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My original Rift is very outdated 😄 Looking at moving forward, would you get Rift S for dev, considering there are going to be a lot of people that still have them, or would you bite the bullet and move to Quest? How long before Meta decides to just change and leave all the devs behind again? Seems a bit unstable to use Meta?
Today, I was using odh while testing the build file.I found this error when I was not using odh for other tasks and turned it on again.I deleted the program and tried to reinstall it, but the same error came out.I tried to install it in the top version(2.0.0), but it was the same.
I was able to install the Mixed Reality Capture tool successfully, but when I try to run it on my Windows 10 computer (fresh installation as of this writing), the tool opens a blank black background with no buttons. After watching videos of what should happen, it should be an application UI that I can click "Getting started", but that never happens. I just end up with a blank screen that I have to close by right clicking the icon on the taskbar. Anyone else experience this issue?
Hi,I'm not quite sure, if this is/was already an issue, but since my Quest OS updated to version 35 and my Oculus Integration is still version 34, Hand Tracking samples do not work anymore (using Unity 2021.2 with OpenXR backend). Furthermore older projects with Unity 2020.3 (OpenXR backend enabled) don't work either, although they worked a few days ago with both, Oculus Integration and Quest OS, on V34). My assumption would be that the mismatch between Quest version and Oculus Integration is causing this. Can anybody help? Oo Best regardsMax
Hello, I have just upgraded to version 31.0 of the Oculus integration for unity 2020.3.0f1. It looks like hand tracking isn't working with the OpenXR backend. It works fine with the legacy plugin though. Does anyone else have the same issue?
Hi, I'm looking at creating a PWA for Quest. Is it possible to launch another quest app from the PWA?
I was wondering how long can app stay on release channel without submission approval? Do Oculus team delete the app or not if the app are not publish?
location access has been popping up when at the app store and when i try to pair the headset. when the message pops up it won't let me click next so i swipe the phone and it says on looking for headset. please help and thanks
I have spent hours and hours google searching and forum searching and maybe I just am not using the correct terms but I sure could use some direction. I am wanting to create an in game controller tutorial that shows the player the controllers and which buttons do what. I can not find a single resource that may show how in unity i can show the quest controllers and highlight buttons with UI popups telling what they do. I would even take a video clip of Quest 2 controller functions but I cant find anything. Any direction at all would be much appreciated.
Hello, I'm using 4.27. 1I don't have any post-process of any sort, no auto exposure, and mobile hdr. The scene works just fine on SM5 rendering both preview and runtime.
I'm trying to use a post process material in UE4 but in order to use it I have to turn on Mobile HDR in the project settings. As soon as I do the scene is getting this weird far clipping issue with objects dropping out, the sky being black, etc. Not sure if anyone has come across this before but I need those post process materials to make the effect required, so I need to know either a way to enable post process materials without Mobile HDR being enabled or to clear the issue when it is. I'm using UE4 version 4.27
In Unity for as long as I can remember there has always required a "Character Camera Constraint" component attached to the "OVRPlayerController" game object in order to keep the OVRPlayerController game object following the player camera utilizing the 6dof of the Oculus Quest . Ever since Oculus Intigration 12.0 was released It seems like they have changed how the Character Camera Constraint component works as it now required several other components to function without throwing any errors. Even with all of these components (Capsule Collider, Rigidbody, Simple Capsule with Stick Movement) the OVRPlayerController only rotates with the player camera, the position never changes. Does anyone know how to fix this problem/ how to get this to work, or does Oculus have to patch it?
Hi,I wanted to build Unity Project to my Oculus quest1, it was working perfectly, then I don't know what exactly happened on my headset, and when I tried to build a project into it this what I see, and I could not build any project from Unity
2.4ghz does not play properly. So I don't want players with 2.4ghz to join the match pool.
HI everyone, i had this noobie trouble:UEDeployAndroid.FilterStdOutErr: FAILURE: Build failed with an exception. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * What went wrong: UEDeployAndroid.FilterStdOutErr: Could not determine the dependencies of task ':app:compileDebugJavaWithJavac'. UEDeployAndroid.FilterStdOutErr: > Installed Build Tools revision 31.0.0 is corrupted. Remove and install again using the SDK Manager. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * Try: UEDeployAndroid.FilterStdOutErr: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * Get more help at https://help.gradle.org UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: BUILD FAILED in 11s Log.WriteException: ==============================================================================
I am trying to write some optional data to the leaderboard using Leaderboards.WriteEntryWithSupplementaryMetrice.g. Leaderboards.WriteEntryWithSupplementaryMetric("scoreboard", Score, ExtraInfo , null, true) But when I use GetEntries() to grab the score, supplementaryMetricOptional is always null. Is there any example of this working?
hello guys,I want to make a VR game for kids to enter the game directly when the children put on the headset.I want to remove the default menu is there any way to do this?if I can not remove the main menu of quest 2 , could I make my VR game on autoplay mode?
Hi,I have a quest 2 headset and I'm working with NATIVE samples, for example VrCubeWorld_SurfaceViewI dont want to use Unity or Unreal, just plain native platform, So, every time I make a change and want to test it I have to put on the headset and see the screen, etc Is it possible to run the app in some android stuvio AVD device simulator, at least for test the graphical stuff (opengl) Thanks!
Idk
hi ...is it possible to read specific file on Flash usb device that connected to Quest 2 with Unity?
{"error":{"message":"There is no active match associated with the room 1,362,581,287,493,862.","type":"OCApiException","code":100,"error_data":{},"error_subcode":1891323,"fbtrace_id":"ASbZIyEAZcFY6N-8_pgFxpb"}}I'm trying to implement matchmaking. I have two instances of my project running using ParrelSync. The clone project is logged in using a test user account. I pass the entitlement checks and the two users find each other and join the room. However, I don't know what to do pass this point after receiving this error.
I am making a game where the play will only walk around physically. The OVRCameraRig game object in Unity will never actually move.I have this working, but now need to trigger things when the player "gets" to a particular location in the game.Since the player is physically moving around and the OVRCameraRig isn't I can't figure out what game object to put a trigger component onto.I have a debug output mechanism that I can show the x,y,z position of whatever game object I want showing in a HUD. I have put several game objects to output that position and none of them move when the player (headset) moves around in the scene.This is an Oculus Quest.
Hi Is there a way to pack a threejs app as an application for oculus rather than using the 3D browser ? I'm thinking about a native oculus app, which use oculus browser, pointing to local resources. Thank you
User question. Sorry for asking here but I already tried r/oculusquest and official Oculus support. Support directed me here. Where did the Updates Feed go in the phone app? It was a option at the top along with events, friends, challenges, ect... but there's no horizontal scroll now.It showed patch notes for games you owned only. Was very useful. Old menu https://imgur.com/a/2XKITXsNew menu https://imgur.com/a/aQGdP4x The other items got moved to Social and Profile, but Game Updates is nowhere to be found.
Following this guide https://developer.oculus.com/blog/introducing-application-spacewarp/I am trying to use Application Spaceawarp (AS) in my project. From the guide it is unclear to my how you should exactly replace the URP pipeline. What I did (unsuccesfully): delete the current URP package from my projectplace the folder com.unity.render-pipelines.universal from that branch into my assets folder. What happens is that I get compilation errors for scripts inside com.unity.render-pipelines.universal, it is missing a bunch of stuff. (for example: Assets/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs(5,10): error CS0246: The type or namespace name 'GenerateHLSLAttribute' could not be found (are you missing a using directive or an assembly reference?)) When I include the URP package from the package manager, I get the message that there are duplicates. (for eaxmple: Assembly with name 'Unity.RenderPipelines.Univers
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