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Hi, I am working in Unity, and I have been trying to implement on-device speech recognition on the Oculus Quest. Knowing that the Quest uses Android, I tried using Android's speech API's through a plugin I found on the Unity asset store. The plugin gives me speech recognition on my Android Phone but not on the Oculus Quest. On the Quest I get an error saying that speech is not supported. Looking through the forums, I learned that the Oculus Go is a "bare bones" version of Android that doesn't have native Speech Recognition. I've been searching for other on-device speech recognition solutions, but so far it seems like most speech recognition solutions require the internet.Can anyone recommend an on-device speech recognition solution that is compatible with the Quest, if one exists? Or will I have to go to an online-based solution?
I’m trying to modify the demo ‘Room’ scene.I have added a text mesh pro object and a new script to a ‘grabbable’.problem: editing OVRGrabber to include TMProor, reference the new script parametersboth result in compilation errors mentioning the ‘namespace’ or assembly language problemssince I’m not messing around in assembly language, I assume this is a namespace issue that can be resolved using something like:- using namespace something-I-can’t-figure-out- or something akin to putting std:: in front of the offending call appreciate the help, thanks
I want to open a window by grabbing it and pulling open up and down. How can I constrain the movement of the window using the Oculus's Unity package?
For whatever reason, I can no longer add members to my Organization. When I attempt to do so, the 'Add' button is always greyed out but pressing enter allows the button to at least look like it's attempting to add a member, but then it never completes (it's just a spinning circle forever and doesn't seem to time out). It also doesn't add any of the context feedback data it used to (like username not found or whatnot). I'm not sure what caused this, but we'd like to add our new team members for obvious reasons. Anyone have any information? Thanks in advance.
Please forgive me if this has been answered. I searched for a while but couldn't find a clear response. I have one Oculus Quest 2 Device for my child. I plan to purchase a second Oculus Quest 2 Device for my second child. Will I have to purchase the games and apps again for the second Oculus Quest 2 Device? Thank you!
Hi, I am setting up the hand tracking and not the controller. I added OVRGrabber to OVRHandPrefab and I have Sphere Collider, and Rigidbody. I also added OVRGrababble in the Cube. I can move around the cube with the hand but I cannot grab the cube. How can I grab an object? Is there any good tutorial for this? Thank you!
Hi Everyone, I have a very weird issue on Quest 1 with a World Aligned Texture based material.When I view the mesh on Quest 1 the world aligned texture on it rapidly moves back and forth and sometimes loses stereoscopic rendering. Ticking full precision doesn't help. This doesn't happen on Quest 2. Video: https://youtu.be/PLJ-m8--vNo Any idea what could cause this? This is the material:
My game runs fine on the Quest 1, but when I try to run it on the Quest 2, I get a whole bunch of shader compile errors...even for the default Unity Built in Mobile Shaders. Not sure why it would work for one and not the other. I'm porting my game from PC to Quest, so I'm Has anyone else run into this issue or know of anything I can try?
When I import Oculus Integration and then import Oculus via XR Management in a new 2020.2 project I get the following error:GUID [a57801270cf689244b48012cf9db1713] for asset 'Packages/com.unity.xr.oculus/Runtime/Android/arm64/libAudioPluginOculusSpatializer.so' conflicts with: 'Assets/Oculus/Spatializer/Plugins/Android/libs/arm64-v8a/libAudioPluginOculusSpatializer.so' (current owner)We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.Think this is a bug that needs to be solved, so we don't have to pick one of the files and delete the other.
Looks like ASW is now available. https://developer.oculus.com/downloads/package/unity-integration/34.0/ I am going to play with today and see what performance gains I get and what artifacts prestn themselves.
I did a search and have not seen anyone else post about an issue I am having so allow me to share as I surely cannot be the only one. I am getting the follow error every time I build to the Quest in Unity 2021.2.1f1. It started when I added a splash screen image under the XR Plug-In Management settings for Oculus. To get around the issue, just follow the path where it is copying too and delete the vr_splash.png file before each build. Unsure why this is happening, but hoping it gets addressed soon. Will log it as a bug.
I've verified my developer account, and made an organization, ect. But when I try to turn on developer mode on my ios app, it just said "To enable developer mode, join or create an organization and then verify your account." Then has a "Get Started button"
Hello Quest Devs, I am hoping someone here can shed some light on an issue that popped up in Unity 2021.1.24f1 after I upgraded to the latest Oculus Integration version 33.0. When I build I get the following 2 errors that I was not getting just prior to the 33.0 update. Any ideas? The "package.xml" file referring too in the first error does not exist even during the build. I also ran a full stack trace for the second error and no further insights were gained. I feel like these 2 errors are caused by somehting else entirely. Did I miss a step when I updated to 33.0? Thank you Error 1:> Configure project :launcherWARNING: The option setting 'android.enableR8=false' is deprecated.It will be removed in version 5.0 of the Android Gradle plugin.You will no longer be able to disable R8Exception while marshalling C:\Program Files\Unity\Hub\Editor\2021.1.24f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2\package.xml. Probably th
Hello, I am developing a game that is essentially similar to Laser Tag.The problem is that the players in the virtual world are not in the same place as they are in the real place.To solve this problem, I need rotation data relative to the real world.I could get this with a magnetometer or gyroscope, but all my attempts to get this data have failed. Does anyone know how to solve this. Sorry for google translate Thank you in advance!
I went from 25 minutes to build in 2020.x to 2 hours in 2021.x. Have others had a similar experience? I read that you can do an incemental build by selecting "append" in the build settings, but I have no such option in 2021.1.1f1 (was a post from 2015). What are others finding?
Is it possible for Oculus Quest2 to recognize a third Touch Controller?I want to align objects with the third Touch Controller as a reference point.
Black Screen error when I use Vulkan and OpenXR on any Unity 2021 to 2022 version, is there any upcoming fix for this?
Hello Can someone point me to resources/blogs/ FAQ's regarding how VR Game developers are paid for Games that are already in the store or to support development of games for the Quest. I searched but was not able to find anything specific. Thank you Gary
I'm unable to connect the Oculus Quest 2 w Unreal Engine 4.27. Under launch ( Unreal Engine), I don't see my Occulus Quest1. I've installed the Oculus Developer Hub - Working2. I downloaded the Android Studio - Working3. Unreal Engine: I opened the SetUpAndroid Windows Batch and activated it. 4. I'm using the VR template in Unreal Engine 4.27. I've watched a couple of You Tube videos about settings and plugins. I think this is what the problem is.Are there any links you can suggest? Also open to hiring someone to walk me through this.Thanks,Hector
I can't get debug layers to work on Quest. vkEnumerateDeviceLayerProperties and vkEnumerateInstanceLayerProperties both return 0 results. Are validation layers not supported or am I doing something wrong (e.g loading the wrong .so)? See code belowI notice the Vulkan Cubeworld sample refers to VK_LAYER_LUNARG_api_dump but it seems it's compiled out, which is why it presumably doesn't fail in vkCreateInstance() mVulkanLoader = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL); assert(mVulkanLoader != NULL); vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)dlsym(mVulkanLoader, "vkGetInstanceProcAddr"); vkEnumerateInstanceLayerProperties = (PFN_vkEnumerateInstanceLayerProperties)dlsym(mVulkanLoader, "vkEnumerateInstanceLayerProperties"); vkEnumerateInstanceExtensionProperties = (PFN_vkEnumerateInstanceExtensionProperties)dlsym(mVulkanLoader, "vkEnumerateInstanceExtensionProperties"); vkCreateInstance = (PFN_vkCreateInstance)dlsym(mVulkanLoader, "vkCreateInstance"); uint32_t layerC
I have this problem that when I pause my application build by pressing the oculus button, the wrong application image is seen, as in the example below. How can I fix it so that the logo of the application appears? And not of the app I previously used. I used Unity to create the build.
I want to develop a hololens2 app with Virtual human Lipsync,Whether the Oculus Lipsync plug-in can be used on hololens2 (UPW platform, x86)
Steam Link It's to make VR therapist more affordable and accessible to independent practitioners, in the hope to make it a more available form of treatment. The therapists who used it seem very satisfied and some have reported an actual increase in their healthcare efficiency. They like working with Vrerience basically for exactly the reasons it was intended for, which is great. Now it's available on Steam for use worldwide to make it even more accessible. No one needs to contact us to get Vrerience and everyone can manage their own content subscriptions at any time (also to contrast most VRT software out there). Problem is how Vrerience is in a particular limbo between two very contrasting market orientations. VR is heavily game-oriented and so is Steam. Spread the word via Steam and typical VR news sites, and it'll mainly reach game enthusiasts. If I spread the word via platforms on healthcare and e-health, the association with gaming when people hear Steam and VR can
Hi everyone, this is our first post, and just looking for anyone that might have any information on our topic. We are Virtual Reality Education, and we are creating VR videos on a number of topics, relating to education in VR. Question number one is, does anyone know about these two programs: Oculus Launchpad: are applications open, or if someone has more information about this?VR for Good: is there anything active going on with this? For the VR Video, is there any channel for it that could be monetizable? We've put some videos up as Oculus Developers, but there is no way for Quest users to even give a like to the content, or to share it, or get to our creator page to see all the other videos we've created--so it seems very lacking in functionality. Also, there seems to be no way to monetize it. What do you think about the prospects of creating an app featuring immersive VR video, would that be a more promising route, and do you think it could make it onto the ocul
I have a choice, when synthesizing the audio for my app, of doing so at 44100 or 48000 hz.Is one "better" or more natural for the Quest? That is, does the Quest have some "true" resolution that it is resampling to, such that in fact if I submit (for example) a 44.1khz sample stream to OpenSL, it will be internally resampled to (hypothetically) 48khz before hitting the DACs? Or vice versa?Will Oculus Audio work better with one sample rate vs the other?The Oculus Audio reference guide says "44100 and 48000 are recommended for best quality". Is this a promise that the Oculus devices are equally capable of playing either a 44.1khz or 48khz sample stream at native resolution?(If it helps, I am developing against the Native/C++ API.)
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