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I want to make app with two Activities, first - VR mode with Unity, second - with native android ui written in java/kotlin. So I faced the problem that I can't combine these in one app by changing com.samsung.android.vr.application.mode or any other way, exept one method, but I am not sure if it is allowed to do so and will I be able to release my app to the store. I use this intent to start activity in 2D mode.Intent intent =new Intent(Intent.ACTION_VIEW);intent.setComponent(new ComponentName("com.oculus.vrshell", "com.oculus.vrshell.MainActivity"));intent.setData(Uri.parse("com.oculus.vrshell.desktop"));intent.putExtra("uri", "vrdesktop://com.test.testapp/.MainActivity");So my question is will I have problem releasing my app to the store with this solution?
Hi everyone, I deployed some apks using Developer Hub and they were working fine in Q2, but since I used the Project Launcher Unreal tab, I can't launch them from within Quest anymore.
I installed Oculus SharedSpaces for Unreal from AppLab.When I launch the app, I can only see the controller operation instruction image and Grayman in the black room, but I can't enter the lobby or room.Oculus SharedSpaces for Unity seems to be working properly because I put it in the same scene as the cover art.
Does anyone know why the poke index doesn't follow my finger/hand genstures? I've found solutions in the past that don't seem to work with the latest oculus integration. Here's a video for reference. You can see that the interactions do work but the index doesn't necessarily follow my gestures. https://youtu.be/LuaX-gAnxn4
Hello! I change my oculus username to “Female_Josuke,” i’ve waited eight months to change it, but unfortunately if I attempt to, it says I still have to wait 6 months. I could really use some support for this issue
I was wondering if interaction SDK is included with the new SDK 34.
The documentation for this API suggests the following (from this page -- https://developer.oculus.com/reference/platform/v34/o_v_r_requests_i_a_p_8h😞 $ curl -G -d "access_token=$USER_ACCESSTOKEN" -d "fields=id,item{sku}" https://graph.oculus.com/$APPID/viewer_purchases I have used the GetAccessToken() call (from Unity) to get what looks like a valid User Access Token. I then use that value and a valid $APPID, and get the following error: "{"error":{"message":"Unsupported post request. Object with ID '$APPID' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"An4VQxosLHb9uiWeDYZO5ef"}}"", The $APPID does exist, and i have been able to use other S2S API calls using it. What is the correct way to call the "viewer_purchases" method?
I have set up Unity on both my Macs. One is iMac the other MacBook Pro. Both running Big Sur latest version.My Unity projects are on a removable drive. A simple Unity test scene will be uploaded to Oculus Quest 2 in developer mode through link cable. Works great! But only on MacBook Pro. On the iMac the exact same project will compile. Oculus is connected, shows up in Build Settings dialog but nothing ever shows up in the Oculus after build is done. To add insult to injury, this HAS worked on the iMac before. Not sure if it's related but when Oculus is plugged into MacBook Pro it shows up in the USB Device Tree. Not so on the iMac (but it still shows in the Unity Build Settings). And again, it has worked before. It is the same project run from a removable drive. Developing on the larger and faster iMac would be so much better. Thanks
Hello everyone, I wanted to try out the new Bink Plugin in 4.27, but I have some odd problems with it on the Oculus Quest 1 and 2. The application, I'm currently implementing Bink in, switches to a black screen whenever I look in a certain direction. (Most of the time it’s 90 degrees to the left, relative to the forward direction of your playspace)To Pinpoint the problem, I created a project based on the VRTemplate. Without changing anything, just activating Bink, the application does not even load and hangs in the 3 dots screen forever. I then found out, that there seems to be a problem with the OculusXR Plugin, because when deactivated it and activated the standard Oculus VR Plugin, the application starts and runs fine. However, when I deactivate Vulkan, the odd graphical glitches begin to happen here too. When you look into a certain direction, the cubes on the table and the ball behind the table disappear. (Only on Quest 2) And if you press teleport, bam, black screen. So
Is there any way as a developer we can force a firmware update as waiting for the roll outs takes way too long (months sometimes). It is becoming increasingly difficult to get the latest firmware to test new features like ASW. I find it ridiculous that devs have to wait in line with consumers for firmware and do not have even early access. If I have missed something and there is a way to update without waiting please let me know. Frustrated dev
Hi, We are developping VR application to work as well with Oculus Quest 2 and Pico G2 4K Series. At this point, we have installed (uncheck) the Oculus XR plug-in and the PicoXR Plug-in in the Plug-in Management. When we tick only the Oculus XR plug-in, it's working correctly on the Quest 2. When we tick only the PicoXR plug-in, we have a blackscreen on the Pico headset. But when we uninstall the Oculus XR plug-in, it's working correctly on the Pico G2 4K Series.Do you have an idea why this happens? Does the Oculus XR plug-in keep trying to start on Pico even if it is uncheck? Our Unity setup : Unity 2019.4.32fPico XR plug-in : v1.2.5Oculus XR plug-in : v1.10.0XR Plug-in Management : v4.2.0 Thank you for the reply
Hi!I'm an animation student and Im working on a vr short.I am doing cassic animation with some 3D elements as the BG. I want to use the oculus while putting everything together and not go back and forth putting on the headset to see how it looks then removing it to make adaptations... the thing is that oculus requires you to create an organization to access the developer mode, and I dont know if it is something that can hurt my film (in case I wil want to send it to festivals in te future)... Is there another app (exept quill) to make VR movies that I can use? or a better way of seeing what I'm doing in unity while using the oculus? thanks!
Hi guys, I'm trying to get the OVRGrabber and OVRGrabbable scripts working on Unity using the hand tracking instead of the joysticks, but it seems that they were made for controllers only. Is there any example of how I can grab simple objects (cubes) by using or modifying these scripts? Any clue is welcome! :smile:
Hello,I ve wrote first on the Unity forums and someone from Unity said that I should write here, because it's probably an integration of the plugin problem.I have a problem with Unity 2019.4.9f1, latest Oculus integration and Oculus Quest 1 with hand-tracking. I have a room-scale exprience when the user can move physically through the room around a bed and a character. The problem is that at some point, I need the user to pe placed in a specific point in the space, facing the character. I tried setting the position to that place, moving towards an object from that position, but it never translates the user to that point, but somewhere near. I need that regardless of the physical position of the player, to jump to a specific point. I am using the OVRCameraRig and I tried also with OVRPlayerController. I tried also to parent the OVRCamera to an empty gameobject and that gameobject to translate, but the result is the same. I read on the forums that the problem is that the physical movemen
i tried to use ovr teleport scripts on Quest 2 by using only hands that shown as below...but nothing happened 😕 any suggestions?
Hi All, Firstly, does Quest 2 allow HDMI input? ie: Using HDMI to Type C with HDMI connected to a Console/PC. If yes, has anyone worked on an app that essentially allows you to turn your Quest 2 into a home theatre like the Netflix app BUT, you can connect your Xbox or PS5. In the app itself, you adjust the screen size, etc. Haven't been able to find something that already exists...
Hello. I'm developing VR app using unity with Oculus Quest2.I'm using OVRCameraRig for tracking my bare hand. I want to use finger touch as mouse click to interact with UI(Button, Dropdown etc.) Is there any way to do it?Please share me if you have one.Thank you 🙂
i am developer because when i got the dashboard it just says that i need to verify myself because i had my friend invite me to in developer group so after trying to verify my phone number i put in my phone number and no code. I've waited WAY longer then 5 minutes and its been many months of me trying and NOTHING. saw a post where he did not have the same issue but a similar and it said to turn on SMS which i did but still nothing and how is it that i can not receive a simple code like? All i need is then to send me a simple message to my phone with the code but i get nothing. tired support to see if they could just like force but nothing and told me to come here.
I have owned every Samsung Galaxy Note from the first to the 20 ultra. I have about six cell phones that I have bought for my employees. The only phone that I really I'm concerned about is the Galaxy Note 10 plus that is my personal phone. Apparently it does not work with the VR headset? Is there anything I can do to make my Note 10 plus compatible or do I have to purchase a new headset? I have been a Samsung DieHard fan since 2006 with the Galaxy S2 and this is the first time that I have felt that Samsung has not catered to their loyal fan base. I'm sure one of y'all knows the answer but I have been online for days looking for the remedy and I can find nothing? I'm not completely tech savvy so please take it easy with the criticisms and accusations. The way I see it is that we're all a Samsung family and I would hate to think that because I bought new devices that I no longer have access to VR? Can someone please help or explain what I need to do? Thank you all!
Hi,what are the best learning resources how to create app in Mobile SDK? I checked documentation and all examples from here: https://developer.oculus.com/documentation/native/android/mobile-intro/ but there is no documentation/tutorials how to create the sample app from the scratch.
Hello.I am a student developing content in Unity using oculus quest.When I build with oculus on Unity, the location of the app cannot be found unless I plug in a computer and a wire.Is it possible to run the app without connecting the wire by putting the extracted apk file directly into the oculus local file?I am currently using playerprefs to save the app data, but the data is not loaded even if I restart the app after closing it.So, I doubt that the data is not being loaded because it is not in the oculus local file.
how do we setup voip for unreal? Quest
We are struggling to hit the 4 second requirement for AppLab submissions in Unity 2019.4.7f1. Our app takes around 8 seconds to hit our empty scene except a canvas image and some text. Upon testing a sideloaded standard empty URP project with the Oculus SDK it takes longer than 4 seconds just to get into an empty scene with nothing but the default URP and Oculus SDK assets!! A splash screen seem to doesn't improve this at all either? - Worth noting that we are still needing to use the Legacy Oculus VR SDK as we need to remain cross-platform with SteamVR for the PC client. I was wondering how it's possible that apps like Superhot and Beat Saber have managed to have a logo above the three Quest loading dots. And if that's something we would be able to set up for our app and would be appropriate to meet the VRC.Quest.Performance.3 criteria? I have done much Googling for this and have come up completely short, this is completely stumping me so I hope someone can help!
Hey there, When I call the "Get Available Display Frequencies" function exposed via a Blueprint in the Unreal Engine integration, I always get an empty Float Array back. Any ideas why that might be? Looking at the source code, it looks like it falls back to doing that if it doesn't recognize the HMD, but I'm debugging from an Oculus Quest 2. I'm testing on the Oculus fork of UE on the 4.27 branch, with AppSW, Phase Sync, and Late Latching active.
Hi everybody. I am the founder of Shika Kage, a gaming crypto project. It is a GameFi project with several minigames, one main game, and a platform for other users to create games. There is a VR version of the game in my project. Now let's get started. Who can tell you where to start developing a VR version? We are 4 developers, but we have no experience in VR development yet.
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