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Several of our mobile devices are experiencing a crash in the Oculus mobile app ver. 149 when swapping between release branches.This occurs when swapping in the mobile app for us between our Production build to BVT/Release Candidate dedicated channels. It does not appear to be our build related, as we can launch it directly via USB. But unfortunately we cannot swap release channels, and download these builds. And in the case of one build, it had successfully been swappable and downloadable before the 149 update.The big question is, is this us? Something we can correct or are other developers seeing similar issues?
Hi all, I've recently been working on adding indirect draw calls (using Unity version 2020.3.25f1) with our app. I've noticed some unexpected results from render stage traces in RenderDoc for Oculus and I'm wondering if anyone has insight into this. As part of this, I've been switching code from using Unity's Graphics.DrawProcedural() function to Graphics.DrawProceduralIndirect(). (On OpenGL, this corresponds to the glDrawArraysIndirect() function). As a baseline, here's what a render stage trace from our app looks like using direct rendering (DrawProcedural). There are two surfaces, corresponding to the outputs for each eye. This screenshot looks correct to me, and appears logical. The next screenshot below is from indirect drawing. The app logic is the same as for the first screenshot, other than that the draw call parameters are uploaded from the CPU to indirect arguments buffers and then rendered with indirect draw calls using Unity's DrawProceduralIndirect
If I wanted to do a very simple multiplayer game, i.e. just a sphere representing a player, and use x,y co-ordinates of their position and send through some kind of behind-the-scenes chat, using something like SignalR....would that work? Any one got any examples/ideas or documentation on something like this?
Say, for example, I was looking into adding 5 .obb files, each being 2GB, making it a 10GB application + APK. Would that be possible, or is the 4GB the total limit?
Hi Devs!I'm trying to capture only one video output in OBS,But Unity MRC scene always send two screens, (third person) Is there a way to only send the background camera to OBS? Any help?Thanks
I choose the wrong option.. What i mean is that: when i connected my quest to my pc to install a program it gave m 3 options to do with the connection: Allow | Dont Show again | No , guess what i choose.. Dont show again. How do
Hello,I work with a Quest 2.I want to integrate a simple 360 video player app made in Unity.When I "Build & Run" the usual way, the deployment freezes when the loading bar show " Copying APK package to device '1WM.... [Quest 2]' "When I use the "Build" option and then install the apk with "adb install 'my_app.apk'" the installation goes smoothly. Same when I use the "Build & Run" from the Oculus Window from the "Oculus Integration" Asset.But then when I open the Library in the Quest 2, it immediately closes and if I try to reopen it, same thing except I get a pop-up saying the "SystemUX keeps stopping". And when I try to open the Storage menu, the pop-up says the "Oculus System Utilities keeps stopping". After that I can reboot all I want it does not change a thing, the pop-ups will always come when opening the library or storage menu. Only solution is to reinitialize the Quest 2.The app does not appear in the Oculus Link library.It is still the same after rebooting my lap
What the heck! VR videos only play after doing a factory reset, but then after a while they keep suddenly not playing anymore and Oculus is ignoring all my emails to address this widespread issue. Oculus we paid for the Go! You should still offer tech support for your products.
When i join/create session in UE4, the session name seems to always return "gamesession". Is there a way to name sessions?
Hello, has anyone created mixed reality with oculus rift s, and unity? I'm using the MRC scene from the Oculus libraries, but it's a bit confusing to set up an external camera. In OBS I get the two cameras, but I have not been able to divide the image as it is done with quest 2. I also follow this videohttps://www.youtube.com/watch?v=p1c8D_l0upI Any advice would be helpful Thanks
Hello, OVRManager.batteryStatus is obsolete and we should use SystemInfo.batteryStatus.But this is not working properly. When the Oculus Quest 2 headset is plugged with the original charger, the SystemInfo.batteryStatus returns NotCharging.According to the documentation: NotCharging means it's plugged in, but it is not charging.It works when playing the game on the PC (Unity) with Play, but not in the actual headset.It seems this is bugged.Can anyone confirm this?
I would like to sharing with you my experience VR Oculus, it was so cool and fun. However; I'm somewhat disappoint, some games doesn't have live transcribe or text because voice is talking. I do not understand what was he/she, them/they, it says. It is left out and hurt deaf and hard of hearing community please it is require because under The Americans with Disabilities ACT (ADA) . Video Games need Accessibility is important to me and deaf community. I hope Oculus work on solve this issue. Setting does not have close caption need to set up1. Youtube channel or movie 2. Social meet with avatar, he/she or they talking each other not understand what was says need live transcribe. Example of A Township Tale, Zenith: The Last City and many more....3. Some game do have text match with their voice but not all game doesn't have it I like to hear from your comment. I'm glad that I'm not only one
I'm not receiving replies (automated or otherwise) from Oculus when submitting tickets through developer.oculus.com. It's been an issue since before the developer landing page was redesigned. I've submitted tickets using 3 different browsers (with and without add-ons), my phone, email and spoke with a support member on live chat (tickets.oculusvr.com). Live chat directed me to the same contact form on developer.oculus.com that hasn't been working for me. I had Oculus Support change my account's email address back in January. When all of the contact methods I listed above failed, I started thinking that email change could be the issue. I changed my email to something else but sadly, it still does not work. I have no idea how to solve this. Is there a web portal to view my tickets? Is there another way to contact support or figure out what the issue might be? I do receive other emails from Oculus, like a recent Privacy Policy message, app analytics and a recent app l
Please upgrade the URP examples to support URP or at least provide URP compatible shaders that work when the materials are upgraded. Thank You
We are a small startup and we have an interesting project that could be implemented in Horizon Worlds. Does anyone know how to contact the people of Meta to see if they might be interested in the project?
I have the ability to derive solutions for almost anything. I have been thinking about the metaverse and I get it. I have so many ideas for things we can use it for but I have no software or programming knowledge. I am a highly intelligent person who understands almost everything fundamentally and if I try to learn about it, I can learn it quicker than nearly everyone. I need help, I have at least 30 ideas for things to develop, and at least 5 of them are totally unique. If you read this and have the resources and experience to help me, please get in touch. I am willing to be scrutinised and tested, because I know that I have the ability to make a difference in this field, especially at this early stage.I know that I have a gift to be able to picture things that are not possible in the real world, whether that be because they don’t exist yet, or because the scale of it is either too small to see, or to big to comprehend. This allows me to evaluate the pros and more importantly, the pro
Hey everyone! I'm just starting diving into VR and I really like new Interaction SDK. I noticed, that Oculus SDK only renders properly with built-in renderer.I read numerous times that built-in renderer is legacy and URP should be used instead.So maybe someone can help me trying to understand:1. Is it still okay to use built-in renderer for Quest 2 projects?2. If not, how can I convert hand shader ("Interaction/OculusHand") to URP?
Hello we are developer that some VR application on Quest platform.And we are now using Oculus Quest2 for dev machine. From yesterday, our quest2 was not working in error loop;tracking lost -> setting guardian -> Lobby menu -> connecting PC-> tracking lost * OS version 26. We did almost everything in internet workaround .- power off and restart - Reset to factory setting - unpair / repair controller - go to settings > device > hands and controllers > switch hand tracking to on or off- Change to another places - Giving additional lights (but it was working before in that place)- C:\UsersUSERNAME\AppData\Local\Oculus and deleted all the "Guardian.txt" filesBecause we are developer in Korea, which means there is no A/S center nearby. Is there any other way we could do it? Our app dev is stuck on this.
Game is in Unity 2018.03. Just uploaded a build fine on 3/29. Went to upload a build today and I get "APK not signed" error. I've done the exact same build process I normally do, and it appears to be signed just fine using the same key I always use. Anyone else having this problem?
Hi,I'm a long time developer for the Gear VR and Oculus GO. I have a paid game on the Oculus Store which I released in 2017. I used to receive my payments once they passed the $100 threshold. However, I noticed that, since sometimes last year (or maybe before?), I don't anymore and the amount keeps carrying over. I followed the "Payment Support for Oculus" from the Oculus Developer Dashboard but it only seems to take me to problems related to the Facebook platform... I'm not sure who to contact about this problem, could someone from the support department please help me to resolve this issue? Thank you for your help 🙂
Do you have any feedback and/or issues in regards to the Spatial Anchors Experimental SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Spatial Anchors SDK here: https://developer.oculus.com/blog/presence-platform-spatial-anchors-experimental-and-voice-sdk-now-available/ Refer to the Spatial Anchors SDK documentation here: https://developer.oculus.com/experimental/spatial-anchors-overview/
Tried connecting my M1 Mac Mini to Oculus to work in horizon workrooms and I’m not having any success. The Remote Desktop app is not seeing my Oculus and Oculus won’t let me enter a workroom. I get an error message saying to check my connection but my connection is fine. Can anyone help?
I have been trying to retrieve the username but I can't get anything to work. Here's the program below. It retrieves the user's OculusID and sets a variable that is synced on the network. When this is run, it returns as a null reference exception. Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.LogError("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message); return; // no need to go any further if local user can't be determined } else { // success, process user structure we receive in uMsg.Data newClientClass.nickName = uMsg.Data.OculusID; } }); I cannot find any example code or documentation on how to properly implement this.
I'm getting the users information with the script below. The id it returns is the id listed on the game API section under userid. See image. 420************** However when i authenticate with Oculus from my web site it returns a different number. 659************How do I get my app to not use this application specific id for debugging and testing? void Start() { // First thing we should do is perform an entitlement check to make sure // we successfully connected to the Oculus Platform Service. Entitlements.IsUserEntitledToApplication().OnComplete(IsEntitledCallback); } void IsEntitledCallback(Message msg) { if (msg.IsError) { TerminateWithError(msg); return; } // Next get the identity of the user that launched the Application. Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);
Dear Support!We are developing a free App for Oculus Quest 1 and 2.In our office we use up to 20 separate devices to test our app linked to the same account.Unfortunately we started to get into the issue. Our free app is not working anymore on more than one Quest simultaneously. It says that we should purchase this app on a different account. Which makes no sense, cause the app is free. Also it’s a problem for us, because we'll have to create multiple dummy accounts for all our devices.Could you please suggest a workaround for this issue. Thank you in advance!
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