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I was thinking about developing an app that uses fitness data.is that possible for a 3rd app to get access to the data?some SDKs?thanks a lot!
I ran into this issue:https://forum.unity.com/threads/crash-when-using-groupshared-memory-constant-buffer-on-opengles3.1256898/ Are anyone on this forum having success with ComputeShaders using groupshared memory and constant buffer reads? All the bestCarl Emil
The plugin only use microphone input, is there a way to define this source as another live audio input?
I keep getting three dots when I download an update from the store. It happens when the download is a partial update, not a full reinstall. I have to uninstall and do a full re-install. Looking at adb logcat, I see that it is not finding an obb patch file: [GameActivity] Checking for file : patch.com.gamecompany.XXXX.obbUE4 : [GameActivity] which is really being resolved to : /storage/emulated/0/Android/obb/com.gamecompany.XXXX/patch.com.gamecompany.XXXX.obbUE4 : Or : /storage/emulated/0/obb/com.gamecompany.XXXX/patch.com.gamecompany.XXXX.obbUE4 : [GameActivity] ... Whoops... missing; go go go download system! What causes that? It's true that if I look at Internal Shared Storage/Android/obb/com.gamecompany.XXXX/, I do not see the obb patch file. I see the main, and the additional overflow obb which is never mentioned in the adb log.
So, I'm trying out the Meta Avatar SDK using Unity. I haven't quite got it to work yet, but one thing I notice is that the file size of the APK of one of the demo scenes is about 220Mb. Is this normal? I was wondering what is causing it to be this big and noticed in the Assets/StreamingAssets/SampleAssets folder are some large zip files of about 50Mb each for different platforms. With names like: PresetAvatars_Quest2.zip So it seems like the APK contains avatar graphics for 3 different platforms. This seems kind of odd, since why is this in the APK and not part of the Oculus OS? People only have 64-128Gb of memory on the Oculus so we don't want large file sizes containing duplicate Avatar graphics. It seems very inefficient. If I have to use 200Mb to include people's Meta Avatars in my games, then I think I will skip it. Unless there is something I'm doing wrong?
Hello!I'm trying to make a grab scene with my Oculus Quest 2, but not working. I've try with CustomHands Scene but hands rendered upside down and tracking not working. I've try too with OVRHandPrefab + OVRGrabber, tracking and rendering are good, but grabbing not working. OVRHandPrefab doesn't have Grab Volumes and I cannot see the hand in Editor (for creating these Grab Volumes). Any suggestion? Thanks!
Hello,I'm trying to use an external USB-C camera connected to the Oculus Quest HMD. I'm trying to access to this camera in Unity. When connected, I'm using Android native API to ask for USB permission. But unfortunately the permission dialog does not appear, I can see the 3 dots screen instead of my app until I disconnect the camera in order to get back in my app.Is there some specific configuration to do in order to ask USB camera permission?And is it possible to switch my app in non VR mode just to check if the permission dialog appear in this mode?Thanks for your help.
Hi everybody,is there a way for a Windows Build to retrieve the battery level of the Quest 2? I think "Get Battery Level" from the "Optional Mobile Blueprint Library" will only work if you develop a native android app. Using the nodes provided by the OVR Plugin there seems to be no way at all?Kind Regards
I'd like release an app both for PCVR and Quest where the PCVR version would be with higher quality graphics. However if a person purchases the PCVR version would they get the Quest version as well or vice versa? Or do they need to pay 2 times? Is there any way to make them pay just once? Sorry if this question has been asked before, but I couldn't find any info on the topic. Thank you!
Hello all, I just wanted to share a pictures of my travel VR rig setup @ GDC 2022 in hopes that it helps others in the future that need to travel and dev VR on Quest. It is pretty much the most light weight and powerful setup I could put together. Macbook pro with bootcamp Windows & striped down external GPU (below the TV) plugged into an external touchscreen display. eGPU works with Quest through thunderbolt, no need to plug it to the GPU directly, it pipes through the laptops thunderbolt. It’s a slim travel setup for a VR dev, and works flawlessly so far with Unity and other VR games. I took some purchasing risks to try this out, so wanted to share the knowledge so others know that it worked for me. Hopefully this un-tethers someone from the home desk setup this summer. Everything fits nicely in a suitcase. Enjoy some enhanced freedom devs! 🙂 Jeremy K
Hi all, From all the resources I have screened, it remains unclear if my Oculus Quest 2 would work with my iMac (Retina 5K, 27-inch, 2020) 3,8 GHz 8-Core Intel Core i7 under macOS BigSur. I was able to setup ODH with ADB over Wi-Fi, but TwinMotion or Unreal do not recognize the device. Neither with the loading cable nor the Wi-Fi connection. Can I connect my OC2 with my iMac for game development and for preview functions in Unreal and Twinmotion?Do I need Oculus Link Cable for this?.I am confused. Can someone point me to the current state of affairs? Thanx
I just opened an LLC in a new state, and would like to close my current LLC. I would like to update my Organization name and tax information, but it seems that I can’t do that from the dashboard (it’s greyed out). Also, anytime I try and open a new ticket and choose this exact option, I get an email saying that this ticket is closed automatically due to the lack of resources. It even says I can “reopen my case” by clicking a button below but the button isn’t there 😂. Does anyone know how I can update my organization name or how to migrate an app to a new organization?
I need to be able to access the hand tracking bone ID data and save it for offline analysis. I have seen that it can be retrieved from the hand information as an OVRSkeleton list but I would like to extract that information to use later on. So, I need to be able to read and store all the hand position data in a Unity scene... Anyone has been able to do it?I hope someone can help me out here... Thanks 🙂
I'm considering buying a Quest 2 for our perception lab, but there's one question that I keep being unclear about, so I hope someone here can answer it: I need to be able to access the (23 DOF?) hand tracking data, and save it for offline analysis. So, I not only need to be able to put colliders on for instance the finger tips to initiate collisions with virtual objects in a Unity scene, but I also need to be able to read and store all the hand position data as experimental data. Has someone succesfully done that before?
Hello guys. I need advice, please, about editing the android manifest to upload to Oculus Store. Please see the screenshot. Can't get how and where to solve it. App made in UE 4.23.1. Thanks.
It would be great to have performance counters and shader disassembly built right into Vulkan. Check out VK_AMD_shader_info, this way we can dump disassembly into logcat or even display in the app itself!It would be really cool if you would give us ability to write assembly directly, some of us developers wouldn't mind that also. Performance counters for a console such as Quest is a no-brainer but still missing somehow.RenderDoc counters are nice but what we really need is to be able to bake performance queries right in-between individual commands or submits if that's too hard. Then we can build custom built-in tools to optimize in a much tighter iteration loop than to fire up a RenderDoc capture every time we iterate on a performance issue. Thank you.
Hello, I'm building a custom engine, it would be really nice to get support for VK_KHR_buffer_device_address extension.XR2 with Adreno 650 should definitely be able to support it as my Pixel3A with Adreno 615 already does support it. Are we not getting support because Quest1s Adreno 540 wouldn't support the extension?We've already had Quest2 exclusive titles anyway, let us have the extension so we can bake the entire buffer addresses right into the shader. Thank you.
Hello, I've been experiencing problems building an app for the Oculus Quest using the Unity Universal Render Pipeline (URP).In a project that was building fine last week, I am experiencing problems right now. The build contains the Oculus integration package. When I go to File -> Build Settings and use the settings described on: developer.oculus.comAnd click build, the project builds until it reaches the gradle stage. It then shows a popup, saying "Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'. See the console for details"The console contains: CommandInvokationFailure: Gradle build failed. C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/PlaybackEngines/AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"stderr[
On Unity, I wonder if there is a way to get the pass through image. For example, grabbing that image and using it as a video texture.
I would like to start development for Quest 2 Mobile in UE4. I want to utilize ASW but I'm having some trouble enabling it in the UE4 2.4X setting.As you can see in the 2 pics below, I don't have options to enable XR API or ASW. I'm trying to follow this guide to get everything set up https://developer.oculus.com/documentation/unreal/unreal-asw/ Please let me know what I'm doing wrong and how to fix it so I can get started. Thanks.
WHY? BECAUSE IT WON'T STAY CONNECTED TO AIRLINK. I get it going, I am working in Unreal Engine I look at my work in VR,; airlink is working,. I take it off to do some more work, put it back on and it has STOPPED WORKING! Says: 'Not connected to WoodyComp. SO: just as I am getting info Flow State, I have to stop and spend 30 minutes putzzing around and reconnecting wifi etc,. reminding myself the Quest 2 SUCKS. There seems to be nothing I can do to re-engage it, even though it was working fine moments before,. USELESS! btw:I have given Oculus over a year to fix this before I start using words like garbage and crap. EDIT: SURE ENOUGH, If I reboot my Headset and COMPUTER every 5 minutes (or anytime I have taken the HMD off for more than a minute), THne I get a pairing code and all works as expected. It works if I wabt to reboot CONSTANTLY and NEVER GET ANY WORK DONE!
Dear Developer, After installing the Oculus Integration in Unity version 202.1.1.7 i received the error message: Library\PackageCache\io.extendreality.zinnia.unity@1.14.1\Runtime\Tracking\CameraRig\Operation\Extraction\PlayAreaDimensionsExtractor.cs(49,17): error CS0103: The name 'Boundary' does not exist in the current context" I have inserted these lines of code in the Manifest JSON file:"scopedRegistries": [{"name": "npmjs","url": "https://registry.npmjs.org/","scopes": ["io.extendreality"]}],"io.extendreality.vrtk.prefabs": "1.1.11", I am stuck now, what went wrong? what is the solution ?RegardsGerard
Hi!I am having issues submitting my games on App Lap.When I tried to execute my game on the quest2, it shows nothing but black screen after splash screen.(It's different than a 'three dots' problem we have discussed previously)And here are the details.I had to remove android permissions as the oculus dashboard says, so I have followed the instructions of lee17 in the following link.https://forums.oculusvr.com/t5/Unreal-VR-Development/Quest-releasing-problem-android-manifest/td-p/864579It successfully removed sensitive permissions and looked ready to submit, but this was a point where this problem came out.I dug further into AndroidSanitizePermissions_UPL.xml, commented out line by line.<removePermission android:name="android.permission.READ_EXTERNAL_STORAGE" />when I commented out this line, the problem is gone. that means my apk requires it somewhere.So tried to narrow this problem further, by checking whether this problem specific to my project or universal. conducted fol
Im trying to do database system for my game. So im using UnityWebRequests for making it. Everything works on PC and i did tested it on my Android 10 Smartphone. But its not working on Oculus Quest. Its just gives me this strange error: Can someone help me?
I have a REAL EASY idea for the invention and full immersive FEEL of WALKING/ RUNNING IN VR with the SIMPLE ideas we already implement in the Meta Quest 2 currently! Please Email me for development! SERIOUS INQUIRIES ONLY!
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