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Hello there to you all!I work at a technical and vocational school which provides courses in the area of Videogames and we intend to acquire 2 Oculus Quest 2 for development purposes. For the moment I have questions regarding on the account(s) needed to register the equipment and to register the Developers Team. For instance i'm writing through my Facebook's personal profile, which I don't find the appropriate channel to do that.Is there any other way to properly set a Developers Team by not using my personal profile and acquire the equipment we need? Thank you very much.Have a great day!
I had to add this in order to work correctly:Can you fix it in the Oculus asset?Thanks.
I have recently invested a few days trying to get my Oculus Working with my Unity project. I have downloaded all of the packages and made sure all action scripts were in the proper variables. I am having issues trying to get my oculus connected or detected by Unity. My PC picks it up because I get a message about allowing Data information to get accessed but I don't get anything about linking it to my computer. Do I necessarily need to have an Oculus Quest 2 Link Cable in order for this to work? I have a USB to USB-C which I am currently using. But seems to not do that trick. If I can please get some proper direction or resources to this, it would be great. I am trying to get into VR development and this is an important blocker.
Couldn't find a thread that had a guide of where to startQuestion:What languages should I learn to program for oculus and the metaverse?Where are good resources to start?
Hi folks.is there any news or plan that the avatar api will open for everyone?which means that user can carry it's own avatar like nft asset and go any game? thank you .
Hello,I'm currently working on a multiplayer game using Unity and Photon Unity Networking. I'm mainly interested on how the Oculus Rooms will work and how to integrate it into my multiplayer solution. The avatars would also be nice, but we currently have our own avatars in our game.It sounds like the Oculus Rooms would be first released on the GearVR and later on the Rift. I'm not exactly looking for the consumer release date, but it would be nice to have the API's so we can start integrating this into our game earlier than later.Thanks.
I am brand new to the Occulus quest 2. Our school purchased some that are checked out like books to students. Recently a student asked if we could switch one of the four we check out (that are all logged into our schools FB account!) to developer mode. As an admin who runs a computer lab my initial reaction is no way as things could be done at that level that would affect other users. Correct? My questions are:Would developer mode effect all of our four Occulus' or can the permissions be localized. So for example we have one a student could play with to learn from, so if they break things they don't break all?Can I prune permissions in developer mode?What does Developer mode allow?
Since last 2 days, I was not able to add Members in App Lab to distribute my App. Anyone facing similar issue? Do please let me know of
Hi folks, I'm trying to build a basic XR app for Oculus Quest 2 with a Unity 3D project. The app gets built and runs successfully, but gets run in 2D(kind of like the Oculus Browser/Events/TV) as opposed to entering VR. This behavior is not consistently reproducible but happens sometimes. Any ideas as to what could be causing this or how to get more predictable behavior?I'm using an Intel Macbook Pro, Unity 2020.3.21f1 with 3D template. I have XR Interaction Toolkit, XR PLugin management and Oculus XR Plugin installed.Build Settings -> API level 23 or higher
As per title: can I avoid creating a script for just enabling this option?I can't find it explicitly in the OVRManager.The only thing that could look like it are the parameters Min Render Scale and Max Render Scale, but I suspect they affect the global rendering scale.I'm wondering why this option wasn't put in the script interface.
Hello Beautifull people,my name is Rico and i had a question.i have the basics worked out for my manual player height changing, but because the Camera is an active changing object i was wondering if there was a way i could freeze the object with code while we change the height and save it and not let it override when its unfrozen. so when the camera is 1.55cm and i want it to be 1.68cm so i have to add 13 cm's i want to change that with my UI i made and add it to the existing Y axis of the camera and when i unfreeze the camera i want it to stay like that and not shoot back to 1.55cm. is there a way to do this or is their a simpler way to do this? im like 90% done with what i want to do with it but this is the last stuggle. P.s i am using tracked pose driver on my camera.
Hey everyone, I have been trying to upload the built to Quest for a while, but every time when I started uploading, this message came up: "Server error occurred. The request will be retired" (see image below) I have contacted Oculus support many times but haven't got a real reply that can resolve the issue. The build is made with UE4 4.24 and uses the latest version of command utility to upload. Appreciate your help!
Dear Developer, We are on project to make a DRAM tester equipment using oculus quest2.Most important part of this project is the memory.Please inform me whether it is DDR4 or DDR5.
I wanted to use hand tracking in VR using oculus quest 2.When I connect the VR headset using XR rig camera, it worked fine. But it is not working when I use OVRCameraRig.When I hit the play button, nothing is playing in my oculus headset, but there are no errors. Does anyone have any ideas why the OVRCameraRig is not working? I update unity2021.1.23f and download XR interaction toolkit 1.0.0, XR plugin Management 4.1.0, oculus xr plugin 1.10.0, openXR plugin1.2.8 packages.
Im trying to get my project files to what they were at the time I made a past commit, Im using ue4 26.2 and github. keep in mind Im a beginner and the only terms i know are LFS.
Hi developers.I currently have to create a unity app (easy part) that is like a drumming game, when you hit a musical instrument, percussion, chords, pianos, etc, i need to send a haptic feedback to a device, cant specify details due to nda.But basically the device is an arduino with Wifi/Bluetooth/USB, i need to send values from 0-100 to the arduino so it does things.I was thinking:1) Bluetooth would be awesome, emulating a serial port via bluetooth in the quest2) Wifi, just sending wifi signals, some UDP packages, 1 or 0's3) Directly connect the Oculus Quest USB to the Arduino USB(still preffer the wireless method though).4) the worst one, having an android app that works as a hotspot and Ping OSC messages, which would work too,https://www.arduinolibraries.info/libraries/oscOSC works everywhere, but a simple wireless solution would be better.Extra question, you can use the camera that oculus uses for tracking, but... can i plug an external camera to the USB directly? so i could try t
Hi, I'm trying to access and display a stereo UVC Camera plugged into my Quest 2 under Unreal Engine 4, but it seems to be hard, do you provide examples of code or some resources, even under others or the native frameworks? Thank you for your attention!PS: The camera is well detected I see it into the logs and the app permission for video capture is asked. UPDATE: Even if i check OK for camera access it'sn't allowed visibly... I understand to be not allowed to access to the embeded passthrough cameras but I don't know why we can't access external plugged camera, it doesn't really make sense...[2021.01.13-19.35.37:169][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::AcquirePermissions[2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance[2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::CheckPermission android.permission.CAMERA (Android)[2021.01.13-19.35.37:172][ 0]LogBlueprin
I would like to create a program with Unity where it uses a camera but I still want the Quest to be all in one. I would like to be able to connect a camera to the Quest through the USB c port on the side, then access the camera through Unity. Does anyone know if this is possible?
Need to port unpublished Oculus Rift C++ OculusSDK, Platform SDK, and Avatar SDK (w. OpenGL) application that is working Ok to OpenXR due to deprecation of native SDK, where might I find guidance / documentation / examples on how to do this?
I can't figure out how to turn on developer mode.. I have watched a youtube tutorial and followed every step but when I restart my quest 2 and load the app up to see if developer mode is enable it just maked me create another one. I don't get it I need help if anyone will offer.
Hi all,I currently have 4 developer organisations set up in my name; I have set them up from my PC and my phone; My PC, Quest 2, phone and all oculus apps are all logged into the same account and yet despite that fact, every time I click the button to enable developer mode in the app, it asks me to make a new organisation. I have tried logging out and back in on every device, turning off and on every device, all their forms of connectivity and uninstalling and reinstalling any software I could, to no avail. I have seen many others have had this problem for quite a while, yet none of the threads ever result in a solution that works, so I wonder how they ever sorted it.Thanks in advance,Callum
I am trying to turn on developer mode in the oculus app. When I try to switch it to developer mode it just tried to take me creating/register website. I already created an organization and signed in. I even follow this link and signed in again that way and it still will not let me switch to developer mode? All my stuff has be agreed to and verified. Not sure what the issue is.
I found Oculus-VR/UnrealEngine in gitHub while EpicGames/UnrealEngine does.I want to know which is used for developing oculus app ?
Has anyone gone through the "Oculus VR Production for Unreal Engine" set of courses and would or would not recommend? Thanks in advance.
I have an app on App Lab. Just wondering what would be considered good daily numbers for an app with no advertising...other than sidequest picking it up and listing it. It's been out a couple months and the numbers seem pretty consistent from what it first launched.
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