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Hi, I have 2 questions. Please help us if you know the answer. My first question is How we can publish our app (Quest 2) on the official Oculus store? and my second question is how we can move our recent app that was approved through AppLab to the official Oculus store? Thanks.
Hello. Hey. Is there any way to get the pointer from the "Move" app directly overhead? Even further up than it is now (like to the north pole).
30.0 does not crash, but some of the counter values look wrong. 30.8 crashes to desktop after sampling the counters for me though. Wondering if this is a known issue, or if there's a workaround/better version? Thank you!
I am getting error on logging in using the correct credentials. Is it possible that I need to use an unmerged account? Or why am I not able to access. Trying to upload new build. Thank you
So my quest2 says I have no apps and won’t let me view my profile or any of my friends. At first I could view my games but when I clicked on them it just brought me back to Home Screen. So I restarted it then non of my apps were showing up. This is upsetting spending money on a bunch of games and not seeing any of them when I turn the oculus on
I have attached the log from the headset.Removing the landscape fixes the issue.Surely people have managed to package a game with a landscapehttps://pastebin.com/8Vg8rfVq
When I launch my Oculus App, it literally "kills" my PC, meaning, it destroys the performance.I don't understand if this is a CPU or GPU issue, but it's nearly impossible to use any of my applications, once the Oculus App is up and running. Devices:I am using Rift and Quest 2.I am testing also Air Link. My Specs:Windows 10 Pro 64Nvidia GeForce RTX2060AMD Ryzen Threadripper 2990WX 32-Core Processor 3.00 GHz128 GB Installed RAMTested latest Nvidia Drivers (Game and Studio) Questions:What are the best practices to troubleshoot?What can possibly cause that problem?Thank you very much for any little help,appreciate it!
So i decided to use the application spacewarp on my project and then i wanted to add some Volume postprocessor effects, and modify them by code. But i can't no longer access the Volume script (yes, im using de "using UnityEngine.Rendering")I figured out that the problem was application spacewarp modifying pipelines packages, because when i access the Volume script on the project it reference an external folder (outside my project) and this folder is one on the application space warp project that you have to download from git.I read something about the assemblies, but im not very familiarizate with it.Also i tried to use the Volume on another project without spacewarp and it worked, so it must be that.Any ideas on how to get the reference to that Script on a external package?
I'm playing around with meta avatars, and own a CV1 and a Quest 2. Is it possible to test multiple avatars in quest using a CV1 in windows unity preview mode for user A and a standalone build on quest 2 for user B? I'm using a Meta Avatars Template from Unity asset store - and when I try the above I get a functional avatar from the quest but not from the CV1. Is there a way I can do this? Would be preferable not to have to buy another oculus headset 🙂
Hi 🙂 I am currently experimenting with the new Interaction SDK for Hand Tracking which allows pose detection. In addition to creating a static shape recognizer, I also want to access the continuous data of the hand, mapping the curl, flexion, abduction, opposition of the fingers as well as the orientation and direction of hands to controllable values. I would really appreciate it if someone could let me know which APIs and scripts to refer to. Thank you! Chen Liu.
So I’m currently attempting to connect my apple magic keyboard and a Bluetooth mouse to my quest. I keep getting this pop up that says incorrect key or passcode. I can never finish pairing. Any idea on how to fix this. I have tried to uninstall and reinstall the quest app as well as setting up the quest as new. I would greatly appreciate any help.
good evening everyone, i have an issue that when i follow your instructions when i forgot my pattern i have to go to the oculus app.but when i try to connect the app and the headset it still asks me for a pattern soo how can i reset a pattern if i dont know the pattern.i have read that there are a lot more cases like mine and i dont get how a big company like this can make such a huge mistake.i hope you guys can fix this because im not factory resetting my quest.
Hi, I was wondering, but does anybody know if there is a way to access very old private messages (circa 2013) that were exchanged over the developer forum platform? Thanks!
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Hi, I have a quest 2 headset and I'm learning to make a vr project in unity, but every time I make a change and want to test it I have to* put on the headset* and set up guardian boundaries again because it lost the guardian* and go back into oculus link* then take off the headset to click on the play button in unity* then put the headset back on* and then when I use Debug.Log to print debug messages to help me test and debug I have to take the headset off again to see the log messages in unity. Is it possible to do a large portion of my development and testing without putting the headset on my head, just having it connected? Does every developer who is developing vr projects have the same issue? Has anyone figured workarounds for these issues? I can't imagine I'm the only person this is an issue for, or am I doing it wrong? thank you!
Hello, I'm using Unity 2020.3.26f1. I enabled the Oculus plugin in XR Plugin Management. Then I installed the Oculus Integration Package. What files should I add to gitignore after installing the Oculus Integration Package?
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events.We followed these two guides from oculus and unreal.the Oculus Go Unreal Quickstartthe Unreal Online Course "Creating Virtual Reality Walkthroughs"PlatformsUnreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24Oculus SDK 1.41.0Oculus GoWindows 10Working and tested together on other projectsWe tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result.Steps to recreate1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart)MobileScalable 2D/3DOculusVR pluginNo starter contentetc...2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs"Add a Blueprint Pawn, named "VRPawn"Add a SceneAdd a Camera to the sceneAdd 2 MotionControllers, to the sceneConfigure MotionControllers for Left and Right Motion SourceConfigure MotionControllers for Visualiz
I'm developing an application for Oculus Quest using Unreal Engine 4.22, everything is fine except the Anti-Aliasing which looks bad. Edges in high contrast keeps flickering and it's very distracting to the eyes. Using the default VR template for testing, I tried turning MSAA ON (2x, 4x, and 8x) and OFF, and there's never any differences. I also tried a few console commands (in config files and device profil) like r.MobileContentScaleFactor, vr.PixelDensity, r.MobileMSAA, r.MobileOnChipMSAA, r.PostProcessAAQuality, and still nothing... Also, when I turn Mobile HDR on, the app just don't open inside Oculus Quest. I know there's a few posts on this online already, but I could not find any solution, except using Unity instead. This documentation seem to imply that MSAA is configurable:https://developer.oculus.com/documentation/quest/latest/concepts/quest-msaa/The guy here also says that it's possible:https://www.youtube.com/watch?v=hEtu-ciPc7gIs there an
I'm using Oculus integration installed with the XR-plugin manager with Unity 2021.2.11f1The camera.stereoEnabled seems to always bee false, although GetStereoProjectionMatrix is true. Also GetStereoProjectionMatrix and GetStereoViewMatrix return always the identity matrix: if (renderingData.cameraData.xrRendering) { /* if (camera.stereoEnabled) { */ // Always false Debug.Log("Stereo enabled!"); var projLeft = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left); // Always identity var viewLeft = camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left); // Always identity viewProjLeft = projLeft * viewLeft; Debug.Log($"viewLeft: {viewLeft}"); Debug.Log($"projLeft: {projLeft}"); Debug.Log($"viewProjLeft: {viewProjLeft}");Any idea what could be going wrong? Is this a bug or should I be getting those matrices from somewhere else? Here an easy copy and paste script that can be attached to the camera to reproduce:using System.Collections; using
Hello! I think I have found a way to get Oculus App on Windows 11! So, if you are in the dev channel of the beta program, this may be of help to you! If your in the beta channel, you may not be able to do this. First, you have to check for updates in the settings (Settings>Windows Updates) If it finds the build "22526" your in luck. Go ahead and download this build. (P.S. If your download is stuck at 0%, restart your PC, it should download after the restart.) Once done, download the latest Oculus Setup. Download and it should work! There is a problem with the app, Air Link does NOT work on Windows 11. The screen freaks out if you try to use it. If you know a workaround, try that. The link cable works perfectly fine though. That's all! Enjoy using Oculus App on Windows 11!
Hello All, I'm trying to connect my Quest 2 to Unity for test out a small VR world. Ive used prefabs from Unity and have been following tutorials from unity throughout this process. When I go to hit the "play" button in unity, it says it cannot run play-mode "until all compiler errors has been resolved". It's over my head because to this point I've been following tutorials. Pretty lost as to where I even begin trouble shooting. Hopefully you have some advice! Thanks!
Hello! I submit app and received some bug from Virtual Reality Checks (VRCs).Please help me how to fix bugs VRCs:1. vrc-quest-streaming-22. vrc-quest-security-23. vrc-quest-tracking-14. vrc-quest-performance-15. vrc-quest-performance-36. vrc-quest-input-37. vrc-quest-input-88. vrc-quest-functional-1/9. vrc-quest-functional-3/10. vrc-quest-functional-5/11. vrc-quest-functional-6/12. vrc-quest-functional-7/13. vrc-quest-functional-8/Thanks a lot,
I dont have my Oculus Quest 2 Yet. But i have some experiences with Rift S, and over all some times like in beat saber tracking cameras could not keep up, so i was thinking, if can be good idea make something like Elite head strap with more cameras for 360 coverage, is it possible without pc vr?
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