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How do I open / edit an .ovrscene file ? I did try using Unity / Blender 3d but neither of these softwares seem to recognize the file format.Thanks
Hey all, I'm trying to create an effect where there are hidden objects in the scene, which you only see if they're within a certain area of your vision. I had gotten the effect to work with a single camera by setting hidden objects to a specific layer, adding a second camera as a child to the first with a Culling Mask set to that layer, setting Clear Flags to Depth only, setting the Depth to 1 (greater than the main camera) and then cropping the Viewport Rect to the area I was interested in. However in porting this to the Quest, the effect breaks entirely. If I create a child camera for each eye, I see the rectangular area I'm interested in, however it's all black, and only appears in one eye. If I just create a child camera for the center eye, my entire vision is black. Do any of you know why rendering multiple cameras would cause an issue like this? Or can you think of a way to achieve this effect without multiple cameras?
I have had this issue for at least a week.The Quest will stop tracking position and rotation when I put the headset on. It has happened in the Home environment. It has also happened when I open my built app, when I have Link Mode active with my desktop, and when running my app through Oculus Link from Unity on my desktop. It also stops detecting the controllers altogether.I have experienced this on two separate Quests, both running V37 (Runtime 37.0.0.135.110.344258839). (I have more than 2 Quests, but I do not use the rest as often)Issue is intermittent, but moderately frequent. The first time it happened was a week ago. Some combination of waiting and unmounting/mounting headset seems to fix the issue, temporarily. I cannot pinpoint a specific cause, nor a definite solution as of yet. Issue does not happen in the middle of a session, that is, I have only noticed it when I first put the headset on.I have looked at the device logs from Developer Hub, but nothing pops out to me as
I'm struggling to find something that is a full guide of how to set and/or see what the refresh is in the game you are developing.. Everything says either use the tools that come with Oculus (Support). Which yes install and host a service but it does nothing for me, not sure if its because I'm not using my GPU and just using the headset. But I would like the ability to edit a Unity file and statically set the refresh rate (which file) and/or in the game I'm developing just be able to see in it what the refresh rate and such is. Everything I see and search for ASSUMES way too much..Keep finding stuff like below but where do you put it.. I just dont create a new file and drop that in there and whala OVRPlugin.systemDisplayFrequency = 90.0f;OVRManager.DisplayRefreshRateChanged += DisplayRefreshRateChangedprivate void DisplayRefreshRateChanged (float fromRefreshRate, float ToRefreshRate){// Handle display refresh rate changesDebug.Log(string.Format("Refresh rate changed from {0} to {1
Hello community,I have recently started learning Unity for VR development and have come up with a question.What is the recommended SDK to use for VR for the long run and for begginners? I like that Unity XR is a generic SDK but I also like the simplicity of the oculus integration.All posts regarding this topic have been from early 2020 and all said that Unity XR was not yet in the state of being competitive in comparison to Oculus integration (back then). What is the SotA SDK to use for VR development with Unity?Thank you for the help.
Hi!I am curious about the possibility of posting any medical / healthcare applications to Oculus Store, since I am looking forward for making applications in this niche. As I found in their content guidelines, it is prohibited. However, maybe you have been already facing this problem and know any exceptions for this rule? Quoting their content guidelines:"The following are not allowed on our Platform:....Health-related claims or content that relates to the diagnosis, mitigation, cure, or treatment of a disease or medical condition; or claims that the devices, content, or software are medical devices."Also, it is an interesting topic to discuss: why such applications are prohibited for publishing in Oculus store? Does anybody has any suggestions? Thank you for spending your time on my question, you're amazing! 🙂
Hi. Sometimes when I try to add a user's email to a private app lab release channel, the system says the user isn't found. How can the user find the email associated with their oculus/fb account? Is it simply their fb email? Some users say they've sent me that but it still isn't working - can't say 100% they're sending me the right email. I thought there'd be a way to do this on the oculus app, but doesn't seem to be. Thanks.
The new VCR mentions needing to be an approved developer to be able to publish on Quest store. https://developer.oculus.com/resources/publish-quest-req/That being said, nowhere does it mention how to apply to become an approved dev. Any information on that would be quite useful.Thanks!
I've tried Oculus Integration 33.0 passthrough sample scenes, but passthrough environment is just black. I tried this guide https://forums.oculusvr.com/t5/Quest-Development/Oculus-Integration-31-0-Passthrough-API-does-not-work/m-p/880488#M3444Also tried reboot my Quest2 and factory reset. After that, passthrough environment is still black. I don't know what the problem is. Please help me. Environment:Unity 2021.1.28f Thanks!
We're getting consistent crashes on having the quest client join a dedicated server. Not exactly sure why as it was working fine. The log file on the quest is completely unhelpful and seems to contain no crashes of any kind. There is no minidump file generated. Is it possible to get minidumps on the quest? if so, do we need to enable something specific when packaging?
I keep getting this error, not sure what's causing it:OVRADBTool adb server version (40) doesn't match this client (41); killing...* daemon started successfullyUnityEngine.Debug:LogError(Object)OVRADBTool:RunCommand(String[], WaitingProcessToExitCallback, String&, String&) (at Assets/Oculus/VR/Editor/OVRADBTool.cs:200)OVRADBTool:GetDevices() (at Assets/Oculus/VR/Editor/OVRADBTool.cs:114)OVRGradleGeneration:OnPostprocessBuild(BuildReport) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:304)UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()Error building Player: OVRADBTool adb server version (40) doesn't match this client (41); killing...* daemon started successfully
I'm trying to upload a file via FTP. Actually it works fine via Editor but when I make a build and push it to my Quest, I get "The remote name could not be resolved." error when I try to call FtpWebRequest.GetRequestStream(). var request = WebRequest.Create(address) as FtpWebRequest;request.Credentials = ...request.KeepAlive = false;request.UseBinary = false;request.Method = WebRequestMethods.Ftp.UploadFile;request.ContentLength = fileInfo.Length; Then I call request.GetRequestStream() within a try/catch and it throws the timeout exception. I tried adding <uses-permission android:name="android.permission.INTERNET" /> line to my AndroidManifest.xml thinking this might be the issue, but alas no change. Perhaps related but my attempts to get Leaderboard/Achievement data also has errors:Unable to resolve host "graph.oculus.com": No address associated with hostname Both Leaderboards and Achievements work fine via Editor - only when I push a build to my device.
Hi - apparently the VRNotifications component does not work on Quest2. I need to do some other adjustments when the recenter event happens, and the VRNotifications component has "HMDRecentered Delegate" which works on PC/VRPreview but not on device. Urgently need some answers on this.Thanks
I'm working on an application that uses the DebugUI. Everything works fine on the Oculus but if I try to run it in the "Game" view inside the Unity editor, there is no mouse support since it is designed to work with a controller. Is there any way to add mouse support so I can debug in the Unity editor and not have to wait forever for the application to build?
Unity forum post here:https://forum.unity.com/threads/video-and-project-included-quest-2-camera-rendering-goes-crazy-if-main-camera-does-not-move.1251660/ When the user moves their head and the game camera does not move, the Quest 2 rendering seems to go crazy.It seems to expect the game camera to move with the user's head and has some kind of head tracking compensation that affects rendering. Is there some way to turn off this behavior temporarily?I have specific moments where the game camera deviates from the user's motion.And this head tracking compensation for rendering is causing it to look like my framerates are dropping when it isn't.
Hello Community, We are setting up a classroom with 30 pc’s which are equipped with an RTX 3070 and connected via a 10Gb network. The problem is designing a Wifi setup for Oculus Air Link, so that every client can connect to a fixed Quest 2. Is there data available about wireless bandwidth and the codec/resolution that is used ?Are there any similar cases to learn from? We are trying to determine the amount of Access Points based on Wifi 6E, which is a preparation for the future. Many thanks, Michel Buchner
Is it possible for developers to port to other platforms (besides Oculus) using the Interaction SDK tools? (supposedly the Avatar SDK can be used across other devices, but I didn’t think the Interaction SDK tools were for any devices besides Oculus).
My guess (we have not released the app yet, so cannot verify this) :Publishers can view sales reports.https://developers.facebook.com/docs/games_payments/reports/payment_id exists in the payment_detail SD row section of this report.And, when an app is purchased from the store, the user receives a receipt email. At the top of this email is a receipt number. I am assuming that payment_id in the sales report and receipt number in the email would match, is that correct?
Hello! In my Unity VR app, I recently got a security vulnerability test failure: "Unsafe HostnameVerifier Defined". In previous security tests, this did not happen and I haven't changed any networking related code, but now I am getting this failure. Nowhere in my C# code is there any mention of HostnameVerifier (I searched the entire solution in Visual Studio) and because it mentions java, I assume this is a java-related issue due to one of the SDKs I'm using, but I am not sure how to track it down and fix it. The two suspect SDKs I'm using are Firebase Unity SDK (for cloud storage) and DeltaDNA (for analytics). But I'm not sure how to fix this. Does anyone know how to solve this issue?
Hello everyone. I'm hoping someone may have some things I can try here because I'm desperate. I tried to get haptics to work with a few tutorials and there doesn't seem to be anything wrong with my code. I've modified the OVRgrabber.cs to include the following. It started to work and then something either was modified or maybe altered to get this error below. OVRHapticsClip hapticsclip = new OVRHapticsClip(audioClip);if (m_controller == OVRInput.Controller.LTouch)OVRHaptics.LeftChannel.Preempt(hapticsclip);elseOVRHaptics.RightChannel.Preempt(hapticsclip); Everything seemed to be working fine but when I looked at the console I got this. Hundreds of errors appearing and I've tried everything to try to rectify this. I've replace OVRhaptics and the OVRmanager to the older version without success. I've opened the samples that Oculus includes with the integration kit and these all have this error too. There doesn't seem to be any performance problems which is
Good times coming! :https://uploadvr.com/ue5-pc-vr-comments/?
Before I installed OpenXr for my project to have PassThrough they worked perfectly. But now with OpenXr when I remove the Quests no OVRManager events are triggered.
Hi, I am having some issues with using the Pointer Pose and the Reset Orientation and Position. Whenever I reset the orientation and position the pointer pose is not aligned with my forward direction anymore. The pointer pose keeps pointing in the same direction as before calling the Reset Orientation and Position. I have tried all sorts of work arounds and solutions but it seems that no matter what the pointer pose will always point in the direction of the VR room space. Is this to be expected? Or is there a solution to this? Thanks
Hello all I've created a new scene, imported the interactables from the basic grab scene and then brought in the OculusInteractionSampleRig prefab, as the one included in the basic grab scenes seems to have missing scripts.I am currently trying to create a controller, starting with being able to pick objects up using hand tracking.I can see the reference material on hand grabbable objects here:https://developer.oculus.com/documentation/unity/unity-isdk-hand-grabbable-object/ My general issue that there's now a lot of different components on each of the grabbable objects and on the OVRController itself. I'm looking to learn the interaction SDK (I've previously used the XR interaction toolkit but would love to switch the controller out for an OVR controller), but I'm finding it difficult to know just how to go about learning it. My general questions for this post are:How should I go about learning how to use the interaction SDK to build a controller?Is ther
Hi, I'm doing "VR Development with Oculus and Unreal Engine" course on unreal learning. The lesson "Oculus Guardian" I can't seam to get "Is Guardian Configured" to run true on Q2 with link. Is it rift only? oculus subsystem is enabled and so is the guardian within the headset, running 4.26.
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