Developer Forum [Archived]
Recently active
I have a persistent issue where the rendering of hand tracking is all messed up. In the photo, the hand colliders and interactions are fine (I am able to grab the slider, it changes to green when grabbed, and changes it position), but the rendering of the hand itself is in the wrong position. This usually happens on the first play and after stopping and playing again the issue fixes itself (usually, but about 1/15 times it will re-occur). Any body have any ideas? Quite new to development so any help is appreciated. Thank you 🙂 Unity: 2020.3.21f, Oculus integration V34.
Good morning,sorry for my silly question, but I'm pretty new.I would like to create a Horizon Workroom programmatically. Is it possible?Can I call an API to create a room from another application?Thank you
At first I was all-about making a VR multiplayer game, however there are certain parts that would not work well in VR at all. What is the easiest way to build a game with 2D or 3D rooms that transition into VR? Is it even possible to do it seamlessly? Or are there apps and programs already dedicated to this that I haven't been able to find? Or would it be better to buy Unreal? Thanks in advance.
For present and future modifications to Oculus, earlier today my OQ2 may not handle changing locations (tracking) very well (https://www.quora.com/The-Oculus-Quest-tracking-can-be-disrupted-for-being-calibrated-to-the-wrong-power-outlet-frequency-How-does-that-affect-the-Quest-in-the-first-place). The fringes of the environment pixellated into "half static" black and white "tears" or "torn ripples". The location recently had updated Wi-Fi that uses "Plume" pods. Could be something to consider when targeting certain geographical locations. as it could affect Security as well as Health. I don't know if it is a Location, Hardware, or Software issue Notified the game bug occurred in. Has anyone else experienced this?
As the title says, I am getting a completely black/blank screen when I build to my Quest after I updated the Oculus Integration to 33.0 and Unity to 2021.21.f1. I have selected OpenXR under XR Plug-in Management, made sure the Oculus Quest Support was checked off in the OpenXR options and also made ran from the drop down menu Oculus -> Tools -> OpenXR -> and choose Switch to OVRPlugin with OpenXR Backend. I am getting no errors, just blackness. Not even the Unity Logo is appearing. Have others gotten these versions to work together? Has anyone else moved to OpenXR for their Quest?
I try to create program in Unity, that will be conect Arduino project with Oculus Quest 2 using serial port (USB to USB). And i have few questions:1) What the device nameof USB port (I found that the name is /dev/ttyHS0 but not shure)2) Can i get access to port? Curently i get message that access denied (chmod: crw-rw---- and i can't change it) The main idea is read information from Arduino device in string format and work with this in Unity Apk.In Manifest was added all requered permisions.
Hi there,my Oculus quest 2 isnt charging anymore.i tried all of the tips from the oculus site, but none of them worked..can someone help? thanks a lot!
The title says it. In a "3D" project, to which I have added oculus XR settings, I delete both OVRGrabber and the rigid body from the left and right hands. Some piece of Oculus code, running who knows where, keeps putting a Rigidbody and OVRGrabber component on each of the hands. I've looked around a lot. I made sure I did NOT use the "VR" template when starting this project fresh. What code is adding the unwanted components? And how do I destroy it?
Hi, So I followed all instructions (carefully couple of times already) as in official documentation how to setup for Oculus Quest for UE4. However Im unable to launch on Quest:When I go do device manager I can see the Quest is there:How can I add Quest device to be able to Launch it?
i need help buying games for my oculus quest 2 i cant buy anything because everytime i try to it says we've noticed something unusual and, for your security, this request couldn't be completed. please try again later
I am not really a developer, just an avid user of of product. I use the quest 2 for training at work, and I have a very novice skillset with modeling.I noticed that i can download the .fbx files of the controllers, but whenever i try to convert them to an .obj file, it shows the two controllers intersected with each other; they are unusable for my needs.I am not currently educated enough to work with blender but am pretty familiar with Fusion 360.is there a way that I can have someone create a QUAD .obj file or fusion 360 .f3d file of the controllers so I may use them for sculpting and 3d printing parts that help me with my job? You guys are awesome, thanks! Respectfully, https://www.facebook.com/robert.germanelo/https://www.instagram.com/germ.shooting/
does Meta [formerly Facebook] have specific metaverse lands platform for their products like as oculus quest 2? or have to use other platforms like as SomniumSpace?anybody have experienced with that?and what are the best platforms at the moment??any suggestions?thanks.
My Guardian setup keeps resetting so i can setup my Guardian so i wound why?
I'm following along with the "Build Your First VR App" Tutorial, and I'm running into an issue where an array that I created called "WallMaterial" in a Script is blank uneditable. The code for the script and an image of the inspector are below. Does anyone have a solution? Is it a bug in the Unity version? I am using Unity 2021.2.5 for Mac. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ColorController : MonoBehaviour { public Material[] wallMaterial; Renderer rend; //Appears in the Inspector view from where you can assign the textbox public Text displayText; // Start is called before the first frame update void Start() { //Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = ""; } //Called when the ball collides with the wall private void OnCollisionEnter(Collision c
Hi,We are developing an Oculus Go app, so we created a test user to test the in-app purchase (IAP) that redirect to Oculus Payment confirmation.In the beginning, Oculus payment page ask us for PIN confirmation :) , and every purchase worked well. But now (after some purchases : same SKU multiple times), the purchase is automatically confirmed without asking us PIN confirmation or display Oculus Payment Confirmation page. We do not have clicked on any "Remember my PIN" button or anything else.How do we bring back the PIN confirmation payment and Oculus Payment Confirmation page for our test ?We have tryied to unistall app & install it again ; change Test Cards (successful to failed) ; remove and add again Test Cards ; but nothing works because Oculus always accept the payment without asking us to enter the PIN confirmation.We need this Oculus Payment Confirmation page & PIN confirmation, in order to see the IAP Name modifications we've made (Purchase "Name" labels updated).PS :
Hi everyone!We are so excited to bring Passthrough to production and have been thrilled to see the community's engagement with Mixed Reality. We are working to build tools to enhance the developer experience and have a quick, 3 question survey for you that will help us prioritize the tooling we'll build for Passthrough enabled applications next year.Please take 2 minutes to fill out the survey here so that we can build the most impactful tooling for you!
I deleted the app at first while downloading a game and hope to re-install it and fix the issue. Now it won't even install correctly. It downloads up to a certain point before stopping with 0 bytes/s. Any ideas for fixes?I'm using a quest 2, have plenty of storage, deleted any AV and have good internet connection. The app worked before so what happened?
I am wondering if this passthrough api from v31 SDK work for PC VR unity app using Rift-S or Quest2 via link or is it limited to Quest app?
Hi, I´m very excited to get the MR capturing with iOS devices working with our ´to be soon released´ game Astroroxx. We have enabled the OVR plugin in UE4.27.1 but while Beat Saber and Space Pirate Trainer work well, I´m just getting a black background with our game. I´m currently using the Reality Mixer app from the Apple appstore: https://apps.apple.com/us/app/reality-mixer/id1539307552 Does anyone know what we need to adjust / change in order to enable Mixed Reality capturing in our game in UE4 ? Is there a setting that needs to be enabled ? Do we need to enable the Epic Mixed Reality plugin as well ? Any help would be appreciated!
Please point me into the right direction. Looking into the OVRPlugin code I can not find a way to get Hand Joint Location, seems like Oculus doesn't provide us with that data...is it correct? I can see that there is a root pose in OVRPlugin.HandState struct, but that's it. What I'm trying to do: well, I want to transfer (and convert) Oculus hand tracking data into Leap motion data format. It will give me a better way to work with hand tracking data as well as to re-use an old Leap codebase. This will also give me access to Leap Motion interaction engine on Oculus Quest.
it ask me to connect the device to ODH. But if I can open this window, and it says ACTIVE, it means it is connected to ODH, right ?
Hi, we're developing a few apps for the Oculus Quest, sideloading and running development builds used to work fine until this morning when we set up 2 new Oculus Quest headsets. Now when I try to run a sideloaded app, it tells me "Update in Progress Please Leave your device on, connected to Wi-Fi and plugged into a power source until the update is finished." Running store apps seem to work fine.Did anyone else encounter this issue?
After updating to the Oculus branch of UE4 4.26.2 we can no longer launch our game builds on quests with versions lower than v30 (maybe 29).We have 2 headsets that are stuck on v28. They can't find any newer versions. Tried factory reset and restarting multiple times. The following message appears when trying to launch the game: Device update in progress this app requires the latest Oculus software version. Please leave your headset on, connected to Wi-Fi and plugged into a power source. Your headset will restart when the update is complete.Does anyone know if there's a setting we can change to be able to launch on older versions?
I'm having trouble finding the documentation on this (if it exists). Trying to decide if a texture array or texture atlas makes more sense in my app - what are the (texture size / number of textures) limits on Quest 1 and Quest 2 for these?
I'm using Oculus Quest 2 and my PC's system is Windows. And I have opened Developer mode in my Oculus App. I tried to connect my quest 2 to with my PC by USB-C or Double C link, but both of these attempts failed. When I use USB-C port, it keeps charging for my Quest 2, but didn't show any prompt. It's said that it will ask you "Allow USB debugging?".When I use double C port, it shows that "Allow the Device read the data ...". But still failed when I test the connection on Oculus Client on my PC. I'm confused. Any advice or suggestions will be highly appreciated.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.