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I would like to be able to create a one-time purchase bundle that will give our consumers access to a collection of apps at once. Is such a thing possible?Our apps are all under the App Lab store, by the way, if that matters.
Simple YES/NO requested. This should be enabled in OpenXR 1.0 although I get the following: E/OpenXR-Loader: Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance, no support found for requested extension: XR_KHR_vulkan_enable2 I am using the OpenXR loader supplied with the Oculus OpenXR Mobile SDK. I'm implementing MultiView support and need to access GL_EXT_multiview in my SPIRV vertex shader as GL_OVR_multiview2 no longer seems to be support.
I am currently trying to implement adaptive level of detail on Oculus Avatars in my application and was wondering if there was any way to switch the Level Of Detail of an Oculus Avatar at runtime in an application? I have tried setting the LOD in OculusAvatar.cs and then calling the RefreshBodyParts() function but the LOD does not change. I have also tried intantiating an entirely new avatar in the scene with a different LOD quality but it seems to always instantiate with the quality of the initial avatar. Does anyone know if it is possible to change the LOD of an avatar at runtime?
Hi I'm trying to link the account from my game to the Oculus account. I'm reading the documentation fromAccount Linking: Unity | Oculus Developers The problem is that there is not a single example of code anywhere. I'm trying to achieve this using Unity. How do I go about this? Do I need to create a webview? How do I get the return values from the linking? Or is there a better way? I see that Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);will return an User.ID with it. Can I use that number or is it wrong? Thanks
Tried creating a simple test project with both the Oculus UE4 branch and Epic's latest 4.22 branch and if I enable Vulkan (ES2 and ES3.1 work fine ) I always get a crash on application launch. Tried all the settings I could find across the various Oculus and Epic documentation. Does anyone have this working currently that could share their basic project settings? Is it just broke in 4.22?Thanks
Hi all,our app recently started failing security vulnerabilities testing due to "GCP API keys hard coded in the app". We are using the API Keys and we have extracted the api keys from hardcode. But, even those error are coming. Please give the suggestion to fix this error.
I am working on the calibration of the Quest 2 with a physical camera. I would like to better understand how the Quest 2 establishes the coordinates of its 3D space in relation to the guardian and especially how it either re-establishes or changes this when it is turned off, sleeps or goes outside of the guardian? Is there a system 'translation vector' that could be read and used to realign local 3D space with the updated Quest 2 3D space? If not, I am interested in learning how to establish a relationship with or get access to some fixed coordinate in the guardian space such that a translation vector could be calculated. Any input on this would be appreciated. I have not been able to find reference details on this via a search - could someone point me in the right direction? If it needs context, then it would be relative to Unity. I have developed for other platforms but am new to development for the Quest 2 / Unity.
Hello everyone.I'm creating a free-roam experience but my zone is larger than the guardian maximum range.I then deactivated the guardian boundaries and I'm using either air link or virtual desktop to stream the PC image to my headset.However i have an issue. After laving the headset alone for a few minutes, when i place it back on my head, the tracking center shifts and is reset to my head position. It is imperative i have a tracking center that's always at the right place (or similar systems to make sure the (0,0,0) is always physically at the same place)Does anyone know the answer to one or more of these questions ?- Can i force a larger guardian and handle the drift myself- Can i prevent the quest2 from resetting the tracking center on wake when guardian is disabled- Can i stop the quest2 from showing Guardian, warning messages and pass trough when going outside of the guardian zone (but still have a "guardian" and tracking center internally)?- Is there anything planned for fre
Hello, Starting three weeks ago, I've been unable to turn on/off the proximity sensor on my Quest 2 through the ODH "My Device" page; I was able to operate the switch before, but one day it stopped working altogether, completely out of the blue. The Proximity Sensor switch gets stuck like this. Short of a factory reset, what else can I do? Is there a shell command I can use to reset the status?Btw, the proximity sensor is on in the headset, but I need to turn it off.
Did anyone get working the social start or platform SDK on Oculus Quest using unity? I'm trying to get the matchmaking and rooms working but running into a lot of problems. For example the Social starter sample in the avatar directory crashes when I try to run it into the Oculus Quest. It compiles fine, I see a glimpse of the environment but then crashes everytime. If anyone has got mutliplayer game on unity working please let me know. Would love some help.
I'm involved in a game that has made the leap to using OpenXR for cross platform support. My colleague has the game working using the Quest 2 via the link cable but I have had minimal success trying to create even a single scene to work using Unity and compiled for the Quest natively. Does anyone have any tutorials or sample projects that make use of OpenXR and compile for the Quest natively? I've built other projects for the Quest but not using OpenXR. Thanks.
HelloQuestion is about usage of Oculus Link and native Android plugins.Is it possible to make a calls to Android methods ( my custom Android plugin ) while Oculus Quest 2 is connected to PC ( Unity Editor ) via Oculus Link Cable?What I want is to run game in Unity Editor and see what is going on on headset and be able to call specific Android functionality.I understand that all computations in this case is done on PC side and Quest works only as display and sensors, but may be there is any way to do this?
I am trying to do some profiling on a Quest 2. I am using RenderDoc for Oculus v25 (latest) on a very simple app built in Unity 2020.3. Yesterday, I was able to connect to the app through RenderDoc for Oculus and perform a capture. Today, without changing anything, I get a black screen after the unity logo startup screen. RenderDoc for Oculus shows it is connected to the Quest 2 in Profiling Mode. After I launch, the RenderDoc windows shows the connection as "Established" and the API feedback says it is Active for a few seconds and then falss back to Not Presenting. I have tried:Restarting my machineReinstalling RenderDocFactory resetting my Quest 2Rebuilding and reinstalling the appRemoving the renderdoc packages from the device and allowing renderdoc to reinstall themI'm out of ideas. The logs also don't show any relevant errors.
I've been struggling the past few days trying to figure out why MSAA shouldn't be working on Oculus Quest when using URP (it works fine in editor though). I've tried different solutionsMy current setupUnity 2020.3.8f1 (64-bit)URP 10.5.1OculusIntegration v29OVRManager:Use Recommended MSAA off.Same camera settings as below.
I am looking for an answer(s) to address a matter of basic functionality. Here is what I would like to achieve: Using Oculus Quest wirelessly, to be able to open the Oculus browser (or browser from within a VR App), select a URL or block of text, copy it to clipboard, to enter a VR application (Altspace / VRChat), be able to paste saved clipboard into receiving field.It seems a real simple problem, but I have yet to find any web-based text editors that include a copy function, or indeed whether this would transfer itself to some form of clipboard within the Quest.Headbanging doesn't work, hope someone will have already addressed this query and be able to provide an answer.Many thanks.
Hi, I have an app that connects to a BLE Speed Sensor, but in order to do so I need to have "android.permission.ACCESS_FINE_LOCATION" enabled. In my previous build I had it declared in my AndroidManifest.xml and was able to publish it without trouble but now the Oculus Developer Dashboard won't let me add this permission this way anymore. The alternative seems to be using Unity's Permission.RequestUserPermission(Permission.FineLocation); but this doesn't pop up any permission requests and therefore my app throws an error stating that it does not have the aforementioned permission. Is there a workaround? I've searched the internet but the only solution mentioned was downgrading the Oculus XR Plugin version, which does not seem to be an option anymore for this scenario.
When we upload our build to the Oculus Beta and try purchasing using the in app purchases, it always succeeds. Even if the cancel button is pressed in the checkout purchase, it seems that the LaunchCheckoutFlowCallback always returns with no error, and the purchase proceeds in code since `msg.IsError` is always false. I'm following the IAP documentation given for Oculus for Unity. I'm not sure what's going on, or if it always returns with no error and I should be checking for something else to see if the purchase failed or not. Thank you.
I've been banging my head against Unity's TryGetBoundaryPoints and OVR's OVRManager.boundary.GetGeometry with zero luck. I've tried building directly to the Quest to bypass the issues I'm reading about with regard to the Link cable and this data but I'm still stumped.Any ideas on how to get the points of a user's boundary to work? Thanks!
what's the method of implementing TimeWarp while SingleView(not MultiView) on Quest?
how to implement TimeWarp while SingleView(not MultiView) in Unreal?
Hello, is there any way to retrieve the firmware # of the headset programmatically?
Hello, I am currently going through all requirements to get my app ready for the submission process. I am stuck at the multi-user/app sharing requirement (https://developer.oculus.com/resources/vrc-quest-functional-12/). I can't see my app in 'shared apps' and I am not sure what/if I have to change something in my application or in the dashboard? It says in the Oculus documentation that "No action is required to implement Multi-User" so I am very confused on whether or not I'm missing something. Any help would be appreciated!
Hi everyone! I am developing in Unreal Engine with the Oculus Quest 2 and I am looking for a pc workstation.Could this be a good solution?https://www.dell.com/it-it/work/shop/notebook-dell/mobile-precision-3560/spd/precision-15-3560-laptop/n011p3560emea_vi ThanksSara
Hello! I'm integrating Oculus Spatial reverb in FMOD. I want to disable early reflections and only have reverb because of performance cost. However, when I turn off "Reflections" on my spatial reverb in FMOD, the audio sounds the same as it does with the plugin bypassed. I've seen the ability to turn off early reflections mentioned several times online. How do I do that/Why isn't reverb being applied? I am testing in the FMOD editor.
I'm playing with Oculus Integration tools on Unity. But I don't add how to add distance grab outline on my custom materials?
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