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I enjoy watching Disney+ on the Oculus/Meta browser and using the theater screen mode so I can reposition the view up so I can watch while relaxing in my recliner. I am having 2 issues. The first issue is the headset started going into standby mode after about 15 minutes, even though in the settings I have it set at 4 hours. The second issue started after the last update. This issue I am unable to reposition the screen to watch the shows in the upper position. when I try to reposition the screen, it goes back to the default position after I click confirm. Any help would be appreciated. Thank you
Does anyone know if there is a default grace period on subscriptions?I'm noticing that subscriptions that have a period_end_time a few days in the past are returning with an is_active of true. Is this expected? I'm trying to manage the internal status of subscriptions and would love more insight as to ensure the current active state is reflected. Thanks!
Looking around online, I didn't see anyone having made an alpha texture available to use for the wrists to fade out. So, here's one at 256x256:It's a mesh gradient from illustrator. This is what it looks like multiplied to the alpha of a fresnel:
Hi there, not sure if this is the right spot, but any guidance or redirection would be appreciated! I have been having problems disabling the proximity sensor for the quest 2. I have tried rebooting my computer and the quest to no avail. I am currently trying to use the Oculus Developer Hub to disable it, however it simply will not toggle off. I have tried sending other commands such as disabling the guardian, and that works no problem. Additionally, I have tried to run the proximity sensor commands via shell adb with no luck, as well as using the toggle hotkey but I am simply met with an error:"Unknown Error: Proximity Sensor could not be toggled off".I have done this previously on my own personal quest 2 device with no problems, so I'm unsure what could be the problem in this instance.Thank you in advance for any help!
We've had a couple of players report they don't see their hands in-game now after the v37 OS update with controller firmware applied. Have tested on numerous devices in the studio for pre-v37, old and new avatars enabled, no avatar set, firmware not/applied etc and seems inconsistent replication, i.e. can only replicate on one device that has v37 & controller firmware but it's fine on most other devices in same state. attached logcat
I cancelled the submission and it still says In Review, my first time submitting an app for Quest and totally screwed up in a haphazard way and now I can't use Data Use Checkup properly. my best friend is very angry with me and I'm getting depressed, help me out.
Similar to the Account folder in Store...
Using unity 2021.0.6b I believe. Upgrading to 2021.10 to see if that helps. Then next ill try loweing vulkan below openGL in settings. It's weird. My custom splash screen that shows title that covers the whole screen is fine when it starts then once that's gone the view is like 50 tiny screens of the same camera view. It's fine when viewing in playmode. On build it does this though. I did a build a while back and it was fine then. Not sure what the deal is. Tried ARM64 and ARM7. Using XR plug in. Quest 2. Using vrsideloader for the moment, that shouldn't matter though it's what I used last time I did a build that had worked.
Hi, I recently bought a new Oculus Quest 2 and tried to connect it directly to my PC for development, the problem is I cannot connect my PC with Quest 2 via its included Type C cable, it doesn't show me any messages, or alert box, instead it just charging, I searched every possible solutions and still didn't work. In my PC, I also can't find Oculus device in device manager even connected with usb.Developer Mode is OnThanks!
We are using the latest Oculus adb drivers, but the Quest in developer mode won't be detected by the PC once plugged in or started up whilst it is plugged in. The Quest seems to need to be plugged in while on, then restarted while still plugged in to be detected. Is this expected and desired behaviour? It creates a few extra minutes of hassle every day when setting the device up for building and testing on from a development PC.
never mind.
I am trying to make a GET subscription API call using a simple Go program. However, it's not working as expected. package main import ( "net/http" "strings" "log" "io/ioutil" ) func main() { x := "access_token=OC|<redacted>|<redacted>" body := strings.NewReader(x) req, err := http.NewRequest( "GET", "https://graph.oculus.com/application/subscriptions", body, ) if err != nil { // handle err } resp, err := http.DefaultClient.Do(req) if err != nil { // handle err } defer resp.Body.Close() respBody, err := ioutil.ReadAll(resp.Body) if err != nil { log.Fatal(err) } log.Println(string(respBody)) } Error that I see: 2022/02/09 16:43:16 {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":{},"fbtrace_id":"AUtKko-oyk08x89VogGw-2_"}} I can make the request through curl successfully, as pointed out in
Hi, we are currently spinning off our product into a startup, based in Italy and Spain, and looking for a rock and roll CTO, with a strong knowledge of Unreal Engine - Python, to hire full time for both taking care of the product - team development. Happy to know you!
Unity 2021.s.10f is complaining about missing OVRPlugin.dll. When using oculus driver in plugin management will cause crash when playing from editor. Builds work okay. Workaround us OpenXR, however this does not work well with OVR scripts like camera rig or char controller.XR Plugin v4.2.1Oculus XR v1.11.2
I have been trying to connect to sidequest and there things like that for a while now and i have watched many videos and it aways says it should Usb debug prompt you but it never does and i cant find out why
With the old Oculus integration I have been applying an adjustment to the OVRCameraRig camera field of views to handle a zoom function. Simulating something like the player using binoculars.I've upgraded to Unity 5.2.1 but if I switch to using the built-in integration with the OVR utilities, there doesn't seem to be a way to adjust the camera FoV as it is readonly and bound to the optics of the headset.How can I implement camera zoom with the new integration?ThanksJules
Hello I am looking for a developer to work alongside my team to develop a custom VR App for Quest 2 . The application is a walkthrough of a few scenes demonstrating a product, with animations, Voiceovers.
Hello, Can anybody please give me a piece of advice about what plugin to use to create a beautiful UI and to not decrease the frame rate on Oculus? We've tried LGUI, but it decreases the frame rate so it's not possible to achieve 70 FPS, also Coherent and Noesis, but they don't work with Vulkan enabled, which we need. Maybe the only way is to use the default Unreal Engine UI? Thank you in advance. Best regards,Alexander Temnyakov
I'm testing the OSP Wwise plugin with UE4 but didn't notice any effect the "Shared Reverb Attenuation Range" parameters have on the output. I noticed the level of reverb increased as the player moved away from the sound source, until the distance exceeded the max value of "Attenuation Range Max" setting of the target sound source No matter whether enable "Oculus Attenuation" or not, the reverb never attenuates, only the direct(dry) sound getting affected. I'm using OSP version 32.0.0 and Wwise 2021.1.5.
I followed this documentation to test the Oculus spatializer Wwise plugin. The spatializer seem to be working but in the case of remote connection to Wwise Authoring, I got an error every time once clicking on the "Stop" button in UE4 editor. It said: "[Oculus] Error: multiple instances of OSP mixer plugin in Master-Mixer hierarchy is not supported, only one is allowed." I've checked that I only had one audio bus with OSP mixer plugin under Master Audio Bus. Maybe in my case some other settings were wrong and caused the issue?
Hi, on unity the app crashes after 6 LoadScene.SceneManager.LoadScene(CostantsOfGame.startScene, LoadSceneMode.Single);Unity version 2019.4.27f.Anyone can help me?
I'm trying to call Directory.EnumerateFiles on "storage/emulated/0/Android". In unity I calledif (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageRead)) { Permission.RequestUserPermission(Permission.ExternalStorageRead); }And then the permissions window appeared and I hit allow. Yet when I call EnumerateFiles, I'm told "IOException: Permission Denied"
Oculus QuestUnity 2019.3.0f6Oculus Android 2.38.6Calling SceneManager.LoadScene(levelName) to change scene will crash on device while it is working fine in the editor. I have tried with a full path and with the index, it always crashes. I have opened the APK, under assets/bin/Data, I see sharedassets0.resource and sharedassets1.resource which I am guessing are my 2 scenes that are stored in the APK.Am I missing something obvious, some extra step that I am unaware of when trying to load a scene from a Quest?Here is the Console Log:--------- beginning of crash01-30 00:47:19.855 712 22100 F libc : Fatal signal 6 (SIGABRT), code -6 in tid 22100 (Mapper0)01-30 00:47:21.104 22116 22116 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***01-30 00:47:21.104 22116 22116 F DEBUG : Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/434260.5710.0:user/release-keys'01-30 00:47:21.104 22116 22116 F DEBUG : Revisio
Dear All,I have a very basic material being rendered on a spheric mesh, which appears correctly at the beginning but starts changing in a recursive manner by increasing the size of the rendering mesh like this video: youtu.be/7s9cxypgUWEHere is the flipbook I used:Any comment is highly appreciated.
When uploading a build to the developer hub, you can mark assets as required. If you don't mark assets as required, they will not be downloaded. Are non required asset files never downloaded? Or is there a way to download them. In one of my builds, 3 asset files keep getting marked as non required, and I need to figure out how to get them to download in an update or something. Marking them as required, in the developer hub, does not seem to make them download on subsequent updates.
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