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@problem:I can't get dynamic shadows working.Using Unreal UE4 4.25.Directional Light --> StationaryCast Shadows: TrueDynamic Shadows: TrueWhat am I missing here?
When will pass through and camera depth be entirely available for Unreal Developers to access?Everything I’m seeing shows it’s available now in unity but I see nothing about Unreal? Passthrough functionality and depth information access needs to be something that ALL DEVELOPERS are allowed access to ASAP, otherwise it will be awhile before there Unreal Community catches up to Oculus based AR.
from 72 to 80 and then to 90 Hz are not big steps, but from 90 to 120 at once is a high jump. It would be beautiful to have the option to set refresh rate 100 and 110 Hz.
Hello, We are using MRTK with Oculus integration to build both for HL2 and OQ2 platforms, but latest Oculus integration prevents building. Following error is reported in Unity: Assets\Plugins\Oculus\SampleFramework\Usage\Passthrough\Scripts\EnableUnpremultipliedAlpha.cs(15,20): error CS0117: 'OVRManager' does not contain a definition for 'eyeFovPremultipliedAlphaModeEnabled' Inspection of code reveals that "OVRManager.eyeFovPremultipliedAlphaModeEnabled" is wrapped in "#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || UNITY_ANDROID" region. "EnableUnpremultipliedAlpha.Start" method should either use the same pre-processor code or "OVRManager.eyeFovPremultipliedAlphaModeEnabled" should be outside of it.
Hi all,I'm looking to get better feedback on where traffic on our product pages comes from. I was unable to find a spot on the dashboard to hook up Google Analytics, and the categories of data provided don't have anything to do with page traffic.1) Is there a way to access page visit analytics from the Dashboard that I'm just missing?2) If not, is there a way I can hook up store pages with Google Analytics?Thanks!
Is anyone running RenderDoc for Quest successfully with UE4? I was able to last year, but for the entirely of this year it has been failing with one of 2 errors. Either a FrameCapturer failure or a SEGV_MAPERR fault. Any help would be appreciated.
So, as the subject; "What ir wavelength does Rift/Rift S/Quest/Quest2 use?"Searched everywhere, but can't seem to find any specification anywhere.Mainly which wavelength the ir emitters has in the controllers.
Hello Any suggestions on how to enter keyboard characters such as "$" when entering text on an Oculus Quest 2 app? I see that some characters are not available. Thanks
请问使用我是否可以任一从unity 打包一个exe,然后奖exe 放进oculus 商店里面,然后启用oculus link来进行流式传输到头盔 我这样试了 还不行
Hey folks, our app recently started failing security vulnerabilities testing due to "GCP API keys exposed in app", implying that somewhere in code is a hardcoded web client API key. However, I haven't been able to locate any such issue in our app. Is there a way to run these security checks locally or get more information on where or what exactly the exposed key(s) are?
Dear Oculus team!We are creating a video player with OVROverlay support, unfortunately fisheye videos with a viewing angle of more than 180 degrees (200-220 degrees) are cropped by OVROverlay to 180 degrees.Could you please advise if it is in plans at some point? Could you please add support for fisheye video with a viewing angle of more than 180 degrees.Also, is it planned to support color settings (contrast, brightness, saturation, sharpens, HUE) in OVROverlay in the future.Thank you in advice!
I'm looking into getting a quest for vr development and have a few questions:1. What language does it use?2. Can I create an app that uses the camera, say takes a picture, rotates it, and then displays it on the screens?
Greetings y'all!Simple but annoying issue I have after configuring my Unity project for Quest dev.I'm getting this constant yellow warning at the bottom of the editor that says "File (...)\.android\repositories.cfg could not be loaded." I'm way too new to Unity/Oculus, still... my OCD demands me to fix it.Any pointers on how to do this? The project itself is empty right now, just the generic 3D SampleScene, Main Camera & Directional light. The whole config is based on the official Oculus/Unity Config guidelines. Thanks in advance!
Hi! My team's code implements ovr_User_GetOrgScopedID using the id we receive from ovr_User_GetLoggedInUser. These calls have been working as expected through our qa cycles. However, we recently decided we needed to group two of our apps in the occulus dashboard's Platform Services, so they could share achievements between them. Once the apps are grouped, ovr_User_GetOrgScopedID returns the following error: {"error":{"message":"Unsupported get request. Object with ID '<omitted for the forum>' does not exist, cannot be loaded due to missing permissions, or does not support this This is 100% reproducible. Once we ungroup the apps in the dashboard, we no longer see the error. Has anyone else seen this? Any advice on how to deal with the situation is greatly appreciated.
Hey folks, I've been messing around with a virtual copy of my home climbing wall, so I can climb in the real space but in a virtual environment. One problem I have is that I can track my hands, but not my feet! I'm building in Unity. Is there any library or method that would allow me to 'recognise' or track my feet/climbing shoes (even just the tip location, not necessarily orientation) so that i can place a 3d object that follows the tips of my toes? Or is this simply not possible on the Quest 2? Thanks
Do anyone else have troubles connecting to oculus ??My headsets started saying "error connecting to FB servers" and now just "No internet" in Oculus windows App..And if I try to login to Oculus.com, then screen goes white and log says..
how many Types of Grass and Foliage for VR and Mobile is best for performance?it seems the count of Types hit the performance a lot because of instancing.Thanks!
When I updated my Oculus quest 2 version to the newest one. I found my project become very laggy when I directly test it in Quest. I am very sure I didn't face it in the old version and I didn't make any changes in my project. My project use some VFX particle systems. I am not sure whether the lag is caused by VFX or the new updates. Thanks for any reply or help.
I used Oculus Integration-V.1.31.0, which is fully compatible with OpenXR, and set RunTime for SteamVR.However, the OVRCameraRig cannot receive tracking, the camera is fixed, and the arm does not move. SteamVR has been updated to the latest version. If anyone faces the same problem, can you tell me how it was solved?
Oculus GO with api up to dateUnity 2021.1.15f1I have created a new VR project (from unity hub) I just add a sphere with rigid body and build and run like so It start in a square at the middle of my Oculus go (windowed I guess), and I got the oculus desktop bar beneath it. When I move my head nothing move except the oculus desktop background, and I can't grab the sphere
[Edit, Solved] I found the 'good' sample scenes, under /assets/oculus/sampleFramework/usage/. I guess everything under /assets/oculus/VR/scenes/ is old? -------------------------- I ran through the "setup" for Unity & Quest, without any issues. (https://developer.oculus.com/documentation/unity/unity-overview/) However, trying out various sample scenes included with the Oculus Integration Unity package, I'm getting very mixed results when it comes to controller & hand-tracking. "HandTest" doesn't render any hand or controller models."HandTest_Custom" renders hand models only when using controllers, and they are rotated 90deg from actual."ControllerTest" doesn't render any controller models either. Both of these scenes require controllers to be active when launched, so that may be part of the problem, but I'm just guessing. Any better samples or suggestions for a beginner to handtracking on Quest?
Iv recently spent £300 on a bhaptics tactoc DK2,updated it and done everything properly.it even connects to my phone perfectly. But when I try to connect it to my oculus it says "pairing" for one to two seconds then just does nothing.the light on the bhaptics device also says its paired for one to two seconds then goes back to "ready to pair" mode.
Hi.I want to get(cast) the screen that one eye sees. When I use scrcpy, I need to crop the streaming video to get one of them.(If I don't use any option, I get screens that each of them is seen by right and left) However, I don't need to do that when using oculus app because I can get screen that one eye sees. Actually I wonder whether oculus app crops the streaming video or oculus quest 2 sends the one screen when using oculus app. [Using scrcpy without options] [Using oculus app. I want to know how oculus app can get the only one screen]
Good afternoon all! New to Oculus development here, about to purchase two 360 cameras, perhaps with 3d capabilities, and wanted to inquire how well does the outputted photos and videos integrate into Unity when developing an app/game. Perhaps the answer is "seamlessly" and automatic, which I presume should be expected. But being new to the game, just wanted to inquire and get your thoughts in this regard. Additionally, any camera suggestions or things we should avoid when purchasing would be greatly helpful! Thank you once again.
Hi all, We're looking to purchase a camera to support the development of virtual tours and was curious as to your thoughts on 360 cameras and, in particular, those that record in 3D. We're looking two purchase two cameras, with two different pricepoints: one under $1000, and one high-end model, upwards of $5000. Are there certain cameras that work better with VR development and more popular with that crowd? And do the resulting photos/videos, whether in 360 or 360 3D, integrate nicely into the various development environments such as Unity and Unreal? Thank you in advance!
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