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Hi, bit of a newbie question: I have ODH installed and I can connect my Quest 2 to it via the cable. Once that's done I can activate wireless link and remove the cable for dev work - everything works nicely. When I step away and return to it the next day, however, I have to repeat the process - plug the cable in and activate wireless. Is there a way to actively set it so I don't have to keep plugging the cable in every time?
Currently we are working on the Oculus Multiplayer Features, concretely with the Group Launch, Invite Link, Invite to app... We are using Unity v2019.4.17f1, OculusIntegration v32.0 and OVRPlugin v1.64.0 One of our main problems is that we didnt found a way to easily discriminate the source of the launch, when it come from Invite to App, Invite Link or Launch Group. Using the tool LaunchDetails the response we obtain is that it is coming from DeepLink (LaunchType, LaunchSource) Acceding to the method LaunchDetails, we are trying to ask with wich users is he trying to acces to the game, when they are using Launch Group, using their methods launchDetails.Users and launchDetails.UserOptional. But both come empty. When the user come from any of this mentioned sources, all of them launch the same event SetJoinIntentReceivedNotificationCallback. Using as callback the message OnJoinIntentChangeNotif(Message<Oculus.Platform.Models.GroupPresenceJoinIntent> message) the info
Hi devs of the oculus quest 2, I'm a big fan of the headset. Unforunatly, there are some ridiculus things that bothered me because they should be there but they're not. I'm just asking you developpers to add these little things that could make a big difference for me, and for a lots of other people too. First: I'm french but not from France, I'm french from Canada and our keyboard is not an azerty layout, it's a qwerty layout. so I'm asking for the canada community to add our language both english and french canada. Second: It's kinda obvious that the settings menu is missing a date and time adjustment option, please can you guys work on that. I don't want to factor reset AGAIN just to adjust the clock. Thank you if you read this message and take the time to work for these suggestion, it would mean the world for me, thanks again.
Hi, I have questions while reading the VRC requirements for Oculus Store.1. Is it mandatory for Oculus Store application to support streaming of interactive/immersive VR content?2. Handtraсking input - is it mandatory or optional input type? Thanks in advance for your reply!
Hello, I'm running into an issue where my scene loads up with sound working perfectly, but when I switch to a new scene sounds are completely gone, but only on Quest 2. No issues at all on Quest 1. And on Quest 2, if I take off my headset, let it sleep, and put it back on, the sounds are back and work perfectly.Also, if I go back into my main scene, the sounds come back, but when I switch scenes I lose them again.Has anyone experienced anything similar? It doesn't happen in the editor, or with the Quest 1. It's just the Quest 2 for some reason.
Hello! I am working on a project involving asymmetric gameplay. In order for this to work, I am looking at the Oculus share feature, or the Facebook Live Video API to create a streaming object that will not only streams but gets live inputs from the audience. Those audience inputs could then be simple reactions shown the Quest user in a chat format or, more advanced, audience inputs could alter game objects with those reactions (i.e comment key words/phrases or use Facebook polls to force game modes/outcomes). Another option would to use a third party web-portal but this is not something I want to do. This would be huge to have this natively supported in the Oculus sdk. You could then use this to boost the gaming livestream platform and Facebook integration. Also allowing Quest gamers to engage with their streaming audiences and open the door to new game types that leverage the Facebook user base.
I believe I have a groundbreaking idea to share with the devs. Imagine playing a game of pool with your friends or significant other in the same room and using the same guardian space. This concept could quickly become a reality with the oculus quests' outstanding tracking already in action. It could revolutionize the VR world and increase sales. Families who can't afford or don't have the space for a billiard table or to go to the bowling alley (if they even have one) would still be able to get the same experience at home with multiple headsets. I believe this would be a game-changer (pun intended) for the entire Meta corporation.Why is this important? Because people lack the necessary space in their homes to have multiple headsets, but I believe that most want to be able to play with their families. Imagine a husband and wife playing a game of pool and walking around the virtual environment interacting with each other and the environment or a parent playing a game with their children
Unity forum post here: https://forum.unity.com/threads/camera-targettexture-lags-behind-main-camera.1242781/ I was investigating an issue with Camera.targetTexture not updating properly. Then, I realized it works just fine in Unity's Game screen, but not on the Quest 2. I have a main camera controlled by a TrackedPoseDriver. And a secondary camera that follows the position and rotation of the main camera, but with an offset in position.The secondary camera has a targetTexture, and I render the targetTexture on a Quad.For some reason, the targetTexture makes it look like the secondary camera is always "lagging behind" the main camera. Again, this "lagging behind" does not happen on the Game screen, only on the Quest 2's screen. When I don't move the main camera, the image is exactly what I expect to see.When I do move the main camera, the image is updated a few frames behind, effectively lagging or having a delayed response. How can I fix this so that Camer
Hi, I was just thinking if it’s possible or not for a steam app to be released on the oculus store for quest and quest 2. This app would let us play pc games on your all in one headset without a high end pc. Meanwhile on pc, steam could have a section for games that, when bought, will also profit meta. This would open +100 opportunities for more income and recognition for oculus and meta. Plus the community will be forever grateful. In short, I guess I’m just curious if a collaboration with steam may be on the table. Thanks very much.
Bonjour, Nous développons sur Unity, et notre client nous demande d'empêcher la mise en veille du casque.Le soucis est que même en mettant quelque chose sur le capteur frontal il se met quand même en veille au bout de quelques minutes (15 minutes max).Donc avez-vous une éventuelle solution pour au moins supprimer l'écran "entrer dans la VR" qui réclame la manette ?Car c'est le fait de devoir toujours prendre la manette pour revenir dans l'expérience que notre client veut supprimer.Merci par avance pour vos réponses.
Text to Speach API demofunction speak() { speechSynthesis.speak(new SpeechSynthesisUtterance("hello world")); }works in Chrome on Windows and Android but I get "Uncaught ReferenceError: speechSynthesis is not defined" in the Oculus browser. Can I use TTS API in the Oculus browser?
We are experiencing some issues with the development of our museum for the Oculus Quest. For a true, lifelike representation of paintings, it's vital the colours of the canvasses in-game match the real works. We are satisfied with the way the colours are represented on the Oculus Go, and on the rift, but on the Quest, the colours seem a lot more saturated. Could the displays be that different or does Oculus use some kind of post-processing colour correction? When we made a video capture for demoing purposes on the Quest, the colours seemed more natural than experienced in-headset. This suggests that the display of the Quest has different colour properties. We have been thinking about doing device specific post-processing colour correction but future changes in the Oculus hard/software could cause us to have to redo these every time. We would love a more future-proof solution. Has anyone else had this experience?
I'd like to change some display and material settings automatically by detecting which quest 1/2 is used. Is there a way to detect which hdm is in use in builded app?
I need help fading out the camera/ screen in VR to a color.I Have tried adding this Code from another forum post from a while a go and it still does not work, I have Also tried using other Screen fading scripts, They work in the game - view in unity, but not in VR.IEnumerator FadeOut() { float elapsedTime = 0.0f; Color color = fadeColor; color.a = 0f; fadeMaterial.color = color; isFading = true; while (elapsedTime &lt; fadeTime) { yield return fadeInstruction; elapsedTime += Time.deltaTime; color.a = Mathf.Clamp01(elapsedTime / fadeTime); fadeMaterial.color = color; } isFading = false; }
I just got done with tech support and was informed that my video card is not supported and that is why I have been experiencing freezes and getting the error message that says my computer doesn't meet the updated requirements.I just built this rig 6 months ago and bought the rift S about a year ago so i only have about 6 months use of it. Will there be an update for more supported cards?Ryzen 5 5600XAMD RX 6600 XT16 GB ramWindows 10
I have an idea for Horizon Worlds I'm just curious since I'm a content creator and have been a beta tester and love the application but I'm curious if we will ever get to stream our computer to the app so it's easy for us to have shows such as live DJ events, and etc. It had come to my attention that it is very difficult to add any type of music, we also have ppl in horizon worlds monopolizing on ppl who want to add music to their worlds and it's very unfair. Their is an app called altspace and you can stream your device by useing their extension from google. It helps with presentations and straming for events.
My Unity game running on Quest 2 doesn't seem to respect "ZClip Off" in my shaders. Geometry rendered with this flag is still clipped in the distance. Anybody else see this? Works "correctly" on the PC.
I made VR which exist 2 balls and 1 spear. But when build and run in oqulus, these oblect are rising and disappearance.Please teace me why happen. I'm so sorry, my English is not good.
Hello, We would like to launch an application on App Lab that sells licenses in-app functionality off-platform via an external website and Paypal. Please let us know if it's against Oculus Policies. Thank you,
I uninstalled the app some time ago, but now decided to reinstall it. When I firstly tried everything worked great until the app said "Can't reach the Oculus network", so I decided to delete all Oculus folders and try again. This time it didn't even try installing, just straight went to "can't reach oculus network". I've tried:disabling firewall and windows defendermaking a new account on my PCusing /BypassHotfixCheckinstalling on the D:\ driveI made sure my .NET is up to dateI contacted support and the fixes they gave me didn't work. Now they said that they'll get back to me when they find out what to do next.Here are my setup logshttps://hatebin.com/mdydkkkvti
Hi. I am having an issue wher the OVRInputModule is not working with me properly when I try to use the Primary Index Trigger. I have UI elements in my game including toggles and sliders. If I use the A button, I am able to interact with these widgets successfully. However, when I use the primary index trigger, it is hit or miss whether or not my input is registered. For the "Joy Pad Click Button", I have "One" and "Primary Index Trigger" selected.I did put some breakpoints in the functionvirtual protected PointerEventData.FramePressState GetGazeButtonState()and it does seem like the pressed and released variable are toggled on and off properly when I use the A button or the trigger on the right controller. Any ideas? Thanks,John Lawrie
a month ago /unattended worked for silent installs. I check back today and it just breaks the installer. making it so you cant go forward in the install process also not proceed with the install.Is anyone else having this Issue?
Hi! I was able to select Quest just fine in Unity's Build Settings - Android - "Run Device" selection while being USB-connected (I have Developer Mode enabled on Quest etc.). Now however, Quest won't show up anymore in that list, even after restarting the PC, the Headset, as well as clicking Refresh on the list or changing to a different USB socket. (The USB connection itself works, as I can see the battery status change when plugging in.) What can I do? Thanks!
Curious to know if anyone has tried the new GTX 1650ti chips with Oculus Link. We need to get some new multipurpose laptops and the new XPS 15 is Our preferred option. It seems like the 1650ti should make the grade, but I don’t want to invest in a bunch of laptops if it just doesn’t work. Has anyone had a chance to try this combo yet?
Apologies in advance I'm not familiar with how things work around here but I was hoping someone could answer if not resolve the issue I'm having whenever I try to play a video in the oculus browser and the Firefox browser. When the video starts to load and play it glitches and I'm paraphrasing the error message that comes up basically saying it's unable to play, something along those lines. When I factory reset the device the videos will play just fine but after awhile they'll regress and won't play. Is there an update or downgrade I have to do? Or is the oculus go obsolete now? Any help and answers would be greatly appreciated thank you in advance!!!
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