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Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me.If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know!PS: im using the SDK 29 and NDK r21b
I have upgraded my project from Avatars 2 SDK 8.0 to Meta Avatars SDK 9.0 and avatar hands started showing up very far away. It's like prime finger tip and hand wrist positions are mixed up. Can easily see the error on an empty project on Unity 2019.4.33f1, with XR Plug-in management enabled, Oculus Integration 35.0 on one the MirrorScene or NetworkLoopbackExample scenes.
I want to unlock my quest 2 without doing the factory reset. Can someone tell me if there is an option to switch on the wifi with the oculus link without losing data? I can't follow the reset pattern procedure with the wifi off. Any help would be appreciated.
I've read if I deactivate facebook all content will be deleted. I logged in my Facebook for my sons account but want to deactivate mine and make one for him and have this as his oculus log in. Is there anyway of doing this as I do not want my Facebook active
Hi Everyone, My application is currently on the app Lab, I would like it to be on the occulus store, what should I do? Thank You
As title suggests, opening my project (which focuses on hand tracking) in 4.27 causes issues with the hands. At first the hands wouldn't even appear until I switched back to Legacy OVR under the XR API in project settings, but then, after I package an APK and load it onto the Quest, it crashes on launch with a Fatal Signal 11 error and not much more detail given. I've tested this with more than one projects that uses the Oculus Hand component in both the binary version of 4.27 and the Oculus branch and the results seem the same. In the binary version, if I enable the Oculus OpenXR plugin and restart the editor, it states it failed to load the OculusHandComponent. Is there a way to get this working or is it possible it can be fixed at least in the OculusVR github branch soon? Much appreciated!
I'm a new developer within FB, and I can't use our own internal tooling because I cannot change my Oculus account password. I connected my Facebook account to my Oculus account. Now I use Facebook credentials to log into my Oculus account. I cannot log into my Oculus account using tools that require the Oculus password, and there is no way to change the Oculus password (the PIN does not act as a substitute). Example: This is a blocking issue. I can't submit builds without this getting resolved.
Hi Everyone, I'm a teacher for a community college and we are trying to set up a VR program for our students. I have some experience deploying to an Oculus Quest 2, but I can't seem to figure out how to deploy to an Oculus Rift S. I have not put the device into debug mode because I'm not really sure how. When I search for directions on the internet I get a step that reads something like "Log into your cell phone app".... wait a minute, the Rift can't connect to a cell phone. It almost feels like those directions might have been for the Quest. Putting the headset into Debug mode might be the missing step. When I look at the Unity documentation, It seems like the directions for the Rift have been deleted. When I search for You Tube videos, I find videos on how to set up Unity, but not the headset it self. Plus, the videos are all dated, I'm not even sure if they are relevant anymore. Any helpful advice would be great!  
Just wanted to submit the potential for better accessibility for people missing fingers. Hand tracking is amazing to watch with friends and family use, but it would be awesome to be able to turn off select fingers to allow for hand tracking to function. Maybe even change dominant finger, etc. I only have seven fingers, missing my middle on my left, and my index and middle on right. The hand tracker goes crazy trying to figure out what is happening. Just a thought ha ha.
I can´t upload my apk: Help
Hi, is there any option to disable de guardian system by code?
Hello, I'm the designer of the NoobTube aiming device for Oculus Quest and Oculus Go... It's a very popular item, easy to print and build, cheap and extremely usable. To update it for Quest 2 I need a 3d model of the Quest 2 controllers, does anyone have it? has it been released officially?For the Quest and Go I used the official ones in download section, but it hasn't been updated with the Quest 2 ones.
Hello!I'm looking into investigating how to keep apps open in the background (for music) as every time that the app is minimised (put into a background task), the app stops outputting audio.Is there any way to prevent this.Thanks, WolfDen133.
I would like to know how can I activate the HOME CAMERA REEL, Without the gardian game limite. like to be able to walk off the limite without pop up to ask me to go back in the limite zone.
I left my gaming career undefeated on Dreamcast's Fusion Frenzy. I'd like to be able to challenge my nephews now that they are all grown-up & show them their Auntie holds the Gaming Title for a reason 😁The celebration at the end of the game was the BEST!! 🤣 🙌 PLEASE & THANK YOU!
Is there a way to query, or get a callback, when the user is either taking a screenshot or is recording or streaming the gameplay? if so, how?
I work in a manufacturing shop and I got to thinking to train workers without waste,making scrap parts if they have a VR would be to train virtually. Machines we use are they Hyundai Lathe, Okuma Lb-10's, is there like a developers kit somewhere that we could make something like that on our own?;Trial and error is one of the best ways to learn and what better way to
Hey, So I was just developing an Application where people can buy land ..Build their Castles and attack on other's castles as well..!! but to purhcase land and sell and allias they need to buy materials from my shop inside quest using crypto coins and selling land also in crypto ..!! Can I upload this game to oculus store for available to my coins purchasers
Hey all, Every time I open my game in Oculus Quest 2 the sky will disappear in the center of my view no matter where I move my head. It's only visible on the edges of the screen. I thought it was my BP Sky sphere so I just built a sphere with an emissive star material, set it to double sided and scaled it up to 150 to act like a sky sphere. It looks fine in the editor and VR preview, but keeps showing nothing in the middle and stars on the side when I run it native on the Quest 2. I've set it to never cull, and if I make the sphere smaller (scale it to 50 instead) it will work, (but looks terrible because it's so close) so it appears this is a distance related issue. Any ideas? Thanks. from the middle of my view. It shows up in my
Whenever I connect my Oculus Quest 2 to my PC using the cable or the air link, the screen becomes very staticky. I've tried changing the resolution and graphics, but it didn't work. Does anyone have ideas or know how I can fix this?
Hello eveyonei have a big problem and in don't understand (after i verifiy all the procedure for create the VR app for oculus readging instruction in oculus page), why when i try to launch app in oculus for try them ... stop at the end and fails!in this image the log about the message errorWho know what to do?Thanks!
Hello, I have been trying to get the new v35 iPhone mixed reality capability working, however, I have had no luck. I'm not sure what I need to do as I have already enabled mixed reality in OVRManager and also added the following in Start(): if (!Oculus.Platform.Core.IsInitialized()){Oculus.Platform.Core.Initialize();}OVRPlugin.Media.SetPlatformInitialized();The app on the iPhone just says that mixed reality is not supported.
Need to design a way to stream what you are playing without the internet. I think its really un efficient to only be able to stream to a pc via the webbrowser. Can a function be added to the Oculus Desktop software to stream there on the local network.
I just installed latest version of Oculus Developer Hub (Version2.1).When I run it, I just get a blank white window and I can't do anything with it.I use it with Macbook Pro M1. I could use this app few months ago.
Hey guys, we spent half a day dealing with this one. If your Unity quality settings has Texture Quality set to Half Res the new avatars will not render. Changing to Full Res fixes this. This is something we would love to see fixed. Thanks! Unity 2020.3.4f1Oculus Integration 35.0
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