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Hello! I sent a dev support ticket and got a reply yesterday. Now I can't find it.I've been looking for 20 mins now and I just can't find it.Where do I find support tickets?Please help! 😄/ Stefan
Greetings, As the title implies it would be a neat feature to turn on within the Oculus app that would allow users to boot right away into Oculus Link as opposed to the standard OS. It would be a great quality of life improvement to offer users who are predominantly PCVR players a quicker way to play games.
I'm signed up successfully as a developer on Oculus. My headset is synced to my phone app perfectly, it says it's connected. I want to go into developer mode through the app, and every tutorial I find on how to achieve this says I have to access settings to do so. However, there are only two settings options I can find -- Account Settings, and Privacy Settings. Neither of these contains what I'm looking for. Supposedly there is a "more settings" option somewhere, but it doesn't seem to exist. Why won't it allow me to go into Developer Mode on the app?
Hello, I am having trouble updating a project in QT 5.4.1 to use the Oculus RiftS instead of DK2. I already installed the new Oculus SDK, but then I am getting syntax errors in the mainwindow.h (.cpp) and ovrinterface.h (.cpp). If I try the old (year 2012) Oculus SDK's the RiftS is not initilized. Which is clear, because there is no RiftS in the old OVR_Capi.h. Is it even possible to quickly add the Oculus RiftS, or do I have to change the whole project? Maybe some of you have an advice where to start? Thank you!! G007
Hello there,I got a new oculus quest 2 headset a week ago. I have a unity project depicting a debris flow (from a real numerical simulations) where a terrain and the "flows" produced procedurally via script with the flows starting to animate after a play(the "flows" game objects are going to appear on the scene at run time). When I tried to build the project in both standalone and android, I got an ''error CS0115 ...no suitable method found to override'' heading to my unity editor. I added: #if UNITY_EDITOR and #endif at start and end of the editor script respectively and and the error was solved. However, after building the project on the android platform, " flows" are not coming into the oculus quest 2. While I can walk inside the terrain, I couldn't see the debris flow coming. The same building on standalone pc gives the expected result (I could see the terrain and the debris flow as if in the project from the built application). What did I miss on th
Hi, does anyone know where I can find the documentation or instruction video for developing an app that uses hand tracking, the passthrough, and use the real-world physical object? I know there is a piano AR game that you can use the real piano to play and giving instruction through Oculus Quest 2. I want to develop a similar app but I cannot find the documentation or videos. I would greatly appreciate it if you can point out where I can find the information! 😀
Hi again, all,So the previous issues were sorted, and now the only error we get during packaging is "Could not find 'RiftAppId'" and (worryingly) "GetSignatureToken get_signature error: Missing entitlement for XXXXXXXXXXXXXXX (1971031)"However, we now have a major issue with the "VerifyEntitlement" node - namely, it continually returns "Fail/False".Unfortunately a dev replaced the keystore signature (without backing it up - Lessons were learned...), not realising that this MUST always stay the same to be able to upload new builds to the dashboard. Therefore, we have created a new submission through the dashboard - the previous app wasn't released properly yet, so this is, in theory, not too big of an issue. However, although we've updated the AppID in the DefaultEngine.ini file the VerifyEntitlement keeps coming back as false (even after an initial upload). Furthermore, this new AppID build is showing under the "Unknown sources" section of the Quest, where the previous one
The OVRRaycaster script only uses the Rect Transform of the UI element to perform ray casting and does not take Raycast Padding into consideration. If anyone has a quick fix for this, I'd love to hear about it!
Is it possible to install external apk from the cloud from Unity App on Quest? (similar to this )
Hi everyone! I am pretty new to unity and vr so I am struggling with hand tracking settings in unity and oculus quest 2. I have created a world with ovr camera rig view and when I finally saw my hands I couldn't get rid of this surface view. It is exactly on my eye level (although in camera I set tracking to floor level) and it feels like kind of weird horizon. Do you know by any chance how to turn it off or make transparent? I cannot see it in unity, only once I put vr glasses on. Would very much appreciate your help!
Hi allI am trying to make a CG 360 movie for Oculus 2. I know Maya, Blender, and Aftereffects and learning UE. So I would like to know what is the best way to make a 360 CG movie. Any inputs in this regard will help me a lot. Thanks
Hi there. I recently updated our Oculus Integration plugin from v28 from v23.1. in our that runs on Unity 2019.4.14f1 with the Universal Render Pipeline version 7.4.3 (along with the Oculus XR Package 1.6.0). After completing the upgrade we started noticing that if we leave our game running after remove the headset and let the device go to sleep then upon waking it and resuming the game rendering will not resume (just a black screen). I then tried upgrading to the Oculus Integration Unity plugin v29 to see if the issue persisted, which it did. I'll attempt to pull together some logs but I wanted to post the question just in case there happened to be a known issue with this combination of versions for Unity, plugins and packages. Any insight would be greatly appreciated. Thanks!
Unity version: 2020.1.17f1Oculus Integration version: 23.1.0Hey guys,My project is a slide show of stereoscopic images. I got 2 sprites (1 for the left and one for the right - those are sqaure image.. not dome). I didn't quite understand how to use 1 camera to render this so I went the easy way and used the prefab OVRCameraRig and selected ''use per eye camera''.Then, I added layers on my 2 sprites and everything works fine. Although, my problem comes from the prefabs OculusTouchForQuest2LeftModel and OculusTouchForQuest2RightModel. When I build my app, the scale of those object is too small and not correctly placed. If I swap the OVRCameraRig to render only the center camera.. it works like a charm!So, I would like to know if you guys have the same issue with the controller scale and position when using the ''use per eye camera'' setup.Thanks in advance,
In older projects, the VR app stops working when take off the HMD (uncheck 'run in background') window buildUnity Version : 2019.2.5f1Oculus Integration version : Unknown (+Oculus Desktop)Oculus Rift SThe latest version of the project is not affected by 'run in background'.it always run in background (despite taking off the HMD) window buildUnity Version : 2020.3.18f1Oculus Integration version : 33.0Oculus Rift SPerhaps I should implement the Pause function myself? I don't know why this happens. please tell me how
Hey,I noticed this interesting thing in the Oculus custom branch (4.25), the masked materials behave like if they were translucent but without dithering. This is quite exciting and was wondering why it is not made like this in Epic's branch. Is there any downsides? It would be pretty awesome to have this as a hybrid option instead of using dithering and when you don't/can't use TAA and still want to avoid the crazy vegetation flickering due to aliasing at the edges. It could be smoothed outed nicely with this.https://youtu.be/zYnzv2roWq8https://youtu.be/86mSbJypCL0
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams in a higher res texture there's always a very noticeable hitch. This also happens when a new actor is spawned and when I load a new level it'll stutter for 5 seconds while textures are streaming. The only way I can stop it is by disabling texture streaming but this isn't really an option. Anyone else seen this before?
Hi,Is there a way to have multiple developers develop with my boss' Oculus Quest 2? I don't want to keep using his personal Facebook details to log in for them to be able to develop, build, run and test. If I create test users from the developer dashboard, do they have any restrictions in terms of accessing data and building to the Quest 2?
RenderDoc for oculus must be used with the project built by the UnrealEngine-Oculus branch?tried to use RenderDoc for oculus with project built by the epic UnrealEngine4.27.0 source code, while Launch with ProfilingMode, pop up 'please use non profiling mode to launch process'
Hi all,My team and I are trying to get our Quest app onto the AppLab. However, the developers are running into a couple of issues. This will be the first project we've launched onto the Oculus store(s) and are having a lot of trouble with finding answers to our issues.The issues are as follows (we are using Unreal 4.23, built from source via the Oculus GIT):1. The app must be 'focus aware', which makes sense. However, despite checking the "hasInputFocus" variable each frame, we are still being told to set the manifest tag. In 4.23 there is no 'tickbox' to set this, so it has to be done manually. We've tried adding "\nandroid:name="com.oculus.vr.focusaware" android:value="true" to our "<activity section> under Advanced APK Packaging (the \n is to separate from the previous line), but are still getting the error when we try to upload. What are we missing?Solution Found: The manifest entry has been changed to read as <meta-data android:name="com
How to upload ma apps to Quest store? There is no option to choosing Quest when creating app on dashboard. Only Applab is available. Recently, Jurassic is released on Quest. How do they release on Quest? is there way to get information about this?
Hi Guys, I'm just trying to get started using the Oculus SDK but upon importing Oculus integration into my unity project 2019.4.8f1 I get 8 Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\P2PManager.cs "does not exist in the namespace 'Net' errors for things like Connect, Close etc. It doesn't do this in a fresh project so obviously something specific to do with mine.I have tried installing my main packages into a fresh build and then installing Oculus Integration and it doesn't give these errors. But I'm not really sure what might be causing this, any ideas?Help is appreciated, searching around yields zero results of someone having this same error that I can find.
I am struggling through unity learn atm and i have also the book unity virtual reality projects. It all seems like a mess atm. anyone have any good links?
Hi, We are developing a VR game for Quest 2 and PC in Unreal Engine. We are noticing that when packaging to Android vs Windows, the perceived loudness of a given Sound Attenuation asset from the same distance in a given level is much louder in the Android / Quest 2 build compared to the Windows build. We’ve tested the same build, level and asset using the same system settings (volume at max) on a couple of headsets / configurations as follows. (Configuration 1-4 are essentially the same, whereas Configuration 5 is much louder.) Configuration 1Platform: Play in Editor (VR Preview)Headset: Quest 2Loudness: Medium Configuration 2Platform: Play in Editor (VR Preview)Headset: Rift SLoudness: Medium Configuration 3Platform: WindowsHeadset: Quest 2Loudness: Medium Configuration 4Platform: WindowsHeadset: Rift SLoudness: Medium Configuration 5Platform: AndroidHeadset: Quest 2Loudness: Very Loud It appears that something on the Android side is
As per title.At the moment, I'm installing the APK I deploy, using Sidequest (don't know another way).But I'm worried about the continuous plugging and unplugging of the USB in the headset.It would be much better to install through WiFi.Is it even possible?
i am having problems paring my controller with air link in just says no connected so please help
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