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Hey, If there are any developers out there looking for a job to contract with, I have a project for you.I could go into the specifics with whoever is interested, but it is for an EdTech company and the project is supposed to be a virtual reality classroom for higher learning institutions- allowing students to immerse in, and engage with, their class from home. The contract will be to create an MVP (minimum viable product) only. Looking forward to working with you,Ethan
Hey,my app currently goes through App Lab review and I am already looking forward seeing it on the main store 😉I wanted to ask how does the graduation from App Lab to the main store process look like?Is there any separate submission process for the Main Lab, should I get in touch with the support if I would like to apply to the main store?I would highly appreciate it if someone who went through the process recently could chime in and describe their experience- thanks!
Hello Guys,I Have Oculus Quest 2. Can I Use Nvidia RTX 3050 Graphics Card For Developing?
Super beginner question, so I have unity VR build and I am able to upload my apk file to my oculus quest 2 directly. But I want to be able to play this game as a build on Oculus desktop. Is there a way to do this? Do I need to make it a standalone app on sidequest also do I have to be approved for applab nowadays. Thanks for the help.
Is it possible to limit clothes that people can wear in my game? Perhaps would it be possible to use their SDK and add custom shoes or other clothing so that way I could sell skins in my game?
Is it only Invites ? Or does the app also needs the Deep Linking and Friends authorisations ? The documentation isn't really clear.
I want to create an Augmented Reality project for Oculus Quest 2 which as far as I know, can't be done via passthrough API since I need to get information from what the user is seeing and preffer to have full color display.I have few questions about how to approach this.I want to capture image from that camera, add things in a pc to the image and then stream with as small latency as possible the finished image to the oculus quest 2, do you have any idea how I could do that? Specifically the "stream with as small latency as possible the finished image to the oculus quest 2" since I want to make it look real time like
Hello All, i was getting some weird results on Quest 1 and Quest 2 while doing performance profiling (UE4.26.2).Quest 1 is giving better performance than Quest 2!. on the same application build and settings. When i look at a trace in Android Monitor the surface resolution on Quest 1 shows up as 2432x1344 compared to 1440x1584 on Quest 2. Any directions on what could be causing this? If I understand correctly Quest 1 does not have hardware multi-view vs quest 2 which has hardware Multiview, could this be causing this? The binning phase seems more or less same on both devices however the rendering of tiles seems to be twice as expensive.
In Unreal Engine, when using XR API: "OVRPlugin OpenXR" setting in the OculusVR plugin, I am experiencing a bug where the Y button on the left hand controller triggers the same button mapping as the menu button on the left hand controller.I have checked my Blueprint files and my Unreal Engine Input Mappings and I have two separate mappings for the left controller Y button and menu button. But, when I press the Y button, it also triggers the mapping for the menu button. When I press only the menu button, the behavior is correct. Specifically the Y button triggers the mapping for itself and additionally the mapping for the left hand menu button.This does not happen when I use the XR API, "Legacy OVRPlugin", which has the correct behavior.Does anyone know how to remedy this?I specifically would like to use the "OVRPlugin OpenXR" XR API so I can get access to the MR passthrough feature, but sadly this is breaking my button mappings.I am on v35 of the Oculus Unreal Engine integration o
I'm trying to get started with developing on Unreal Engine, but I understand I cannot use the Oculus Client with Airlink as a way to do this already? I have to use the Oculus Development app instead. Problem is that it is trying to connect via Bluetooth and I am registered and everything but cannot detect my device. Another issue I am having is trying to use Android studio I have it installed and when I try to use the Setup Android Batch file I get this message: Android Studio Path: C:\Program Files\Android\Android StudioAndroid Studio SDK Path: C:\Users\GAMING-PC\AppData\Local\Android\SdkUsing sdkmanager: C:\Users\GAMING-PC\AppData\Local\Android\Sdk\tools\bin\sdkmanager.batException in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchemaat com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)at com.android.sdklib.rep
I made a Quest 2 VR experience for a client. There are points in the experience where there are negative framerate spikes. I found out that the spikes are when shaders are first seen in a given level. Is there a way to pre cache the shaders?
I'm new to Quest development and have created the test app from https://developer.oculus.com/documentation/unity/unity-tutorial/. Part way through I did a build and run which worked perfectly. Then I went back to Unity to finish the tutorial. After I finished the tutorial, I did another build and run which completed successfully (no displayed errors). But, when I clicked in to the app on my quest, it was still the first build. So, I did an uninstall from within the Quest and tried the build/run again. This time the app didn't appear in the Quest's "Unknown Sources" list like it had before. Then I remembered seeing the "adb logcat" command so, I tried running that in a CMD window while doing a build and run. I have no idea what these errors mean and couldn't find anything online about them. Any help would be greatly appreciated. 02-06 10:44:14.753 802 818 D installd: Found valid user 10 02-06 10:44:14
Hey,Recently I have moved a project over from using the Oculus SDK to XR foundation and the requisite Oculus package. An issue we have noticed is that the color correction that used to be applied via the OVRProjectConfig (via the OVRManager in the inspector) is no longer present. Details on this can be found on the Oculus 'Set Specific Color Space in Unity' page. Snippet below.This results in a redish, pinkish tinge and an oversaturated look on the Oculus platform by default when compared to the editor and other platforms.Digging through the available functions and accompanying documentation I have found the Unity.XR.Oculus.Utils.SetColorScaleAndOffset(Vec4, Vec4) function that appears to allow for color correction. Is it possible to achieve the correct color balance using this function and is there any awareness of this issue and any suggestion of a workaround?Thanks!
Hi,I'd like to access the same performance stats as are given with adb -s %DEVICE% logcat -s "UE4 -s VrApi" but *within* my own application. Does anybody have an idea how to achieve this? Is there any API I could access directly, or (plan B) could I somehow access the log data on the device itself?I'm almost sure there should be some API endpoint I could use, I just don't know how to reach it.I know that I probably could use some performance stats provided by the unreal engine, but this does not really fulfil all my needs. (i.e., getting the stale frames/sec).Thanks,/hauke
I'm brand new to Oculus development, so definite newbie here. I'm attempting to follow the instructions at: developer.oculus.com/documentation/native/android/mobile-studio-basics/ I haven't set my Quest to developer mode yet so I figured I'd see if I can just get the sample code to build. All seems fine until I select Build->Make Project from the menu bar to start the build. It ended up reporting the following error message: Execution failed for task ':SampleFramework:Projects:Android:externalNativeBuildDebug'.> Unexpected native build target sampleframework. Valid values are HandMaskRenderer, HandRenderer, Framebuffer, SurfaceRenderApp, Appl, HandModel, Android One thing that was not clear from the documentation. It tells me to: ===QUOTE===Select Target Configuration, Build, and RunMake sure you have followed the configuration steps in Device Setup - Oculus Android and Android Development Software Setup to ensure your device and development environm
Hi guys, two questions about development on new Apple M1 pro/max macbooks:Is it possible to connect/detect Oculus and render VR application using internal GPU?Is it possible to remote debug VR application (using Chrome debug or other tools)?
Hi I'm currently trying to port a VR project built in Unity 2018.04.16f for HTC Vive for Oculus Quest 2. I'm currently running into issues regarding Oculus SDK version being incompatible with my Unity version and replicating the VR interactions in HTC Vive build for Oculus Quest 2. Can I please get some guidance or tips on this issue? Thanks
When running a dev build of my app built with Unity on the GO, I get the following error through the logs after the platform is initialized:The user isn't signed in or their account state wasn't in a recoverable state.I am signed in on the device, but not sure how to sign out to refresh the token if that's required, without factory resetting. Does anyone how to fix this?This also causes the following error when attempting to get user data: {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"AdktSl4ek+I"}}
Unity 2020.3.27f1Oculus Integration 37.0Oculus Desktop App 37.0.0.79.109Windows 10Using Link Cable CPU: i7-12700kRAM: 32GBGPU: Geforce GTX 1080Ti Create New ProjectFollowed all instructions on: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Problem:Testing any of the new Interaction Scenes through Unity Play mode create severe "ghost trail" artifacts. Building and deploying the APK to the device works fine. There appears to be an issue with the scenes themselves, possibly a shader or light issue? The settings I'm using are: Rendering: NonePixel Light Count: 1Texture Quality: Full ResAnisotropic Textures: Per TextureAnti-Aliasing: 4x Multi SamplingSoft Particles: UncheckedRealtime Reflection Probes: CheckedBillboards Face Camera Position: Checked
How to download my own app/game into AppLab?
I was wondering if it was something that is implemented in the API or if it is something that we have to handle on our side.
Hi I am looking for ways to transact payments or display images to purchase as art. These transactions would be registered to an outside application other than oculus. Is there any current way to do this? Thanks in advance!
when i plug my oculus into my pc it wont show up in my files as a drive
Hi there, The latest update of the Oculus app that is automatically updated has introduced a problem for me that has broken the entitlement check and the ability to talk to the Oculus platform for our app we are working on. To reproduce this problem create a new blank app in UE4, go to plugins and check off the Oculus Online Subsystem add the following to the level blueprint:Add a test app to developer.oculus.com and get the App ID Then go to DefaultEngine.ini, add the following[OnlineSubsystem]DefaultPlatformService=Oculus [OnlineSubsystemOculus]bEnabled=trueOculusAppId=(The App ID from above)Then restart UE4 and run the app in VR preview or selected viewport and see the following in the log:....LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app....LogOnline: Error: Oculus: Failed the entitl
So, I'm having a problem implementing oculus quest passthrough in a project I already had in unity. I managed to get passthrough to work, but some objects are not showing up. For example, the menu appears, the avatar's hands appear, but the controller does not appear, nor do some lines that are generated when starting the game. I noticed that the lines and the control appear when they are behind the avatar's white gloves and also when they are in front of the panel (canva), semi-transparent, of the menu. Do you have any idea how to solve this?
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