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Hello. Please, help somebody. I forgot PIN, but, i can't change it, because I have new e-mail in facebook, but here in my oculus profile I cant change email without PIN. What can I do?
I just had an issue caused by confusion regarding buying a game and realizing after that there is a different version to play stand alone and a different version to play linked to a PC. I suggest 2 labels for the store (PC) and (SA) for stand alone, to make it more clear what version of the game i am purchasing, these labels should be right next to the tittle. Also i believe during the set up tutorial there needs to be a purchasing product tutorial that explains what these labels mean and what they mean for the customer. I'm sure im not the first person to buy the wrong version then causing the developer more money by having to contant support and submitting refund request. Furthermore, a way to cancel a refund request once you have applied for it in case you change your mind on a game you asked for a refund but then decide you dont want the refund and rather keep the game. Currently this happaned to me and now i must wait for the refund then re purchase the game a
I want to develop a toolkit app for quest2, this app would be a 2D app just like traditional Android app. I want to know whether App Lab/Quest store support this kind for app, thanks
Hi, I can't login to the oculus pc app. The login via facebook option only leads to the website fb of my account.How do I log in to connect oculus quest 2 to pc?there is a message about an incorrect email address or password.
When implementing the instant runtime splash screen there is a problem with how the splash image is processed which causing the image to be overexposed on the Quest. The first image below is how it should look, the second is how it appears on the Quest. The problem seems to be that you can't save a PNG as an HDR image which means when the splash goes through the ASTC conversion the brightness levels, etc get messed up. It works fine for a black and white images (e.g. the oculus logo), but if you have a color image you'll get similar results. I think it has something to do with gamma vs linear color space. As a workaround I've switched to a black and white image, but if anyone has another solution I'd like to hear it How it should look (uncompressed)How it appears on the Quest
Hello everyone! I am currently trying to develop a game where 4 people can enter 1 large room and play together in 1 lobby. The room is a set dimension because this game will only be “playable” at a certain location. With it being a large play area Im not sure how to get a big enough boundary for the game. Sorry for the poor explanation, feel free to ask me questions before answering if needed one thing to compare what I am doing is the OC5 Dead and Buried Arena 3 years ago.
If you could categorize third person games from first. It would really make things easier for people like myself looking for third person games only. Right now I buy a lot and return a lot looking for them. Thanks for your time.
All my games have disappeared from my library, and I have restarted the Oculus multiple times to no prevail. Does anyone have a solution, my son is driving me crazy to get this fixed. This issues started Wednesday, 12/29/2021 PLEASE Help!!
Hi there, in the last week, we have been getting "Multiple devices on same account trying to access this app" errors inside our app lab published application. This is crippling as I can't even test new apk versions without it giving me this error every minute. I can dismiss the message but it pops up again 30-60 seconds later. The app has had no issues for the last year or so... All of a sudden it is giving this error. The app is meant to have more than 1 Quest 2 under the same account accessing it at the same time. We have changed no settings or anything about the current apk on app lab. I submitted a ticket for this issue yesterday morning but still no response. This is an urgent issue.
We can no longer play multiplayer games on same account anymore with different headsets. we have 3 oculus quest 2 two signed into main account one signed into secondary account whenever the two main accounts try playing a multiplayer game like cookout, Demeo, loco dojo etc we get a notification that multiple devices cannot be logged in. The developer still allows the game to play with the same account (it adds a 1 to the end of the username) but the notification comes up every 30-60 seconds, making games essentially unplayable. now I know games like beat saber never allowed same account to play against each other in multiplayer but we could play at the same time without any problem. this is a massive change and is the reason why we have 3 is because we play together. If there is a way to cancel the notification that’s fine, if this is an intended change then we should be refunded for our third oculus as this changes the reason why we have it. I
Spoiler (Highlight to read)I am a professional voice talent seeking to narrate for OCULUS. Saying that, would someone be willing to direct me to a source that seeks voice talent for OCULUS?Thank you, Tim Miller Voiceovers, LLC.I am a professional voice talent seeking to narrate for OCULUS. Saying that, would someone be willing to direct me to a source that seeks voice talent for OCULUS?Thank you, Tim Miller Voiceovers, LLC.
Im already with the latest V33 and the brighness slider. But with the lowest brightness and darkmode on, its still burning my eyes! I need more lower brightness choice for keeping my eyes working and for the battery lifetime!There are already some apps with brightness adjustment, which can turn the brightness much lower than the system lowest birhtness, and its working well! Cant figure out why its so hard to do so for oculus. Is anyone share the same problem or anyone have a solution?
In the year that I've had the Oculus 2, the browser keeps getting worse. Each iteration takes up more and more actual browser window real estate. First there were the double height tabs at the top of the window. Then there was a ridiculous and useless bar at the bottom that does pretty much nothing. Then they decided to make the browser default to medium width instead of wide, which was the original default. The tabs at the top are unnecessarily wide. And the bar at the bottom is completely pointless. It's almost as if they are discouraging the user from using the actual browser. Whoever thought those "updates" made it better, was seriously mistaken. After going round and round with user support, I was repeatedly told THEY couldn't do anything about it and that I should voice my concerns here.
My left hand that i want to use for avatars left hand is just a [-1, 1, 1] scaled right hand. The right hand tracking and posing works as expected but i just couln't get it work for left hand in this situation. Any suggestions?
I found in Horizon Workrooms it has UI elements that looks Oculus native which is pretty cool. However making UI in Unity3d requires customization to achieve this style. I believe Oculus provide some API or UI library so we can directly integrate these UI into our game projects, but I do not find any. Is there anyway to use some unity package or SDK to use Oculus native UI?
My left controller won't pair to my headset on the app on my phone my right controller works just fine but yet my left won't does anybody know a solution to this problem please I want to go back to a VR content creator but it's hard to do it without my left controller cause I'm left-handed
In the "Presence Platform: Build Mixed Reality with Insight SDK" presentation (https://www.youtube.com/watch?v=ST2ekJk9wJw) OVRPlugin.SpatialEntityAnchorCreateInfo. Why can't I find any documentation for that class anywhere? Am I looking the wrong places? I have searched oculus.com, docs.unity3d.com and google.com. Nothing comes up. Not even for OVRPlugin.
Oculus recommends enabling "use32BitDisplayBuffer" in Unity. My questions are: What are the reasons for this recommendation?Are there any performance implications on Quest or, more specifically Quest 2? Or is it "just free."Does this also enable a higher precision depth buffer (which I really need!)Thanks!
does Quest2 have its own Render/Game engine? eg. how does it render the default home scene?
I am looking for developers to develop the ability to protect the content and disable Wi-Fi for classified project. Users should be allowed to use certain apps only with password and files should be protected for side downloads.
Please add an attachment for feet so people can kickbox and see Pau soccer and kick field goals and play kickball. Etc. it would have lots of uses!!
I think that Oculus should make controllers that have straps on the back. If I could strap it in around the back of my hand or something then I could throw things a lot harder. I have a hard time throwing things because I'm afraid I'm going to throw the Oculus controller. I think it would be a neat product idea and I would definitely buy them. They should basically strap around the back of the hand or something or fit like a glove with an Oculus inside of it. Then you can strap it on and throw the hell out of it. It can look like a bicycle glove or just a strap that goes around the back of the hand.
when i try to open the application it shows a white screen so i can't do anything on it i was trying to mess with ADB btw over wifi but this was my first time installing ODH but it never worked|| -----------------------------------------------------|
Wondering if there's a way that the shared depth buffer can be ignored for use with OVRoverlay? Its great for use with dash but not so great when using overlays for things like load screens where you want to always be on top of any geometry (ex: fading out screen, popping in load screen overlay texture)
Hey all. I'm playing around with App SW and it seems pretty nice, the only thing is that whenever I move my character with the joystick, there's a ton of distortion. Also if I get moved by being hit with a physics object, there's a lot of distortion as well. I'm currently using the OVRCameraRig, and a simple script to move the player with the joystick using Rigidbody.MovePosition. Is this a limitation of App SW, or am I just doing something wrong? If I move by moving the headset, everything is fine, just moving the camera by other means seems to cause distortion. I assume maybe there's an issue that generated motion vectors don't take this into account? I'm not very good at shader manipulation, currently just using the fork and default shaders mentioned in the docs.
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