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Hi all,I'm developing an app that supports hand tracking but in one scene I want that hands are tracked but completely hidden. Currently, I disabled the OVRMeshRenderer and hands aren't visible, but when the palm is facing the HMD appear a circle icon/marker close to the real hand position (see photo below).Is it possible to hide this marker?Thank you in advance
Hello, i tried the passthrough api and i want to mirror or invert the passthrough image. So if i move the right hand i want it to look like im moving my left hand. I was able to achieve this effect with the Pico Neo 2 because there the passthrough image is rendered to a render texture and i only had to negate the x axis of the render texture. Is it possible on the Quest 2? I would really like to use the features which are provided by the passthrough api but it is no option if i can not mirror the image. Thanks in advance,Max
I can successfully install my (unity developed) myapp.apk file onto the Quest 2. Two issues:1. Where does adb actually put the app?2. I want to be able to start and restart my app at will. I can "adb shell" but when I run "start" it requires root. Somehow, Unity is causing my app to start after the install. HOW?
Hi, I have a weird issue on one of our Quests. When I try to launch my self-developed app (from the Unknown Sources menu), the app doesn't start.Insted, the Oculus TV window pops up, showing a black screen. Nothing happens and I can only click 'exit to channels'. The strange thing is that I can start the app using ADB without any issues. I tried reinstalling the app, rebooting the device etc.... didn't help. The same apk runs fine on other Quests that we have. The device info: Runtime version 29.0.0.59.370.289122674 How can I fix this? Can I get rid of the Oculus TV thing alltogether? Martijn
Hello For months I used developer mode to connect via USB and browse files or manage applications. As of two days ago when connecting the headset to a computer the system would detect the USB device but the oculus app, ODH, and sidequest all will not connect to the device. When the unit is connected issuing 'adb devices' returns nothing. I'd like to connect the device to attempt to re-enable developer mode but I cannot. Any advice?Thanks
Could anyone help or point me in the right direction. I would like to design an app or a settings option which would enable the user to connect a third party wireless headset. I believe that microphone faults are on an increase whether they be hardware or firmware issues im not sure but it would be better for customers who don't want to wire up to a gaming pc who experience this problem to be able to connect an external mic as the port is only output
Ich habe das Problem, dass nach Eingeben der Befehle in der Eingabeaufforderung, das Programm lädt, jedoch bricht dies nach genau 47% immer wieder ab und dort steht der Fehlercode: "Total xfer: 1.00x". Hast du eine Lösung dafür. Bitte um dringende Hilfe, da ich mit der Quest 1 Spiele programmiere und diese zum testen benötige. Danke schön.
Hi,We are about to upload a new version of AppLab App to support IAP, and here is our problem: 1. The previous version APK for production channel actually used a wrong App ID2.In order to support IAP, I switched to the correct App ID, however when I'm trying to upload the new version APK, I always got an error message:"ERROR: Please sign or rebuild your APK using a production certificate or verify your keystore build settings are correct." Any suggestions to solve the problem? Thanks a lot
Hello everyone. I'm developing a UE4 game using 4.27.1. I was wondering how can I change the splash screen title that appears when I first launch my game. The only solution I found was to create a new Target.cs file with the name I want as title. Is there another way? without creating a new Target for my UE4 game? Thanks!
is it possible to use Quest 2 Handtracking feature without using SDK on unity 2021.2?
I have been playing Horizon Worlds for a few months now and I love it. There is so much flexibility and creativity. I really see the potential for large-scale adoption. I have a few ideas and pieces of feedback I would like to give to the staff as well as a few education ideas/projects I would like to pitch. Does anyone know the best way to connect with META Horizon Worlds staff to start a dialogue? Thanks
Hey, I'm working on a prototype user experience targeting the quest. I'm playing with the idea of having the user lay down to play, I was wondering though would this be allowed if I want the app to have a chance to suceed? Does anyone else know if this would be a problem or not allowed or discouraged? Thanks🙂
Getting GUIs working for VR in Unity seems to be a big cause of pain for people getting started. It is definitely something that needs to be simplified, so I went ahead and created a package to do just that. VRGUI should have you making GUIs in no time. Here is how it works:1. First you need to import the VRGUI package into your project.2. Now you need to create a script for your GUI that extends from VRGUI and implements the OnVRGUI method:public class ExampleMenu : VRGUI { public override void OnVRGUI() { GUILayout.BeginArea(new Rect(0f, 0f, Screen.width, Screen.height)); if (GUILayout.Button("Click Me!")) { doSomething(); } GUILayout.EndArea(); }}3. Now you need to add this script as a component of your player: - You can attach it to the camera and it will follow your eyes, or - You can attach it to your player controller and it will follow your player4. You can choose to have the GUI displayed on a flat surface or a curved surface (the "Use Curved Surface" field)5. You
hi ...i tried to use URP 12.1.2 + Vulkan with unity 2021.2.5 but got completely black screen on Quest 2 [v33]!!any ideas?thanks.
Hi All, I am working on one Oculus project in that I am getting the following issue : The OVRPlayerController is not moving with OVRCameraRig. I am using the Unity version(2019.4.15f1) and OVRPlugin version (1.66.0).I have added the CharacterCameraConstraint script to my OVRPlayerController but still I am getting the same issue. Can anyone tell me how I can move the OVRPlayerController and OVRCameraRig together? Thanks in advance.
Hey guys, we're wondering why there's no payment system for in-app purchases directly from within VR. What's the biggest challenge for monetizing in-app VR content as a VR dev? What are your thoughts on this? Survey on VR payment Takes only 2 minutes. 6 simple multiple-choice questions. We hate long surveys, too 😅Cheers,Richard from Holoswitch / triple A code
Hi,Oculus Quest (2) have experimental Bluetooth pairing.Now except from watching movies this is pretty useless because the delay.I have pair of AptX Adaptive Bluetooth true wireless buds, and with my phone thay have almost no delay, but with the Quest 2 I can't play at all because delay of almost a second...So maybe add support for AptX and stuffThanks!
Hi all,For the life of me I cannot get sidequest to connect to my headset.I’ve literally tried everything possible.I use a Samsung s7 tried multiple cables and adapters.I never get the debug pop up. Developer mode is on,verified cables and adapters have all been otg ready,phones otg ready,don’t get it.stressing me out lol help
So..weird issue. I am using FMOD. I installed the oculus plugin/dll for UE4 and added OculusSpatializerFMOD into the FMOD plugin settings. That seems to be working fine. The issue is that FMOD audio refuses to play on both my Rift and in a built package for the Quest 2. When I preview the app in VR, regular sounds are played over my Rift, but FMOD sounds are being piped into my attached USB Headset. It doesn't make much sense to me. On built packages on the quest, the FMOD sounds don't show up at all. Any idea what's going on?
i have an idea that's life changing. i wanna sell my idea between 50000$-50000000$. who do i talk too
Just an idea, but wouldn't it be awesome to have an accessory that could be worn on the ankles for kickboxing?
Hi,I wondered if there is way to develop a game in javascript, create an APK out of it (with or without PWA),and submit it to the store.what I'm not sure about is that all i can find about PWA is for displaying a 2D website on oculus, but i want a 3D VR game developed in web technology and ship-able on the store, without an extra click to enter VR-mode. is it possible? Thanks
I've tried numerous Unity versions and hand tracking seem to not work. The sample scene with the trains appears to not recognize hands at all. I have hands in the main menu tracking find and if I flip my hand over I can get the oculus menu gesture to work but nothing from Unity (Link cable or on device) seems to work. It appears that the manifest is also reporting the proper entry for hand tracking. I'm stumped.
I see there is v29 but there is nothing else in the dropdown. Is there a way to access the earlier versions? (specifically I need 4.18, I'm not yet sure what version that was) Thank you!
When I import the Oculus integration asset, code completion for the OVRInput namespace does not work ("the name OVRInput does not exist in the current context" in Visual Studio). Yet I can play and build just fine. It's almost as if the Visual Studio solution at the root of the project is not the same as the one Unity uses to build. Is there a way to fix this?
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