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Before I uploaded my game, it was open and playable in Quest2 normally. After modifying the Android manifest and completing the upload of the game, my game was removed from the unknown source. However I always open the game with a black screen. Even if I remove the changes to the Android manifest, it still black screens and I can't even test the game anymore. How do I get it back to normal?
Hi!My program, Custom Home Mapper, uses pass-through features. I released an update when v31.2 was available and integrated AR features into a dozen minigames, really opened up the usability and functionality of my app. I'm worried, because passthrough ONLY works on Unity Oculus Integration v31.2. Had to jump through a lot of hoops to get it working, but I did it (yay?). Only now, with the rollout of firmware v34, nobody can use the passthrough features i wrote in version 31.2. (boo) I know the SDK for v34 isn't out yet (tommorow, right?) but does anyone know what I need to change to make passthough functions on v32 or v33? We still require the OpenXR backend and IL2CPP, correct?I don't think there are many devs doing big passthough projects like me, so i'm kinda stuck trying to find resources and info about how this sdk works. Makes me nervous that i cant run things on the newer integration packages, no errors, just passthrough doesn't show. Curious to hear from d
Hi. I cannot enable developer mode. I did all the steps 1) created an organization 2) went through the verification of my account via SMS.In the mobile application, when you press the developer mode, it redirects to the sitedeveloper.oculus.com/documentation/native/android/mobile-device-setup/. Please help in resolving the issue.
really need this fixed or a solution so that peer to peer is capable on the device currently unreal nor oculus has helped with this massive oversightUnity has OVRManagaer RuninBackgroundHow can we Keep unreal engine running in Background so that games that are peer to peer when a host removes headset and HMD goes to sleep they don't freeze all clients and prevent gameplay and server game thread.We really need a way to keep unreal apps running in background when Host headset enters background.
Hello,its very important I figure this out for my peer to peer VR game on the Quest platform I've been held back from releasing for this very reason.Is there any way to keep unreal running in the background if a host player removes headset and it goes to sleep?If Unity has it there has to be a way in Unreal also right?Thank you.
Aprendo Oculus Developer Hub in connect device confronta solo quest 2 e quest.... quando avvio la mia ricerca non trova il mio Rift e' compatibile con Rift? Esiste un'alternativa ...... grazie a chi sa rispondermiAprendo Oculus Developer Hub nel dispositivo connect, appaiono solo quest 2 e quest .... quando inizio la mia ricerca non trova il mio Rift è compatibile con Rift? C'è un'alternativa ... grazie a chi può rispondermi....
Hello everyone,I am encountering the problem similar to this thread: https://forums.oculusvr.com/t5/Unreal-Development/no-friend-list-got-since-01-March-2021/m-p/853125I used Oculus SDK 28.0.0 in my UE4 project. I and my friends did register Data Use Checkup, uploaded to Alpha and Beta channel, downloaded and ran the same app. But it returned empty friend list.Then I and my friends created and tested a new Unity project with the Oculus SDK to retrieve the friend list. And it returned empty also.I wonder if anyone are getting this issue, and there is any solution for this? I really appreciate it.
Hi, I use grove for 5 glasses in my school.Only unfortionly grove cannot get the stream option to work.,I can stream a glass with the share option into my pc or chromecast...What i am looking for is a possible option for sream 5 -6 devices in to a html browser or something.In the odh you can see some streams... only 1 devies a the time.Love to see more devices in to a frame orr something. So i hope there is a option to stream from a remote option.So i do not have into the change some settings in the devices. Some one?
Hey I have a problem with the dev mod, I am verified but can not turn on the dev mod on the app, I have version 135.0 does anyone have a solution
I worked on the team that developed a VR game console prototype for Hasbro Toys in 1986. I also produced software titles from 1978 to 1998 as the software VP for DataSoft, DataMost and New Product Director for ICOM Simulations.I have a design fora very important title and I am looking for a developer that can create a next-level experience.Gary Koffler
I'm trying to use this node to get the name, but it only returns a user ID, which seems to be the ID of my dashboard. so how do I get the Oculus name?
Hello!After several rounds of technical review for a Rift game we're putting on the store we've successfully met all criteria but for one: VRC.PC.Audio.1We are using UE4 + Fmod studio for this project. Oculus Audio plugin is enabled but we are not using it. As spatialization plug-in we use resonance. VRC.PC.Audio.2 regarding spatialization is approved. On our UE Initial project settings we have set "Rift Audio" as the "Initial Output Driver Name". Is there other setting that we are missing in order to solve this issue?Thank you!!!
Hi, Myself and several other devs have noticed problems when building OpenXR apps using the standard Unity OpenXR plugin (not the OculusXR plugin) and using the Oculus Runtime as the OpenXR default runtime. I do not see the issues when using the SteamVR runtime. 1. Audio is going through the system speakers rather than the headset. This can be forcibly changed in Windows, but it should be doing it by default as it will inconvenience users. 2. There seems to be some performance degredation or memory leak, particularly when the headset goes idle.
In the bug report for the problem with Developer Mode on the Quest (https://developer.oculus.com/status/) there is a work-around that tells us to use ODH. Can someone please explain where this option is? I have ODH, my device is connected and I see a lot of options, but not enable developer mode. I have a Quest 1 and fortunately for me developer mode is still working (I can see that there is a firmware update for my headset, but I will not install that for now), but I am supervising a couple of students that use Quest 2 and they can not progress with their work.
If you have any problems with the whole process in getting your scene on headset i will try to answerhttps://www.youtube.com/watch?v=_GT0KtzPRBAi will upload APK if needed
I'd like for my app to only work on the Quest 2, I've specified this in the android manifest like this (<meta-data android:name="com.oculus.supportedDevices" android:value="quest2"/>). Yet when I upload my app onto the dashboard and preview it on the store page is says "Supported Platforms: Quest, Quest 2". Is there any other place where I have to specify it?
Hello!I'm curious how the API call Platform.Users.GetLoggedInUserFriends() works?Does this only return entitled friends AFTER the app is live, or should it be working in Pre-Release? Thanks!
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I'm going through the documentations Native-MobileSDK-Getting Started-Android Studio Basics, and I'm stuck with the following Android Studio error:Execution failed for task ':VrSamples:VrCubeWorld_Framework:Projects:Android:validateSigningDebug'.> Keystore file 'C:\Users\thisUser\Downloads\OculusMobileSDK\VrSamples\VrCubeWorld_Framework\Projects\Android\android.debug.keystore' not found for signing config 'debug'.I noticed that I don't have the file android.debug.keystore in my directory. I'm not sure why this file shown in the Android Studio Basics documentation when VrSamples in the Mobile SDK download do not contain the file android.debug.keystore.Can someone please help me with this issue? I am new to Android developement.
So I use unity's older input mapping and it worked fine for years, but now all of a suddon, pressing the y button also registers the menu button as being pressed. Pressing the menu button does not register the y button as pressed though. So when Input.GetButtonDown("Y") returns true, Input.GetButtonDown("Menu") always returns true too! Very annoying! anyone have any clue about this?
Hi I'm getting lost in a lot of the terminology in vr development. I am currently using a rig asset called BNG that uses VRUI in Unity. Some assets that I'm trying to use, work with OpenVR and I am not sure if I should switch to a different asset for my rig and event systems. Which build settings do i need to include when trying to make a solid cross platform VR & AR application? I am also getting these terms mixed open with openxr, openvr, xr, etc. Could someone fill me in on the latest tools for developing cross platform VR in Unity? What do I need to know? Sorry, if this is confusing. I'm a little stuck in the weeds. TLDR: If I am trying to make a good cross platform VR experience in Unity. What type of set-up is going to be the best?
So I was connecting my quest to my pc and it normally works, but when I went to Sidequest it wasn't being picked up. I went to my device manager and it was picked up there but said it had the wrong drivers when I had the ADB drivers installed on my computer. Also, when I go on my quest to check developer mode its there. But when I check my phone it isn't, I was also looking for help with that.
OMG! this morning, I turned ON my quest2 and schokingly found that my custom apps are gone under unknown sources. Then I look into my ouclus companion app and figured out that the developer mode is also missing! can't connect the headset to pc via adb. Not even list out my device under "adb devices" command. Need a fix! help me out!!!
Very excited about seeing the latest updates to the oculus including voice commands and voice dictation. I'm curious to know whether or not or (hopefully when) these commands might become available for use within the Oculus Integration package or if it is being considered. I would very much like to use it as part of my projects.
We implemented the System Splash feature and it works well, but I am able to render before the System Splash has faded out. The docs say it goes away with the first rendered frame from the game, but this isn't the behavior I'm seeing. They overlap for a second or more. The first rendering I do is from a very lightweight scene that is specifically designed to put up a splash screen as quickly as possible. Also, there may be some synchronous operations going on during the first few frames of my app's splash screen. Does anybody at Oculus have ideas for me here? Is there a way I can query for when the System Splash has faded out?
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