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I submitted our app for labs. After a couple of decades weeks the feedback is: "The app runs noticeably lower than 60 frames per second on supported devices".Well if you only look at Oculus' own review tools then yes, it says 36 FPS when application space warp is in use.It is running at 36 FPS steady, as intended. And thus with ASW it becomes around 72 FPS. Please educate the review team! 😄 Also:The Oculus Dev portal is extremely buggy, the UX is terrible, review times are far too long, I never receive emails after a review has taken place, locale is only correct here and there (a mix of english and norwegian in my case) and labs is far from what it is supposed to be in my opinion. Labs makes it sound like something innovative, a way to quickly iterate on ideas. Instead it is a total blocker. Apple AppStore reviews are a breeze in the wind compared -can you believe it!?
I just need to know how long will take to publish the app on Oculus store, we've developed and uploaded the our VR app on developer dashboard a month ago, it is available through App Lab couple of minutes later after uploaded. But since then no more notification about when it will be publicly available on the oculus store, I've even tried sending the mail to support team but only received the automated reply. Please somebody help me resolve this! what should I have to do now!!!
Just did a test with 2 quests. Using VR expansion plugin and advanced sessions. This was a very simple basic test. Peer to peer multiplayer using the 'lan' setting. Getting the 2 quests together wasn't an issue, what happened after they got together was.1. This is a very basic level for testing movement replication in real space. A large space was taped out on the floor (L shaped, 8 meters in one direction 5 in the other ~3 m widee).2. The host would start the app, click a button to start a session and load the floor map as a listen server.3. After the host did this, the client's quest would display that a session is found and they could join it. They would click a button and do so.Problem: After the client joined the host, the host became unable to move properly. Prior to the client joining, the host could walk around in room space without issue. As soon as the client joined, the world became glued to the hosts HMD. When the host moved around in real space, the whole word just stuck t
Adb does not seem to be behaving properly with my quest 2. Windows 10, connecting over wifi. I plugged the quest in with USB, did an adb devices and the quest was listed. I ran:adb tcpip 5555 and then unplugged the quest I ran adb connect IPaddress and it connected. I then attempted to run logcat because I'm trying to get crash information for an app I'm working on. At this point, it starts behaving oddly. When I run: adb logcat all I get is: adb server is out of date. killing...* daemon started successfully *- waiting for device -adb server is out of date. killing...* daemon started successfully *error: protocol fault (couldn't read status): Invalid argument over and over. In fact any command I try to run starts with 'adb server is out of date'. Some googling indicates that his might be due to having multiple SDKs on the machine and someone even wrote a tool to detect that (adbfixer) however running that tool doesn't show any conflicting versions. So
Hello, Im developing multi-player Unity app for oculus and i want to use the new avatar2 from meta. Is there a tutorial on the proper way of using it (coding in C#) with unity somewhere aside from the unity package examples? Thanks
i am getting the default grey avatar, is this because i need to request access to get my own avatar? is there anyway to do this for testing?
In code, how can I check if the Guardian has been completely turned off in developer settings? I need to check for this so that I can run some additional code if the guardian is completely disabled.
All is Right, but the client just doesn't automatically open to the host of the map.
I use macOS Montery (Chip: Apple M1) and Oculus Developer Hub (ODH) 2.1. But when I open the app it hangs on a white blank window. Rebooting the system, reinstalling does not change that. A work around is to remove version 2.1 and download and install the earlier 2.0 version. Then everything works again. Hopefully they can fix this.
I'm using the Oculus Hands demo scene for hands tracking (HandsInteractionTrainScene) and it works correctly. However when I try to replace the default hands with custom hands following the process :Disable left OVRHandPrefab Disable right OVRHandPrefab Disable Left OVRControllerPrefab Disable Right OVRControllerPrefabAdd OVRCustomHandPrefab_L OVRCustomHandPrefab_RReplace in HandsManager the default references to left and right hands prefab with the new OVRCustomHandPrefab_L & OVRCustomHandPrefab_RI can see the custom hands working fine but the FingerTipPokeTools and the RayTool do not appear and therefore I cannot interact with the Buttons or other interactables in the scene. 😡What am I missing? Please refer to the screenshots for additional details
Hi,Does anyone know what is causing this? I think it may have to do with camera clipping distance, but I have also been told it may be a shadow issue, or it could be occlusion. Does anyone have an idea?Thanks.
Hello guys. I found a game Unreal VR.This is port original 1998 Unreal game for quest1 headset.This is opensource project GitHub - kwstasg/UnrealVR: Open-source project for total conversion of the legendary Unreal Gold (1998) in Unreal Engine 4 with VR support I try download this game fromUnrealVR Oculus Quest Build Alpha 011019 file - Mod DBInstall it on my quest2. Try it. Look like this game does't work on a quest2 headset. Can you pls tell me how to compile source code for quest2 gaming?What I need for this?
Hi, I am attempting to upload a new app version to the dashboard using the ovr-platform-util tool. The problem I have is that I cannot get it to accept my launch parameters. As an example: --launch-params "-argument_name 12345" It will not accept this unless I remove the leading hyphen. As long as the hyphen is there, I get this error: "Not enough arguments following: launch-params". Of course, if I remove the hyphen then the command will not be interpreted properly by the app. This seems like a bug perhaps?
Anyone know which version this source was compiled?https://developer.oculus.com/blog/quest-hand-gameplay-showcase/I tried opening with the Oculus branch (that has API passthrough) and it didnt compile at allI just cant open the project at all. It says the umap file is an asset
Is there any way to enable apps from unknown sources in the Demo mode in the new Oculus Home/Store (ver. 1.36.0215623)?
Can we get some learning games for our school aged children? Something like a letter/number recognition. Math equation race game. Something fun, interactive, multi-player, fun & bright. Who can create LEARNING games that kids actually WANT to PLAY?? ANYONE OUT THERE UP FOR THE CHALLENGE??
I’m working on a VR multiplayer project that relies on dedicated servers, and whenever I connect to a dedicated server with a VR player, it crashes.I’ve done this test with Desktop clients connecting, and there’s no issue. Also tested this on other projects and even tried using Oculus’ source build of 4.27.The way I found that it was related to the Oculus plugin was running a debugger on a debug server build, which crashed and showed an error on the FOculusHandTracking::IsHandTrackingEnabled function.I made the function return false early and this fixed the crash, but I’m concern of this making Quest hand tracking not work.I was thinking that maybe there’s a solution that I’m missing.Thanks.
Currently it seems that once the SpaceWarp compatible URP fork is installed, all shaders graphs won't work anymore with the error on many nodes: `GePrevObjectToWorldMatrix`: function must return a value. Is there an easy fix for those types of errors, or is SpaceWarp not yet ready to be used with shader graph?
We are a game development studio.We want develop game and sell it in Oculus store. Is it allowed?Where can I submit game development application ? Should I submit an application or send some document by email? Thanks a lot.
Hi,We are working on a Oculus Rift title using the Unity XR Plugin framework and the XR Interaction toolkit. For handling Oculus VRC requirements, we're using the Oculus SDK as well with the OVRManager present in the scene along with the XR Prefab.However, our app has failed a couple of requirements in the VRC requirements checklist.1. VRC.PC.Functional.3 - Single player apps must pause when the user removes the HMD or opens Dash.2. VRC.PC.Input.1 - The apps must not submit frames or accept input when the user removes the HMD or opens the dash.The code that checks whether the dash is open or the HMD is removed is given below. We are using the OVRManager.hasInputFocus and OVRManager.hasVRFocus to detect whether the Oculus VR device has focus or not.[SerializeField] private List<XRController> controllers = null;public XRRig CameraRig;public GameObject fadeSphere;public static bool isPaused = false;private void Update(){//Dash open or headset not on head.if (!OVRManager.hasInputFocu
Hello!I'm new here and not quite sure how this works. I have a NEW Game idea. I have creative ideas and do NOT have the tech skills. How does that work? How do I propose it?Thanks!Jenn
Yellow arrows when I try to watch National Geographic. Oculus suggestion is to delete the app and reinstall. I took 7 hours to install the app in the first place and many others are having the same problem. Is my internet not fast enough to handle this app?
can I take money off my oculus account? I recently bought job simulator and did not like it so I refunded it, you guys did refund it but I wanted it back on my visa card I bought it with.
As you can see in the video I have to get quite close to the Screens to be able to read the text. I don't know what causes this flickering but when I get back to the normal distance then all the text gets constantly cut into parts. I don't know a better way to describe it.Probably I just messed up some settings in Unity but I try to make this small program for me now for at least 2 months and I just can't find a solution.I know that it should be possible to read the text at that size because I can read it in Virtual Desktop (but that only support 1 monitor, and I can't modify the world how I would like it.)So if ANYONE has ANY ideas, please tell me.I'm quite desperate because I think it would be really cool but I can't get it to work.I even tried to render my full HD monitors at 4k with DSR
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