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As I am working on a VR mech on Build A Boat For Treasure, my favourite game on Roblox, the popular video game platform, it would be way easier for a keyboard macro, the con on this would be to not be in vr mode in games, it should be toggleable, only on Air link and Cable link.
Hello, For my work I have a Apk file that I loaded through sidequest. The file worked fine this past fall, but when I went to use it this past week it wasn’t even loaded on the oculus? I reloaded the file and I can see it on unknown sources like before, but when I go to load it it acts like it wants to open and then it returns me to the main screen. I have other coworkers that have tried it on their quest and it works fine. I have a quest 2. I have performed a factory reset on the device with no luck. Thank you in advance for any help!
The company I work for has set up new standard PCs with Nvidia RTX A5000 graphics cards. We need to add this graphics card to the Oculus graphics card database, so we can use our programs in Oculus. Who can help us with this? How long can it take?
I am trying through code to find out what transport pad I am at. Not luck so far.
I'm in the process of setting up the different languages for our game. Unfortunately, I cannot find any documentation on how to get the current language setting which is set in the Oculus app. Inside of unity, I have tried checking Application.systemLanguage, but it always returns SystemLanguage.English, even if I changed the Language Preference from English (US) to Francais. For what it's worth, I set the language preference as follows: I opened the Oculus app on your computerI clicked and then selected SettingsI clicked General in the left menuThen next to Language Preference, I clicked to change the languageCould someone please direct me to the documentation or an example showing how to get the desired language?
I'm trying to query the spatial anchor in this way: OVRPlugin.SpatialEntityUuid[] uuidArr = new OVRPlugin.SpatialEntityUuid[numeroAncoreTovate]; for (int i = 0; i < numeroAncoreTovate; i++) { byte[] byteArray = AnchorHelpers.StringToUuid(ancoreSalvateStanza.anchorData[i].spaceUuid); uuidArr[i] = new OVRPlugin.SpatialEntityUuid { Value_0 = BitConverter.ToUInt64(byteArray, 0), Value_1 = BitConverter.ToUInt64(byteArray, 8) }; } var uuidInfo = new OVRPlugin.SpatialEntityFilterInfoIds { NumIds = numeroAncoreTovate, Ids = uuidArr }; var queryInfo = new OVRPlugin.SpatialEntityQueryInfo() { QueryType = OVRPlugin.SpatialEntityQueryType.Action, MaxQuerySpaces = 50, Timeout = 0, Location = OVRPlugin.SpatialEntityStorageLocation.Local, ActionType = OVRPlugin.SpatialEntityQueryActionType.Load, F
Clock widget below building mode make it optional! Add a warping tool for building in horizon. General suggestions, when on oculus and on any game have a Battery is critically low alert pop up on corner or edge of screen when oculus gets close to low enough to shut down. More avatar hair styles. More avatar clothes.
When I run my WebVR app in the editor with my VR headset connected, TrackedDeviceRaycaster works and the UI responds to being pointed at by the controllers. When I run the WebVR build and switch to VR, the UI does not respond to being pointed at by the controllers. I did some digging around and this is what I am observing. When running in the editor, the eventData passed to TrackedDeviceRaycaster.Raycast has pointerType = UIPointerType.Tracked, which causes the method to call PerformRaycast. When running as a WebVR build, pointerType = MouseOrPen, which causes PerformRaycast NOT to be called. Furthermore, I believe InputSystemUIInputModule.GetPointerStateIndexFor sets the pointer type. It seems the bug is in there.
I've implemented them but no-one appears on the dashboard under Platform Services > Achievements as having achieved any. Under Data Use Checkup I have User ID and User Profile approved, and I am running the build downloaded from AppLab (I noted someone's comment that dev builds will not count in achievements to prevent cheating). The app is not yet released. Note, I have leaderboards working fine. Here is my code for unlocking achievements: public void Achievement(string _name){ if (platformInitialized) { print("OCULUS ACHIEVEMENT: " + _name); Achievements.GetAllDefinitions().OnComplete( (Message<AchievementDefinitionList> msg) => { print("OCULUS AchievementDefinitionList callback success | " + msg.Data.Count.ToString()); foreach (var achievement in m
I´m adding achievements for my game and on a build on OculusGo it doesn´t seem to log achievement yet to dev panel.Is there some condition to be met to try it out on a build. I already have platformSDK running in the back fetching player name.here´s the code that unlocks:using System.Collections;using System.Collections.Generic;using UnityEngine;using Oculus.Platform;using Oculus.Platform.Models;public class Unlocker : MonoBehaviour { public string id; // Use this for initialization void Start () { Oculus.Platform.Achievements.Unlock(id); } }Any idea?
Has anyone any idea why the avatar visualization in Mirror Scene is like this? I'm connected via Oculus link and I have this issue only with one of my Oculus Quest 2, the other I have is working fine.
I'm new to VR development and I have no idea how to setup up the oculus quest 2. I was following a tutorial and I got stuck with these errors. any advice on how to set up unity would be great thanksERROR Unable to list connected devices. ADB server version (41) doesn't match this client (40); killing...ADB server didn't ACKFull server startup log: /var/folders/6v/96mw9lwd17n1zgr7lmfrs_wh0000gn/T//adb.501.log server had PID: 81364
I tried to upload to the Oculus store on November 24 2021. On January 13 2022 i don´t have any kind of information from Oculus, i would like to know how the process is going,the state of the app is "Your app has been submitted for review." Any suggestion?
Hello.I'm developing a web service to navigate with the Oculus browser.My client wants to use this service in an intranet environment.So I try to install CA certificate on the device.But I can't find a way through this forum.Can you tell me if there is a way to install a trusted CA certificate on my device?
I have a problem in the development of quest2. I wonder if I can get the point cloud data of quest2 (used to locate quest2) through the SDK,Thank you!
Hello, I teach chemistry in high school and university settings. I would like to freely offer my expertise for anyone who wants to make an edtech app for chemistry labs. Please feel free to email me at iseo@chem.ubc.ca Have you been introduced to a pandemic pet for the first time? How does a dog that has only ever known one household react to meeting strangers for the first time? From personal experience, I can tell you that the canine response elicited can be very different. If we can already see such vastly different socio-emotional responses from pets, how can we expect students (who have had limited experimental experiences in high school due to Covid-19) to enroll in university chemistry labs developed for a previous generation of students?** This gap in training needs to be addressed. Technology can be used to empower learners to have realistic lab experiences, but many developers and engineers do not possess expertise in laboratory learning needs. There is an imminent
The error attached is telling me I need to add my App ID to the Oculus SDK Settings, but I have already done this and have double checked and confirmed it is the correct APP ID. I gather this is caused by not having Meta's permission to use Avatars yet which I am trying to implement now? I only just submitted the request an hour or so ago so maybe I need to wait? Also, and maybe related, when I press play or run this on the Quest, it renders like the screenshot here? This is right out of the box using the Mirror test scene that comes with Meta Avatars and despite the APP ID issue above, I would have expected the local avatar to at least work. Any ideas what is going on here? Unity 2021.1.17f1 with the very latest Oculus SDK v35. Thanks ERROR Message:[ovrAvatar2 examplePlatformInit] Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'at Oculus.Platform.Core.getAppID (System.String appId) [0x00046] in C:\Unity\Into the Metaverse 1.
As the title says, Meta Avatars do not support Realtime Spot or Point Lights. They do however support Realtime Directional Lights and Light Probes, but be aware the latter will not work in titles that Additive/Async Load scenes as Light Probes are not supported. A request has been submitted to Meta to add realtime light shaders to the Meta Avatars.
Hello, Does anyone know how to grab finger data from hand tracking, specifically how fast each finger is moving? Any advice would be greatly appreciated thank you.
After a quick search for this suggestion, I have not found anything about it so if this is a repeat idea, let me know.For more effective in game hand control on the Oculus, you could outfit the VR headset with a front facing camera using a fish-eye lens. The sole purpose for this camera would be to search and track mo-cap gloves (printed with the checker/triangle/dot patterns, similar to those used in the film industry) worn by the user. The camera could also be used to help with any AR applications, or also as a proximity warning device. You may have to mount the camera in a way that it could view the users hands in a natural, resting position, or as another option use an array of cameras/sensors around the entire device. If style is an issue with the gloves, different fabrics of the same color could be used which, would allow for a unique IR signature and the camera could be replaced by IR sensors.This innovation would allow for the reduction in overall power consumpti
Build upload fails with the result of: ********************************************************************************* Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 has been released on Thu Oct 07 2021. ** Please use the following command to update it: ** > ..\..\ovr-platform-util.exe self-update ********************************************************************************* Ran the update in a command line and it shows: Checking for the latest versionAlready running the latest version 1.67.0.000001 Anyone have a fix for this?
Heyo. I have only just started trying to make some apps for the oculus go with unity. The only tutorial I have is from back in 2018 and things have changed alot so im kinda blundering my way through it. I Keep getting the error about oculus needs the latest software update to play this app but when I check in the system settings on the oculus go its already up to date, and I see no indication of it downloading any update automatically. Could anyone point me in the direction of beginner tutorials for Unity 2021 and how to make vr apps for oculus go please? Any help would be much appreciated 🙂
If I preview in quest, work well ,but launch into the Quest, left lense always flickeringI record the video , hope someone can help, tkshttps://youtu.be/xv4MV3-ws_g
Going to the new SpatialAnchor demo scene, navigating to "Create Anchor" on the UI, the pressing A to place it, produces the error. ArgumentException: An item with the same key has already been added. Key: 0 System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <31c0f51ac5a24a22ba784db24f4ba023>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <31c0f51ac5a24a22ba784db24f4ba023>:0) SpatialAnchorSession.tryEnableComponent (System.UInt64 anchorHandle, OVRPlugin+SpatialEntityComponentType type) (at Assets/Oculus/SampleFramework/Usage/SpatialAnchor/Scripts/SpatialAnchorSession.cs:122) SpatialAnchorSession.CreateSpatialAnchor (UnityEngine.Transform T_UnityWorld_Anchor) (at Assets/Oculus/SampleFramework/Usage/SpatialAnchor/Scripts/SpatialAnchorSession.cs:185) AnchorSpawner.PlaceAnchorAtTransform (UnityEngine.Transform transform) (at Assets/Oculu
Data Use Check up needs to be more clear in its needs for a game just checking every box for user id and profile makes no sense. Also it should not be locked if you cancel a submission.
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