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Hi Folks, Two questions:1. My list of bones is always empty. I have an OVRhandprefab stored in a variable called skeleton. But when I call skeleton.Bones in my start method it always has a count of zero. So, I can't get a list of anything. (this is from the valem gesture detection tutorial) 2. I want to get the position of the tip of the right hand at one point in my code. How do I reference this? Thanks
I'm trying to download the ADB drivers for the quest 2, when I go to the Oculus website the download button isn't showing up.
I would like to know what would be the best approach to converting bone rotations (quaternions) to joint angles (ideally a single angle value based on the axis of rotation for the joint rather than euler angles). Currently, I have data from a Quest 2 app that has several bone rotation quaternions which I assume each correspond to the joints in this diagram To get the joint angle, I follow the euler axis representation of a quaternion https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Using_quaternions_as_rotationsand simply use this calculation: joint angle = 2*acos(real or scalar part of bone rotation quaternion) to get a joint angle from a bone rotation. I would like to know if 1) I'm interpreting bone rotations and how they are organized properly 2) if the calculation makes sense 3) if there's any conversion that's available that can be used. Thanks!
I usually find things out on my own, (or get a solid start by typing my interest along with the words Unreal and GIthub ;~) hehe BUT I don't even know what to call this except 'Virtual Desktop' and the conversation has been so overwhelmed by the product of that name, I can't find anything that isn't about it. (virtual Desktop seems not customizable to me I want to make my own work desk area like the facing semi-clear monitors in Minority Report mixed with the Table/Wall monitor seen in both OBLIVION (Her work desk) and PASSENGERS (Chris Pratts Phone Booth) I just want to be able to work on VR from within VR. Any help would be so very appreciated! I have looked on and off for year but sometimes when you don't even know what to call something it is hard to find a starting point! 🙂 I am hoping to find a Github unreal Starting thing from MIT or something I can adapt to my needs I don't want to sell the app I make,,&nb
Hi Everyone,I wanted to know about player heights. We are developing games for Vr and we are looking at what is the best way to match players' height. For example, someone with a small body size should be able to reach the same things ingame as someone taller.We think this is important for competitive games where an adult can compete with a Kid.Do you have any advice or example to do this correctly?
Hello, I would like to know if there is a date for the return of the oculus quest 2? To plan for a possible purchase.
We support deep linking for a login authentication option on our app. Is there a correct approach to launch our app from the Oculus Browser?Thanks
I'm using the OvrCameraRig and I have a movie running on a skybox. I would like to adjust the y value on the camera so that the camera is closer to the floor. 1. How do I lower the camera? I have also tried to change the field of view but it seems impossible on the quest. The world appears a bit too small and I feel like a giant in the vr-world. I would like to scale the world up a bit. I have tried to adjust the FOV on the Left-RightEyeAnchor, CenterEyeAnchor and on the Main Camera in the scene but nothing has any effect on the percieved world scale. 2. How do I change the field of view Thanks alotTobias
I'm testing how to match a VR experience in the Quest to an actual room (4x7m) using an accurate 3d model of the room and a fixed starting position (center of the entry door).I edited the Oculus boundary example for visualizing the guardian points + play area in Unreal. The room is a blueprint (with several static meshes) that gets properly aligned to the rotation of the PlayAreaTransform (level BP). The pivot of the 3d room (BP) is at the center of the door as well. Re-setting the view by pressing the OculusHome button puts me at the center of the door.The problem is;- the play area-mapping to the actual room is ok-ish but mostly some 10cm off and sometimes slightly rotated.My question is;- what would be the right strategy for matching the play area to the actual room more precisely OR are these relative minor errors within the accepted limitations of the guardian algorithms? Max
If one hand's tracking confidence is "Low" and the other hand's tracking confidence is "High" (e.g. One hand is slightly occluding the other), then OVRHand.GetFingerPinchStrength and OVRHand.GetFingerIsPinching for the _high_ confidence hand stop getting updated (the hand that is NOT occluded). The cause seems to be the high confidence hand actually has low confidence fingers (seriously). Once the low confidence hand stops being tracked (e.g. fully occluded by the high confidence hand, or hidden from cameras) the OVRHand.GetFingerPinchStrength and OVRHand.GetFingerIsPinching values start getting updated again for the high confidence hand. You can even see this behavior in Oculus Home. I can understand not wanting pinch strength updates for the low confidence hand, but the high confidence hand should still be able to interact. I run into this issue a lot when using hand tracking on the Oculus keyboard. I tend to reach my right hand over my left to hit left-
Hey all. Im trying to sign up for Oculus Developer account but whenever I try to log in with my Facebook account, it says'Continue as Undefined'.Everytime I try to login, it loads the page as if it was loading a new page, and never does anything.Somehow I managed to sign up for the forums, but no matter what I try i cant make a developer account.I have an Oculus account and a facebook account and the developer page wont link with either.If anybody from the support team could assist me I would be happy to send pictures and videos of the process.
When using hand tracking is there a way to get the hand velocity as you can do with the touch controller?
Hello, I'm developing oculus app.I want to use oculus logo in my promotion video. but I cannot found official oculus logo files (like ai, png, jpg)how can I found this? thank you.
If there is a major error discovered in our Release channel app, we need to be able to quickly roll back to an older working build with ovr-platform-util.exeTo do this we're looking for a way around errors like: "ERROR: You are trying to add an APK with version code 66 to a release channel, but the previous APK on this channel has version code 80. The version code must be higher than the previous version code.""An APK has already been uploaded with version code 66. Please update the application manifest's version code to 81 or higher and try again." Currently we have to completely re-build an older version of our app with a higher version code. That can take hours. A couple possible solutions:Determine latest build by upload order instead of version code.a cli to list builds and a cli to delete builds. This might be enough for me to write a script that deletes builds with version code >66 when rolling back from 81 to 66.
The Stereo Layer Component is used for widget use. However, due to the phenomenon that the player hand is drawn behind the widgetI turned on the Supports Depth Flag to build and use Oculus Quest, but it comes out with a black background with no alpha behind.Does anyone know how to fix it?When I turn off the Supports Depth Flag, the alpha is fine and the hand is drawn behind the widget.Unreal Engine Version 4.24
Hi, I have an old Oculus Developer Account but I can't access it. I can't receive the validation number. I no longer have access to old email and I cannot see the validation number. How can I do it? I'm writing it in this forum because I can't find an oculus contact email 😅 ¡Thanks!
So, I get out my link cable, connect it to Quest 2, it has some normal procedures, until I activate it. I get three dots for about 30 seconds, and THEN it brings me back to the Quest 2 home. I check my Oculus Rift software notifications and it says "Oculus isn't working correctly. Click here to check out our support article." And after that it said "Oculus link stopped working," but that didn't matter. I had an idea. I used AirLink and that didn't work either. So I'm onto the software that it's the problem. Does anyone have any solutions?
When trying to cast my Oculus Quest 2 to my pc/laptop, I connect via the official; Oculus Link cable, however, pressing "cast " in ODH , I get a new screen where it just says connecting. In the headset, I confirm all the check boxes asking if I want to allow file sharing. Looking back at the Cast on my PC, it still says connecting, I ended up waiting for a while and the screen never changes. The ODH tool and my Quest 2 are both updated to the latest version. I prefer to use this method of casting as the private link to cast to a chrome browser doesn't work properly. ODH casting worked for me in the past on later versions of ODH and Quest 2 software, but for some reason it does not work now. Anyone have the same issue?Any work-arounds?
After upgrading Android Studio to version Arctic Fox (2020.3.1) and to Gradle version 7.0.2 when running the application I get this message: java.lang.UnsatisfiedLinkError: dlopen failed: library "/system/lib64/libvrapi.so" needed or dlopened by "/apex/com.android.runtime/lib64/libnativeloader.so" is not accessible for the namespace "classloader-namespace" How to solve this?Thanks in advance.
I've been scratching my head with this one for days now. What I initially wanted to do was to deploy an existing VR project (Oculus Rift) to Quest. When I upload the apk using the oculus platform tool I get the error described in the title. I tried reinstalling Unity, I tried using different computers, all with the same resutls. Then I started from scratch with an empty project, import OVRUtilities, add the default sample scene to a build, and build. I still get the same error when I try to deploy. I did create an app key and an app secret and set those in the platform settings and platform tool prior to build/upload.What puzzles me the most is that the 'start with an empty project and see if that works' worked once, on one machine, but I can't get the same process to work on another machine. I've been searching online to see which of the Android related player/build settings might cause the apk to be compiled for mobile instead of quest, but obviously didn't find anything. After loggi
Great news everyone! We made a Unity3D plugin that can quickly export your VR app to tablets and phones. Why? 1) You can easily share your app with others who do not have VR devices, 2) In multiplayer games, users with tablets and phones can finally play along! 3) You can enter an entirely new market without hassle!The plugin is based on the XR Toolkit and automatically translates the VR inputs to touch controls. In just a few simple steps an export is generated. See it yourself in the video below.Now available in the Unity Asset Store: https://assetstore.unity.com/packages/add-ons/vr-to-tablet-197026 We have a launch sale! Check it out in the Asset Store.
I am using Unity 2020.1.0f1 and Oculus 1.4 and Oculus Integration 18. However, I have had these same issues in older versions as well. I have set up the App ID and everything included in the Oculus documentation.First, the AvatarGallery sample scene does not load any custom avatars associated with their IDs and they are all the white generic avatar models. I even tried the example IDs Oculus gives you in their Avatar SDK documentation and those do not work either. The only thing that does work is when I use the Oculus ID for my account for this app. I am not sure if I am missing something but it seems this example scene should be showing me example custom avatars.Second, I am able to pull the user ID for my custom avatar when using my Quest in link mode. However, when I build for the Quest it is no longer able to get the ID. I have included the App ID in the settings. I've read that Quest apps will not let you clear entitlement unless you are approved for the store. Is this true or is
I'm considering making a purchase of many Oculus Quest 2's (Business editions).Does the Business Edition essentially have the same new major feature found in each new OS version release of the Consumer Edition? For example, does the Business Edition currently have 120Hz support? Also does it have AirLink or are these new features only found on the Consumer Edition? My other question is, while I know the Business Edition doesn't have access to the apps on the official consumer Oculus Quest games store, on the other hand, can any app found on SideQuest be loaded on the Business Edition?If so, is this also true of any app found on the AppLab website?
We have spent almost a month on this issue with no resolve. After speaking with Renee from Quest for Business team, it's clear that Oculus is WAY behind on their promised features and they are scampering to catch up. Our biggest issue now is that an APK on the consumer Quest will not run on the Quest for Business.Can anyone tell me what the difference is in terms of permissions or differences in deployment?
Hey Guys!Historical background, does anyone know when ATW was added?
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