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Hello Everyone,We're struggling with making Oculus Avatar SDK work with Unity and Photon 2 — all works completely well except avatars appear non-personalized (white).We deliver the build through the App Lab release channels.Data Use Checkup passed and it even shows we have used them recently.Users entitle well. The app even receives components of our created version 2.0 avatars like "beard", "glasses", etc.We even tried to build a PC - version and had no luck.All-time white Avatars (non-personalized). Any ideas of how to make them work?Thank you!
I've been away from Unity for a bit, so I'm sorry if this is a FAQ. In Unreal Engine, I've been able to do Hand Tracking on a Quest, yet still support non Oculus headsets like an HTC Vive or a WMR Lenovo. Using the OpenXR solution in Unity, I see I must use the Oculus XR lib for the Quest. I'm unclear if:I can turn on hand tracking using the Oculus XR lib orcan create a cross-platform app using Oculus IntegrationThe Oculus Integration documentation referenced OpenVR, which I thought was deprecated, so I wasn't sure if the documentation was current. Thanks! 😃
I was watching a movie today on my 3D TV and a specific scene inspired me to think about the Oculus Rift... what if we could bring that 360 view that the Oculus Rift offers in video games now, but not in games but one live feed of a movie. The scene that caught my attention was from "The Great and Powerful Oz" from a waterfall scene and I thought what if you had a Blu-ray device that had Oculus Rift support I think it would revolutionize the way we watch movies being able to look around 360 degrees while watching a movie from the cameras point of view.Although the more I thought about this, I got to thinking about the costs of movies just with one camera showing you what the director wants to show you, but to go back after the movie has been made with the special effect department and would need to create a fully 3D world in which you could look around. This would raise the costs of movies considerably I imagine.I was just curious if this would even be possible to create a fully imursi
Hello. A developer sent a preview invite for an app but I can’t access due to when I click the link and login it says that I merged my email address to Oculus? So in the preview app section its empty. To explain betterI got this email here Hi Dee,UserX has invited you to install a pre-release version of UserX APP. This allows you to access the app before it's available to the public.Preview apps are not reviewed by Oculus. You should only accept this invitation if you trust this developer. The app will appear in the My Preview Apps section of Oculus Home. To accept, click this linkUnsubscribe from this developer's list When I lick the link I am taken to the login screen and then This invite is not for the user that is logged in. Click logout and then login as the invited user to continue.CancelLogout But this is the email address attached to my oculus account. I am so confused I even logged in to see if the app may be in the review section but
Hi everyone, every time I work with oculus integration I have some problems. in particular, it has been a while since one in five scenes have problems with the laser pointer. if I run the scene inside the editor everything works, but if I build the project, the laser disappears, does anyone know how to help me?
HiI am trying to push my game inside the app lab.I get the errorOculus Touch is listed as a supported input device and users are able to Launch the application via Oculus Touch. However, users are unable to progress the application via Oculus Touch.If I try to remove oculus touch this is what I get:And if I try to remove oculus touch this is what I get: Can someone help me?Thanks in advice[edit]I solved just explain the situation to the team and published ok!
Hi all,Just wondering whether we should keep optimizing the new projects for Quest 1 or just stick to Quest 2? Is there any usage stats for Quest 1 vs Quest 2 on the Oculus Store?
I tried two different WebVR demos, but they both give an error on Oculus Browser (Oculus Go, and some reported for Quest also). The demos I tried:https://de-panther.github.io/unity-webxr-export/Build/https://mixedreality.mozilla.org/unity-webxr-export/Build/ The error I get:Internal Unity error: gles::GetProcAddress("glFramebufferTextureMultiviewOVR") was called. gles::GetProcAddress() is not implemented on Unity WebGL. Please report a bug. So anyway, my question is, does WebGL work for the browser on Oculus? Does anyone have a working demo please? Thanks a lot!
I am amazed anyone is able to get Oculus platform features working. I am desperately seeking advice from someone who has and might be able to help me resolve this issue. I'm using UE4.27 but also had the issue with UE4.26. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool:I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server:There is another event on my GameInstance that can be called to join the first multiplayer session it finds:When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" e
Hello,I am currently looking into sending real time data from my PC (python for example) to an oculus quest 2 (java android) through a Bluetooth connection, preferably a BLE connection. I have zero knowledge on BLE connections and if what i am trying to do is even possible.If yes, how can we do that?Thanks in advanceSincere me
Hi guys, I've managed to create a matchmaking lobby unfortunately I'm stuck at trying to JoinSession() on the second headset. I read on https://www.reddit.com/r/unrealengine/comments/optd6y/the_secret_oculus_quest_2_multiplayer_guide/ that listen server Quest-Quest is broken in 4.27?
I've developing the integration of OpenXR and Quest with our own graphic engine using OpenXR and native apiI've ported the Hello_xr sample and it is working perfectly on Desktop devices (Oculus Rift with Link and other devices), but when I deploy the app on Quest 2, the xrLocateSpace() function never return a valid pose, and every time that I call this method, this message is showed in the console: [Telemetry] [OpenXR] data field; input path binding invalid; I've checked everything in the Hello_xr sample to see if there is an issue with action bindings, but in desktop there is no issues at all. Any idea? Thanks in advance 🙂
Hello, currently in the UE4.27.1 VR template project using the Oculus OpenXR pluginAnd then creating bindings in Project Settings -> Bindings -> Action Mappings the 2 bindings I am trying to use does not work properly.If I have the keybinding LX all input breaks and I can no longer move or do anything.If I remove that keybinding LM(Oculus Touch (L) Menu) gets triggered when i press either the menu button or the Y button.Has anyone else ran in to this issue?
Hey! I am gonna be buying a quest 2 soon. But I really don't want to deal with charging the battery. I want to keep the battery between 20%-80% charge (The level of charge in which the least amount of damage to the battery over time is done) So I was thinking about developing a background program that disallows charging at 80% battery and automatically begins charging (If plugged in) at 20%. Or if provoked it would charge back up to 80% from whatever charge it is at. I would also like to be able to disable this feature if I was to bring the quest 2 outside of my home, say to show VR to one of my friends. This would not only reduce strain on the battery but it would increase the amount of play time available while using an attached battery bank. Though the main goal is to be able to not to have to end my play session early due to battery life or even completely run out of charge while in the middle of a play session. I am not familiar with the limitations of quest
Dear community, I am working with an APK developed by a developer in our team. In the Oculus Developer Hub application on Windows 10, I select the Quest 2 under My Device, select Apps and "Upload" in the field "Upload an APK", select the APK (as described in Deploy Build on Headset | Oculus Developers) and then the following modal is shown for about 5 seconds:After a few seconds, the modal disappears and the list of applications stays empty, even after 30 minutes:The computer is connected to the Quest 2 with the USB-C cable and the Quest 2 is turned on. Please let me know how I could install the APK on the Quest!Thanks in advance!
Oculus Link crashes after playing PC(.exe) build game. I develop a game of VR(Oculus Quest 2) using Unity. I build APK file and can play it with an actual machine, but a bug occurs when I build for PCs(.exe file) and play with an actual machine using Oculus Link.Concretely, it is as follows.- When I start PC build file (.exe) and play in Oculus Quest2 using Oculus Link, I can play without a problem in the first scene.- When move to another scene, come to have something wrong, to be concrete - Hand tracking is not possible. (controllers is still usable) - A screen of "reset your view" does not appear even if I push the right hand menu button. - A home screen of Oculus Link in HMD is not appear when I stop the game. - Once the problem occurs, it can't be recovered until I uninstall & install Oculus Link on the PC side.- The problems avobe does not occur when I build the game in APK form.- The
Hi,Sorry that this is a really basic question but I couldn't see how to find the answer. I want to be able to track my player throughout the game (on a Quest 2) and then download the data (where they went, what they did etc) onto a PC - could someone kindly point me to where I would find out how to do this? Many thanks
My game has 16 levels and 4 difficulty levels. I want a leaderboard for each combination, so 64 in total. First, I'm wondering if there is a limit to the number of leaderboards I can have. Second, Is there an API I can use to save myself all that clicking?
I recently updated to Oculus Integration v38 in Unity. When I build for PCVR and press "run" in the editor, I'm seeing the black VR "viewing area" curve on the right side of the screen. It doesn't occur if I build the same scene for Quest, and for Rift S, I only see it in the editor game display - in the headset, it's not there. It's only a distraction/annoyance - is anyone else seeing it? If so, have you found a setting to get rid of it?
Hello everyone, I am currently developing a VR game within Unreal Engine 4, and I am trying to ascertain within my blueprint whether or not the player is using a room-scale or stationary boundary while in VR Preview. I have attempted to work with the nodes within the Oculus Library - Guardian folder, however they currently don’t appear to be returning any values. Does anybody know if there is a more simple way to attain this information? The only value I need is the player’s boundary type.
Hi there, I'm currently working on a VR app for a client, which will run on the Oculus Quest/Quest2. One of the base requirements is that the VR app can be interacted with from an external client application through two-way communication. The mobile client should be able to trigger certain events within the Quest app - for example, pause/continue/next scene/trigger sound, etc. The mobile client should also be able to receive data from the Quest app - things such as the user's performance metrics in a certain part of the experience. In my initial research, I've stumbled upon several options: UDP/threading/OSC/PUN/Mirror/Normcore/WebRTC, and I'm feeling slightly overwhelmed (I have no solid networking experience in the past). If possible I would like to avoid some of the heavier networking frameworks, as I want to avoid having to refactor all my code to accommodate for these. There isn't necessarily a need for full synchronization of game-states like t
Hi,We have 2 apps - one Quest and one Rift and they are both setup with the same In-App purchase items with the same SKUs.I am using the following code to get the IAP items using the skus:public readonly string[] Skus = { "CPTIER1", "CPTIER2", "CPTIER3", "CPTIER4" };public void GetIapItems(Action successCallback, Action<string> failureCallback){ string debugStr = "**** Oculus.GetIapItems: "; foreach (var sku in Skus) { debugStr += "\n" + sku; } Debug.Log(debugStr); IAP.GetProductsBySKU(Skus).OnComplete(msgProductList => { if (msgProductList.IsError) { string errorMsg = msgProductList.GetError()?.Message ?? "Error getting products by sku"; Debug.LogError("OculusGetIapItems: " + errorMsg); failureCallback?.Invoke(errorMsg); return; } OculusItems = msgProductList.GetProductList(); debugStr = "**** msgProductList.GetProductList(): " + msgProductList.GetProduct
Hi, I am using Unity3D on Ubuntu, and I am transferring data to Quest2 with adb,but I cant do it any more, and when I start Quest I am in some black void space,I can see controllers or hands but nothing else is working. I can restart Quest2, but nothing changes.I had to use a hard reset to be able to use it again, but after trying to transfer data via adb, the same thing happened. It was working before...
HI,I have a strange problem with the Quest2 controller operation.The question is that I tested "CustomHand" sample of Oculus Integration SDK. The thumb and index finger cannot be controlled, only the middle finger to the little finger can be controlled.I have test another Oculus Sample "CustomControllers" ,All buttons work.Does anyone know what the problem is? Unity version :2021.2.13.f2Oculus integration SDK : V38
All of our apps on Quest 2 use a voice recognition UI. Starting with OS version 38, our voice recognition can't access the mic if we're recording video. Our headsets that still have OS version 37 can still record the in-headset audio and access voice recognition.
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