutions, so we decided to build our own proof-of-concept using Oculus CLI tool and Codemagic's Unity CI/CD.
Hi everyone, recently i was developing a leaderboard in unreal connected to the oculus platform, but even after i submitted and got approved on the Data use checkup im not able to get user information to populate de leaderboard.im not the administrator on our oculus developer dashboard maybe it is that.Does anyone had a similar issue and know what might be going on?
[Error] [4/10/2022 2:09:55 PM] Exception building substitutions!System.Runtime.InteropServices.COMException (0x80070842): The Server service is not started.at System.DirectoryServices.DirectoryEntry.RefreshCache()at System.DirectoryServices.AccountManagement.PrincipalContext.DoMachineInit()at System.DirectoryServices.AccountManagement.PrincipalContext.Initialize()at System.DirectoryServices.AccountManagement.PrincipalContext.get_QueryCtx()at System.DirectoryServices.AccountManagement.Principal.FindByIdentityWithTypeHelper(PrincipalContext context, Type principalType, Nullable`1 identityType, String identityValue, DateTime refDate)at System.DirectoryServices.AccountManagement.Principal.FindByIdentityWithType(PrincipalContext context, Type principalType, IdentityType identityType, String identityValue)at System.DirectoryServices.AccountManagement.UserPrincipal.FindByIdentity(PrincipalContext context, IdentityType identityType, String identityValue)at System.DirectoryServices.AccountManag
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