Developer Forum [Archived]
Recently active
Hi all, I'm a trauma surgeon and have been developing an advanced VR trauma training program at my university using the Quest. I've been combing the Oculus website trying to figure out how to get in touch with the actual company to see if they partner with research universities for these kind of projects. Was hoping someone on the forums (or a moderator) could help me out with some contact information. Thanks! -Alexander Colonna, MD MSCI FACS
Hi all, I need to create and export a large number of meta avatars for a project. There is no web or meta tool I know of to do this, let me know if I am incorrect. I would like to:- headset in Q2, create a meta avatar- save avatar as my avatar- get that avatar id (where can it be found)- use that id in Unity to recreate the avatar for the project The goal is to create and export a large set WITHOUT having to create new Oculus accounts.Any insight is appreciated.
Beta testers using the Oculus OpenXR runtime in my Unity game Vermillion are reporting that the graphics are disorienting when using their Rift S. Switching to the SteamVR OpenXR runtime immediately resolves the issue. I am still awaiting my Rift S from my Start kit, so I can't test it myself yet. It seems to be a serious issue however. I will try to enforce SteamVR OpenXR to be used until this is looked into and resolved.Unity 2021.1.11f1OpenXR integration 1.2.3Instanced Stereo
On steamVR (with an Index), these artifacts don't appear. I can run the app with 0 validation errors in the Oculus runtime. I'm using a Quest 1 + link cable.The behavior changes depending on whether I use msaa.With msaa:The game works well until a sufficient # of chunks have been loaded (this is an open world voxel game). Once that is the case (~30s in), a flickering artifact slowly grows from the bottom right of the right eye, and moves left to cover both eyes over the course of ~5s.Without msaa:The game works well until a large # of chunks have been loaded (requires more chunks to be loaded than when msaa is enabled). Once that is the case, it is as though my draw calls get cut off before finishing, but only in my right eye. As an example: I first render my opaque chunks (front-to-back), and then my transparent chunks (back-to-front). When I have sufficient # of chunks in view, the right eye stops rendering the transparent chunks entirely (as well as many of the distant opaque c
Hi,can't get on Oculus Quest 2 depth swapchain with neither of reported supported swapchain formats for opengl in OpenXR API runtime always reports Unsupported depth/stencil texture format OVR_FORMAT_R32_FLOAT. I have tried to pass GL_DEPTH_COMPONENT16,GL_DEPTH24_STENCIL8,GL_DEPTH_COMPONENT32F, GL_DEPTH32F_STENCIL8. However for all passed depth formats error is the same. some info of the env:System properties for "Oculus Quest2":maxLayerCount: 16maxSwapChainImageHeight: 4096maxSwapChainImageWidth: 4096Orientation Tracking: truePosition Tracking: trueOpenGL minApiVersionSupported:4.0.0OpenGL maxApiVersionSupported:4.6.0Current Api version :4.6.0OpenXR referenceSpaces:XR_REFERENCE_SPACE_TYPE_VIEWXR_REFERENCE_SPACE_TYPE_LOCALXR_REFERENCE_SPACE_TYPE_STAGE2 view Configurations:viewConfigs[0]:recommendedImageRectWidth: 1568maxImageRectWidth: 3136recommendedImageRectHeight: 1568maxImageRectHeight: 3136recommendedSwapchainSampleCount: 1maxSwapchainSampleCount: 4
When I'm creating `xrSwapchain` with usage `XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT| XR_SWAPCHAIN_USAGE_MUTABLE_FORMAT_BIT`, but when I try to create views for swapchain images with different (yet compatible) format, Vulkan validation layers give an error `VUID-VkImageViewCreateInfo-image-01019`, `Formats MUST be IDENTICAL unless VK_IMAGE_CREATE_MUTABLE_FORMAT BIT was set on image creation.`. It seems Oculus OpenXR Runtime doesn't take into account MUTABLE_FORMAT_BIT when creating swapchain images.
Hi,I try to open a socket on my unity application but it fails.The code can run on android device or unity player but not on oculus.My code IPAddress ipAddress = this.LocalIPAddress(); IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000); try {Exception occured here => this.socketlistener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);Exception => Protocol option not supported, it's socket exceptionLog && Version02-03 16:22:07.393 31073 31088 I Unity : Unity v2018.3.4f1, Oculus Utilities v1.32.0, OVRPlugin v1.32.0, SDK v1.1.19.0.02-03 16:22:07.571 31073 31088 E Unity : Unable to find libc02-03 16:22:08.317 31073 31088 E Unity : StartServer: Protocol option not supportedMany thanks for helpPS : function used from prevous code&nb
Hey there, my Unity game is taking around 10 seconds to start rendering my first scene after the splash screen. The scene is totally empty. I have very few assets in the project so far, no preloaded shaders are displayed in the settings, and I made sure any music wasn't set to decompress on load. Anyone have any advice for reducing the startup time? Other apps using unity seem to launch wayyyy quicker?
Hi..I am trying to build a webGL VR(WebVR) application for Oculus browser with Oculus Integration SDK.But I got the error below mentioned while trying to build. Error : error CS0103: The name `Microphone' does not exist in the current contextPlease guide me..
Hi everyone, When I test my VR app.I only goto "build and Run" .Then test app in my headset.I found some VR developer video in youtube.They can test VR app in Unity directly. But, I can not do it.Am I miss something ?
Hi.Following the setup from here (https://www.youtube.com/watch?v=JttsJhSc00E) and the app is freezing displaying the splashscreen.I am using Unity 2019.2.3f1, Oculus Unity plugin 1.40, Oculus Android 1.38.3.Any ideas why?Thanks!In the logcat I see:09-18 08:51:06.934: I/Unity(3052): SystemInfo CPU = ARMv7 VFPv3 NEON, Cores = 3, Memory = 3790mb09-18 08:51:06.934: I/Unity(3052): SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0xe0), 0 little (mask: 0x0)09-18 08:51:06.934: I/Unity(3052): XR UsableCoreMask: 0xe009-18 08:51:06.935: I/Unity(3052): ApplicationInfo com.Company.xr.app version 1.1 build 1ade1f29-4d3b-4975-a1b0-831ab397fdf909-18 08:51:06.935: I/Unity(3052): Built from '2019.2/staging' branch, Version '2019.2.3f1 (8e55c27a4621)', Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a', Stripping 'Disabled'09-18 08:51:07.062: E/Unity(3052): Unable to find libAudioPluginOculusSpatializer09-18 08:51:07.081: D/Unity(3052): GL_OES_EGL_image GL_OES_EGL_image_extern
Hand tracking is not recognized when running another app from the current app.However, if you take off the hmd and use it again, hand tracking is captured.How to switch between controller and hand in real time
Hi all, I've been submitting my game for App Lab last November and after 7 weeks, they came back and said there was an issue with our Privacy Policy. After fixing this, they came back again 2 weeks later with another issue with head movement ratio (which we remade from scratch). However, it's almost been a month now and no news from the review team. Should I be worried ? Our game is still in Early Access but if that wait time keeps on forever, I don't know how we can still provide the hundreds of current players a complete Quest version via sideloading. Any ideas on how to reach out to them?Thanks!
When I try to build in Unity using OVR Build and Run I get the following error: Multiple ADB devices connected. Cannot perform OVR Build and Run. When I log the devices I get my Quest 2 and an emulator. I have no idea where that adb emulator comes from, but it also show up in the Oculus Developer Hub and I can't seem to kill it using the command line. Does anybody have an idea how to fix this? Also I don't really need the run functionality, as I was mostly interested in the reduced build times from OVR Build, but the option to just build (that's in this documentation) doesn't show in the menu bar. Edit 1: This last part has been fixed, by removing the oculus package all together and redownloading and installing. The mystery emulator is still a problem though. Edit 2: Ok it seems fixed now, after I updated the oculus package I could specify the device in Unity's build settings.
Hello, I have a big problem... I can't implement the hand tracking of my oculus quest 2 with Unity.In fact, I can use the hand tracking in the editor but when importing in .exe for the PC build, my hands are not detected at all.On the other hand, if I try to build the application in .apk, the post processing does not work anymore.Is hand tracking really only available to the editor? If yes, how to make post-processing work on an .apk? Thanks in advance.
hello i just wanna see if anyone knows how to reset you oculus fully because i forgot my email and my dad had it but he passed away and i need to make a new oculus account is there away to do that full reaset?
Our app lab game came under review two weeks ago and had a major issue affecting game startup, we fixed it the next day and resubmitted. But it's been two weeks without it being checked again yet is this normal? I was under the impression a resubmission was usually checked out in a few days to a week.
Our app lab game came under review two weeks ago and had a major issue affecting game startup, we fixed it the next day and resubmitted. But it's been two weeks without it being checked again yet is this normal? I was under the impression a resubmission was usually checked out in a few days.
What is the character limit for an App title? Can anyone point me at any reference documentation for the App title and icon/image specs please? First-time user of community.
Hi, I'm facing a problem uploading an .apk using Oculus Developer Hub.The .apk is a project created in Unity and it works fine.Developer mode is active.The first time, I have successfully upload the app.Then I've modified the project, I've rebuild the apk, but now :- Unity Hub tells me that the upload was successful.- The installation fails due to this reason :SELinuxavc: denied { find } for service=LicenseManager pid=2422 uid=10069 scontext=u:r:platform_app:s0:c512,c768 tcontext=u:object_r:licensemanager_service:s0 tclass=service_manager permissive=0 LicenseManagerError acquiring license manager serviceLicenseManagerjava.io.IOException: Failed to acquire license manager serviceLicenseManagerat com.oculus.os.LicenseManager.<init>(LicenseManager.java:52)LicenseManagerat com.oculus.os.LicenseManager.getInstance(LicenseManager.java:37)LicenseManagerat com.oculus.appsafety.PackageVerifier.<init>(PackageVerifier.java:61) LicenseManagerat com.oculus.appsafety.
My Rig has been working for a year with no problem but today when I opened up my project the rig only tracks my headset and not the controllers. Using both Quest 1 and 2, both with the same problem. Been searching like a mad man for a solution with no luck so far. Anyone know what the problem might be? Thanks
software does not recognize the XT variant of the 6000 series as confirmed by ChuckD from tech support. please add this card to the list.
Using the InputOVR prefab from the Interaction SDK, the stuff under Controllers/LeftController and Controllers/RightController still appear even when the controller is inactive, set aside. They appear in front of my face, even though I have the origin at floor level. Maybe the connected property on the IController is giving a false positive?
Hi everyone, Today we launched an update to the Oculus developer site and documentation. You can read more about it in the blog post. The team hopes the new site will be fast, easier to navigate, and generally a beautiful experience. We want to hear from YOU about the new experience. What do you like? What could we improve? We'll continue to improve the site over time as we strive to improve the development experience. Cheers!
Hi,I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets.My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules.We already set IP range 31.13.84.xxx TCP / TLS and 69.171.250.48 but still seem to be missing something.My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault.It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services.Best
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.