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I wasn't enabling the Oculus Online Subsystem 😓 .. that took way longer than it should have to fix ***Previously, I would use the 'Oculus VR' plugin Verify Entitlement node.In 4.27, we now have the 'Oculus OpenXR' plugin, and this node is no longer available (?) We are told explicitly to "Disable the Oculus VR plugin when enabling" the 'Oculus OpenXR' plugin.. sooo.... how am I to do the required entitlement check?? Any and all help greatly appreciated.
I wasn't enabling the Oculus Online Subsystem 😓 .. that took way longer than it should have to fix***Previously, I would use the 'Oculus VR' plugin Verify Entitlement node.In 4.27, we now have the 'Oculus OpenXR' plugin, and this node is no longer available. We are told explicitly to "Disable the Oculus VR plugin when enabling" the 'Oculus OpenXR' plugin.. sooo.... how am I to do the required entitlement check?? Any and all help greatly appreciated.
I've posted my question in the unity forum:https: //forum.unity.com/threads/ build-quest2-failed-with-gradle-exception.1022092/I'm so sorry not post the detailed problem here.the forum tool is too hard to use.I don't want pay too much time to post it again.unity version:2019.416fc1 Personalsdk:unity for 2019.4 needs build-tools of version 28unity for 2019.4 needs ndk of version 19.0.5232133,but I can't find the version from google.I have to modify the source.properties:Pkg.Revision = 19.0.5232133unity for 2019.4 needs sdk-platforms of version 28unity for 2019.4 needs gradle of version 5.1.1.error message:after I click Build button(I have downloaded some missing jar files and pom files from mvnrepository),after a few seconds,I got the following error message:I got too many errors.I have no idea how to reslove this problem.Can anybody help me? Thank you very much.
Hello, I tried to play a scene in my device for the first time.I pressed build and deploy scene but it said "gradle build failed. see the console for details".Can someone point me in the right direction for how to resolve this?
Hi,I'm just getting started with Quest development on Unity. But I can't get through the initial tutorial / sample scenes. I get the same error starting with a "from scratch" project. All I do is add the Oculus integration and try and build one of the sample scenes to the device. Both 2018 and 2019.The bug in Unity shows up as:Gradle has exited unexpectedly.UnityEngine.Debug:LogError(Object)OculusBuildApp:BuildGradleProject() (at Assets/Oculus/VR/Editor/OVRBuild.cs:385)OculusBuildApp:OVRBuildRun() (at Assets/Oculus/VR/Editor/OVRBuild.cs:285)<>c:<StartBuildAndRun>b__29_0() (at Assets/Oculus/VR/Editor/OVRBuild.cs:261)System.Threading.ThreadHelper:ThreadStart()But the bug really comes down to the following code from OVRBuild:while (apkOutputSuccessful == null) { if (timeout.ElapsedMilliseconds > 50000) { UnityEngine.Debug.LogError("Gradle has exited unexpectedly."); apkOutputSuccessful = false; } &nb
Has anyone else encountered this problem? We are a group of indie developers working on a new VR application. The prototype app ran without issues prior to the v32 update, had been tested on multiple headsets many times and was never observed crashing. After the v32 update, it crashes consistently and with little warning. The application was built using an LTS version of Unity from 2021 targeting the Android platform using a split binary build (.apk and .obb expansion files), with the project settings configured according to the guides here (https://developer.oculus.com/resources/unity-settings-features-minimize-iteration/) and here (https://developer.oculus.com/documentation/unity/unity-gs-overview/). All builds of the application continue to run without issues on a headset that has not been updated to v32. Anyone on here experienced something similar/can shed any light on what's happening?
Hey,I have submitted my Quest app to App Lab at least 1.5 month ago, and it is still under the 'review' status.Is there anybody in same situation? How long I have to wait...?
With the Oculus Integration it is possible to set a camera to the left or right eye, but with Open XR the only options on the camera are All or None. Is this a bug with the Open XR implementation or am I doing something wrong?
Hello fellow devs,Hope that this is an ongoing issue, but from 2021 although am checking almost daily i haven't seen any promotion to get approved for rift sales.Is this an issue that others are facing or is it just me?Thank you
how to show Vertex/Triangle Count in Quest2?
Is there a way to retrieve the current build number the user's headset is on? By build number I mean Oculus Release Notes
Hi all,I would like to know if there is any way to hide achievements to user while we are testing and developing them. Our game is already released and we did not found any way to hidden them.Thanks
1) The instructions to enable developer mode on sidequest are to go to your phone app, click Settings at the bottom right, then more (or advanced) settings. Well that doesn’t exist on my version of the Oculus app, and from researching this I’m not alone. The app has apparently changed, and… 2) There is a glitch on my app. Here’s what finally worked for me: Open your Oculus app, and on the bottom bar you’ll see (if we have same version, mine is iPhone but my wife’s android was same):Home, Store, Social, Devices, and Alerts. (No settings) Click Devices. You should now see My Quest 2 at top with a pic of Oculus underneath. Under that Synced Media, with a pic square under it and then “Your window into VR.” Under this, trust me, is Headset Settings. WiFi is the first but down a bit is Advanced Settings and that gets you where you need to be…but the problem is…it won’t let you scroll down!! After trying repeatedly, I finally noticed a slight movement, and like my old
Hello, I am connecting my headset to my PC and have been trying to move through the developer setup steps at https://developer.oculus.com/documentation/unity/unity-enable-device/But there is no "settings" or "more settings" on the Iphone Oculus app now and therefore I cannot find the place to turn on developer mode for my headset,. Did anyone find a workaround for this? I tried reloading the app, and looked for other versions of the app, to no avail.Also, although developer mode appears in the settings list on in my headset, I am not getting the Quest 2 option in Unity >Build Settings. I am using a Nexigo cable to connect my headset to my PC, which should be ok-it's being recognized in my headset. Would much appreciate solves for both issues above.
I want to reorient the camera to the start position and rotation in my Unity app.I tried this function, but it's not working on Oculus Quest: OVRManager.display.RecenterPose();I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but does not reorient the position and rotation in the app. On an another Oculus without the firmware update, the home button still works.I want to know if there's a way to directly call the native code for homing. I can tell through ADB that Oculus knows when the home button is pressed: I/InputHooks_Internal: InputHooks::nativeSetHomeButtonDown(5868.719727): 1698898178
Hello, i was wondering does the Oculus OXR mobile runtime/loader support third-party layers (installing and dynamically loading them) and also what would the situation be in terms of distrubing apps using this on the Oculus store, would this violate ToA/ToS? For example say, a third party makes a layer extension for a hypothetical input device.
Hey, The Fixed Foveated Rendering is no working on the last Oculus integration update on Oculus Quest, I tested that on Unity 2020.3,2021.2.
Hello, im trying to get the hands to show up in unity 2020.3.17f1 using the hand train interaction sample, but hands wont render. Ive tried all the basic steps like switching to controllers+hands or just hands only. I have app ids added in platform and avatar panels. Followed through all other settings from the oculus getting started in unity. Hand interaction is enabled inside the headset and working. It works like a charm on 2019.4.23f1 but cannot get it to work in 2020.3.17f1. Anybody any pointers? Thanks much appreciate!
I regist app in Oculus Developer.I can access my game to the app lab, but others will say Not Found when they access this address. Do you need any additional settings?https://www.oculus.com/experiences/quest/3495044237264667/
Hello Guys, i am the creator of GrooVR - Air Drumming (Aka Beat Smith) here.I develop the first version of the game using a Quest 1, but now i have a Quest 2.How can i test the Quest 1 performance using a Quest 2?I don't want to screw the performance of the game of the players that use a Quest 1.
when and how should enable 90hz or 120hz for Quest2? then will get 90fps or 120fps?
Since a few days the setup of the legacy avatars in Oculus Quest appears to be broken.Most configuration windows stay empty and some others are crashing the configurator.To me it looks like a problem with their backend as it was the same for v31 and v32 of the OS.Too bad that it is not possible to use the new avatars in applications yet.This situation is really bad for us because our new customers can't configure their avatars for our collaboration application. The only answer of the support is to wait for Avatar 2.0 without any ETA.
Hello, I can't seem to get a correct result from calling OVRManager.batteryStatus or OVRPlugIn.batteryStatus.It always returns Unknown.Also when trying SystemInfo.batteryStatus I only get NotCharging. BUT, when trying SystemInfo.batteryStatus in playmode in Unity (No headseat) it works fine. I do have OVRManager attached to the maincamera, so it is instantiated (Only one instance)Any ideas why it's not working?
Issue: APK application opens in a non-interactable window that can only be closed by alternative means (ie. power cycle, open another application, uninstall).Observations: Log does not provide any obvious errors, warnings, or messages. Build Settings match previous working projects with the exception of settings specific to OpenXR requirements.My team and I have been messing around with build settings, checking forums, documentation, news postings, and have not found any relevant or related occurrence of this issue. I'm happy to provide any code, logs, or additional screenshots. Unity Version: 2020.3.2f1Quest 2 Version: 32.0.0.58.353.311069892Quest 2 Software Version: 18371800151900000
I am trying to get passthrough+ working for a godot app using the OpenXR addon.I am having a hard time finding any documentation about what steps to implement using OpenXR to activate passthrough+.Could you provide a minimal C++ example or tell me the relevant steps?
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