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Im trying to get the raw data for each finger, i have tried using the skeleton data in OvrAvatarEntity, but this is not the raw data. the SDK must set it before this but i cannot find it , does any one know
Whenever I play some of my games, they are really zoomed in. And I don't mean that they’re huge or small areas; I mean that everything is zoomed in on the screen. It's basically if the edges of the screen were cut off and the rest of the screen was stretched to fit the rest of the area. It's really uncomfortable, and it's impossible for me to change it. HOWEVER, it only applies to games ran on OCULUS. If I were to run the same game on SteamVR, it's just fine because I can actually change the FOV and world scale in the Steam menu (not that I needed to in the first place). What do I do about this?
Hi all,Any advice on ways to connect a Quest headset to a dedicated server when the Quest headset is on a wifi network that is locked down with a restrictive firewall? Changing the firewall to open ports is not an option. Our servers run on default 7777 to 7787, but some commercial/corporate environments block this traffic. Can we do something like an ssh tunnel from the quest to a relay server? Please chime in with any suggestions. DR
Hello, Yesterday I started up my Quest 1 to find that it had auto-updated to OS v38, and all the unit's internal save data had been erased. In addition, I'm not able to access the Store to install anything (I just get "Oops! Nothing to show here."), starting apps from the iOS App doesn't work, and manually installed APK's also don't run. I've tried a Factory Reset, toggling Developer Mode, signing in and out, but it seems there's no way to downgrade back to v37 to get some functionality back. A colleague of mine also with a Quest 1 has confirmed exactly the same behaviour on her device - after the auto-upgrade to OS v38 all functionality is lost. Has anyone else found a way to downgrade? Or any other solution? Or is the only option now to wait until OS v38 is patched for Quest 1?
Hello y'all, TLDR :I'm beginnning in VR development with Unreal, and for a small appplication I need to know if someone wear the headset and the "Is Head Mounted Display Enabled" variable in my blueprint doesn't work with the quest 2. For more details :I'm trying to develop a small 3DoF application. It's an empty world where the user arrive, a sphere (used almost like a skybox) is showing a stereoscopic 360 video, but i'd like to add some controls over the video without using the quest's controllers. I'd like to be able to detect if the headset detect a face to launch the video and if not, rewind and pause the video at the beginning, waiting for a new face to launch the video.Do you have any ideas ?I'm using Unreal 4.27 and the oculus quest 2 and if more technical details about my project is needed i'll add it on demand
I had a bug where I could not disable the Quest 2 Proximity Sensor from ODH (Windows). Was stuck on a spinning LOADING... cycle Tried:Followed what the forums suggestedUpdated Oculus Software on deviceUpdated all SDKs via ODHNothing worked. What Worked:Plugged Quest 2 into Mac and toggled the settingReturned to PC and it worked there too¯\_(ツ)_/¯
We started getting this message when uploading a Development config build. I see several other posts referencing this error, but none of them have any solutions. Any idea what causes this? If we upload in Shipping config, it works. And this same Development build upload was working last week...
My son turned his oculus on and tried to open a game and it came up with unable to load please try later. Nothing will work on it. It’s connected to the Wi-Fi. Any ideas?
Hello,i would love to ask if there is any option how to reset or switch Admin/main developer account for our Organization?We do not have access to the original admin account. We are not able add other developers accounts for colleagues, to see our orders or managing anything. The organization is created already so we can not create new one or add anyone the existing organization.Thank you for your advices.Best regards Richard KužidloPlatform Support Specialist
Hi to all!I am struggling with integration of Meta Avatars 2 into existing project.You can see errors I am getting in the build:More details you can find in a post at the end of this thread:https://forums.oculusvr.com/t5/SDK-Feedback/Meta-Avatars-SDK-Feedback-Issues/td-p/894217
Hello.My goal is to create / hire someone to help me create group hypnotherapy sessions.-Music-Nature immersions-My voice overCommunity with Oculus glasses. I would like to know if you have someone I can hire / List of affordable developers? HERE in this forum / other - Examples of others applications? First Steps and the COST OF DEVELOPMENT and do I get a discount o the glasses for my group?
Hi,I am looking to build a virtual room in VR to use on my Oculus Quest 2. I would like for this room to have a big television where I can stream videos I have uploaded on my headset from my laptop. Basically like a cinema, such as you get for instance in Bigscreen. Please tell me is this possible in unity and secondly where can I find the video streaming asset in unity store, or do I need to build one from scratch?THANK YOU!!!
My game (Starfighter Arduxim) is made with Unity and Photon - for multiplayer it copies the Oculus.Platform.Models.User.OculusID field to PhotonNetwork.playerName so player names show up on the in-game scoreboard.. I'm being told by the Oculus Data Protection Assessment team that the transmission of the user ID needs use TLS 1.2 as that is the 'industry standard', and that if it doesn't my game will be removed from the App Lab. Photon doesn't support TLS 1.2 and it sounds like overkill to me to require it just for the user ID, as TLS 1.2 is used for things like secure web pages. The person emailing me doesn't sound like they know what Photon is which makes me think they aren't familiar with how multiplayer games work, and it would explain why they expect encryption more suitable for a business productivity app. Can anyone at Oculus shed some light on this? Is it just a misunderstanding on how my game is using the user ID? If TLS 1.2 is required, how is this achieved when usin
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors.Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.There is my code btw: public static string OculusUserID = ""; private void Start() { Oculus.Platform.Core.Initialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } void EntitlementCallback(Message msg) { if (msg.IsError) // User failed entitlement check { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetOculusUserIDCallback); De
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors.Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.
Hi guys, here from Argentina.Recently i update my setup to AMD. And im having issues with the Rift S. I try contact the Oculus support but is like a crazy talk with tips to fix my issue, and no one is working.Motherboard: B550-F WifiCPU: Ryzen 3600x (stock) + H100i Pro XT Rgb2 x SSD NVME (512 + 250gb)DDR4 Gskill 3600 (3733 oc) 2x8gbAsus Strix RTX 2080 SuperXFX 850w Black EditionThe issues is the jumping Headroom Performance... in the Oculus home is Stuck in 70% , but inmedatily in any game (Oculus or Steam) is lowered to 10/20/negative. Things i try- Reinstall Nvidia Drivers/Install older drivers- Nvidia Control Panel- ASW On/Off- Lower settings in the game- Differents Usb (3.1 Gen2, 3.1 gen1, 3.0, 2.0) - Change my Energy Plan- Reset the cables headset- Change GPU usage, with regedit.- Install the games in differents HDDIm out of options ... the last thing i gonna try is install another version of windows. But is frustrating.Alyx with all med and SS default, is jumping
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Hej just like title sugests both APK packadge and launch or projket launcher is giving me this error PackagingResults: Error: C:\Unreal_Projeckts_2\VR_2\VR_2.uproject does not look like uproject file but no targets have been found!Android Studio 4 / SDK 29 / NDK 23 / Jdk1.8.0_301 just to be clearAny Sugestions please help
Packing MP.4 Video file in APK - using Package Project ASTCSo i have this issue asin a title and i tried everything and still i see black screenall of that movies folder / settings / codecs i think are fine any idea please help 🙂PSMovies are working perfecly while using "build to headset fucntion but when im trying to create standalone APK file and sideload it to headset (using sidequest) i see black screen
Hi, I'm trying to detect the vibration of my rift cv1, controllers (the right one) with an Arduino Uno over Bluetooth so it can in turn activate a solenoid. I need help with communicating between the rift and Arduino. Thanks.
I’m sorry for the blurriness but I’ve tried to cloud sync my photos for the past week and NOTHING has worked. There’s literally no cloud sign. And yes it’s up to date.
Carat positioning and text selection are working in Unity Editor but not in Android .apk build.It seems no click or drag events from a UI pointer inside the text field are registering. No indication of errors in the device logs.This is the same for my own project and the sample scene in Unity Oculus Integration asset: Assets/Oculus/VR/Scenes/UI.unityAnyone have this working?
Hi all,I've been using the Weelco VR Keyboard asset to do text input for operations like signing up and logging in to my company's app. After getting persistent and logical feature requests for a caret, mid-string editing, and character limits etc, I discovered InputField Component in Unity's stock UI tool set. Specifically I'm using the TextMeshPro variant, but in general I'm just wondering if anyone has been successfully working with a similar tech stack. I'm up against mashing together the TextMeshPro Input Field, with the Weelco VR Keyboard(s) and Auth system, and a custom reticle/laser pointer/event execution system. So I've got lots of little quirks to squash in my retrofit, like:the text selection behavior disabling when my reticle leaves the canvasI cannot see the caretI can't click into the string and edit it arbitrarily from the centerAnyone else built a login for your Gear/Go app that connects to some sort of account backend? What'd you use?
Hi all, really hoping someone might have experienced this same problem and found a fix, as it's really frustrating to not understand WHY this is happening.I'm Using Oculus Link and Unity to iteratively develop and test (using the play button in unity, which automatically plays on the USB connected Quest).I'm following the guidance for using UI helpers on a canvas object and have had no problems with being able to interact with all aspects of my UI using the touchcontrollers and the included raycast and linerender "Laser Pointer" script.The problem i'm having is when i come to do a build. Everything builds fine, with no errors but when I play it on the quest, the laser pointer/ line renderer not only doesnt show up it doesnt give me any interation with the UI when running on the Quest.Even stranger is the fact that when I plug my Quest back into the PC and start developing again in Unity, the problem then appears there. None of the UI interaction is working and the line renderer doesnt
Hi, I developed an app for Quest 2.our app was recently approved and released on App lab and we have did not add keywords for user search. On my developer dashboard, search keyword (optional) field is locked and disbalehow we can add new keywords for our app?
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