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Hi there . I would like to have a chat with the team of development
Hi, I have played with new Interaction SDK and it is looking great,but there seems to be a problem when hands are touching each other.I am moving both hands on second picture!Left hands freeze until I separate my hands...Any suggestion how to fix this behavour?
When would the passthogh api be available to Unreal Engine? Every documentation I found was for Unity.Would it be added to Unreal Engine anytime soon?I really don't want to switch to Unity for this and recreate my project.
hello, I'm faced with a problem I can't install a program for my computer, writes there is no disk space, although there is one, help who knows please.
I was able to successfully use the ApplyStreamData(bytes []) method locally to transfer body and lipsync tracking data from one avatar to another. Thererfore I thought it would be simple to repeat this process using Photon as a means to transfer the data to an avatar remotely. For some reason it's not working. I've followed the data being received and passed through ApplyStreamData(bytes []). After that all the right functions within the SDK seem to be getting called and I get no errors. However, the arms and lips of my avatar are still not moving! Has anyone else ran into this problem? For context I'm testing with an Oculus Quest 2 and the UnityEditor. Here is the receiving side of my code for reference: List<byte[]> m_streamedDataList = new List<byte[]>(); //Tracking Data bytes are recieved here [PunRPC] public void RecieveStreamData(byte [] bytes) { m_streamedDataList.Add(bytes); } //Runs through data list every frame
Hi all, had an interesting enquiry from an client that would like me to build an experience to be used by the public. Obviously I can side load the experience but is it possible to bypass the home menu on quest and have the experience boot up as soon as the headset powers on?
I'd like to be able to hide an avatar and then re-enable it later without incurring the penalty of reloading the asset. There is a "hidden" property on the SampleAvatarEntity script but this is somewhat inconvenient because there may be other scripts attached to the avatar. It would be most useful to be able to disable the game object altogether but doing this triggers an error in AvatarLODManager.cs:483 (when the game object is disabled, the GetComponentInParent<>() call returns null and this is not checked). OvrAvatarManager is very tightly coupled to the avatar instances and it's not clear how to safely disable/enable. Has anyone found a strategy that works?
I've been trying to set up a system in my PvP game to have users be able to group up and queue up for battle as a team, and I thought that I would be able to set this up using the Oculus Group Presence APIs, but the more I read the documentation (outlined here https://developer.oculus.com/documentation/unity/ps-platform-intro/), the more confused I get. I was hoping to use the Invite to App feature (outlined here https://developer.oculus.com/documentation/unity/ps-invite/) to allow players to group up with their Oculus friends and then move them to a separate Unity scene where they can be queued up for matchmaking together. However, I'm having trouble figuring out which classes and functions to use for many of these actions because the documentation refers to a number of different group structures, some of which aren't explicitly explained, and others which don't have any details about their implementation. Basically, my question is this: what is the difference betw
Good Afternoon Oculus Developers, We are in the process of launching Sankofa African American 3D Museum in late February 2022, Black History Month. We are looking for an Oculus Developerto create games in our 3D Museum. We are looking to collaborate and partner with theright person. See the links below about our soft launch that happened last Friday to 6 schools across the country. Once again our upcoming launch will happen at theend of February, you can reach me at the contact information below, thank you. Lawrence WalkerSankofa African American 3D MuseumPompano Beach, Florida 33064saa3dm.orgpurehistory8@gmail.com(404) 536-0088
We need to have more than four accounts per device. We are a large family and four accounts per headset is not going to cut it. That is like saying you have only four users per PC or four users per gaming console. I feel like this is a way for Oculus to try and get us to buy a second device. That is not going to happen. My children are getting mad at one another because their game data is getting used by the other players in the house. For my peace of mind add more users accounts to each headset. Why you would put this kind of restriction on a piece of equipment baffles me.
I was wondering if there is a way to clean up the quest library to where I dont have 100 icons showing of apps not installed and yes I know theres a way to only show installed but I do not want to do that every time. I wish there was a way to ither keep the installed games showing or get rid of the uninstalled ones for good.
Hi,I'm making a game for oculus rift,I followed this great tutorial,it works in the editor,but the raycast doesn't work as executable,anyone else had this problem? https://www.youtube.com/watch?v=8fT478uopco
Hello all, Has anyone managed to get the online subsystem working between 2 headsets yet ? I have been playing around for around a week and still no luck !. It seems to be to complicated for what it is surely there must be a step by step guide on how to successfully connect 2 headset together.
please let us disable the restore app popup, it's super annoying when you're trying to make/play a mod that's supposed to make the game more fun, but then the restore app pop-up
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SOLVED: You all will not believe the issue especially since I could find any mention of this anywhere. It was the skyboxes. I had skyboxes in many scenes (due to duplicating some of them during their creation) and while they do not change the sky in the Player or on the Quest when you async load the scene (which I am really unsure why) they must still have an impact in the load process, especially for heavier scenes that are already pushing the Quest. To fix, I "Set Active Scene" for each scene and then deleted it's skybox as I already set them elsewhere with code in strategic spots in my title. Once I did that all went back to perfect 72FPS without a single hiccup. This explains why creating a new scene and copying the contents of an offending scene fixed the issue as a new scene has the default skybox which is a much lighter skybox than my others ones. This is also why when I created that fresh scene another scene would start acting up as the 2 scene share
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers.However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest. So here how it looks on the Quest:And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look): The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending. One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA.We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source.Any tricks to get this working? Thanks for the help!Daniel
I am a student who recently became interested in Oculus rift. I want to use the SDK to get the Roll Pitch yaw, make it a dll file, and use it in LabVIEW. I am having a hard time learning cpp.How can I get Yaw Pitch Roll value, using dll?Can you tell me the code and how to use it?Thanks
So, I have an excel project that I'm working on from home. Figured I'd try the new desktop feature on the quest to work on my computer. Drew in the keyboard area. I could have sworn last time I was playing around with this; the quest created a passthrough of the table I was at last time. But there was just a surface, nothing on it. Whatever, it's not like I'm not fluent on a keyboard, but least I had an idea where it would be. Well, I tried to load up Virtual desktop. I noticed both my hands disappeared and so did the desk. I knew my hands were being tracked because I could activate the home command with my fingers. Whatever, I figure, what to expect from a third party to not support this. I switched to cable link via built in app. It said this app is not available with desk on. Tried the airlink, same thing, not available with desk on. What's the point if I can't work on my computer?
Hi! I am working on an application, and I am trying to boost the user experience. My users mainly use the PC to work, but at some point in the workflow they need to use the OCULUS to see some content in an immersive way. I would love to show a QR code on my app and directly open a link to my immersive content in the visor, without asking the user to do some complicated stuff, just by looking at the QR code from the visor in the same way we are used by scanning QR codes with our smartphones. Do you think you can do that? It would b a game-changer!
I have an oculus quest 2 and I am not able to pair to my laptop. My laptop has all of the requirements necessary and I have followed all of the other steps to try and pair but with no success. Is there any other way to pair my laptop and oculus quest 2 with air link?
Any and every game's multiplayer network is giving me the error, "failed to connect." Tuesday of this week, my quest worked normally. Wednesday I tried to log on to play Cook-out with my wife and the network failed to connect. This seemed strange to me because we were using our wifi to communicate in a party. We gave up and tried Elven Assassin, Gun raiders, Racket Fury, and Contractors, all of which also didn't load the multiplayer game giving the same error. I disconnected and reconnected to the wifi.I uninstalled and reinstalled gun raiders.I restarted my oculus twice, did a hard reset twice, and even ran the battery to zero.I checked for updates, and finally there was an update today which did not fix the problem.There's nothing online that talks about this problem within the last 6 months. I tried the recommendations from early 2021 with no success.Any help is appreciated.
Hi! i have been loving this VR experience. after playing resident evil 4 which i loved!! i thought of SILENT HILL! this would be a great game to play in VR. any of them! and after finding that the car racing games Suck! i need NEED FOR SPEED. this would be soooo cool. to be able to customize your favorite fantasy car - sit in it - view specs up close ..racing options - traditional or sit in car ... so many ideas
Does anyone know if there is currently a way to create your own custom textures for objects in Horizon Worlds? For example, I have access to high-quality scans of wood planks and I would like to use those to create custom flooring and other objects in the worlds I create. Can this be done currently? Is it on the road map?
I have installed ODH 1.6 but when I try to open it, it just shows a blank window. No opportunity to login or do anything. Running the Oculus software for windows shows that my Quest 2 is connected over USB 3 and working correctly. I've tried re-installing ODH, running it as administrator with no luck. Am I missing some piece of software or is there any log I can examine to give me some clue as to the problem?
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