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Hello everybody! Does anyone know if I can buy Oculus Quests 2 from Argentina? It is not in the shipping options. Thanks for your help
Hey guys,I am working on a VR project on Unity and from what I have read, I have to use Oculus spatializer in order to make FMOD work with Oculus. I have installed the Oculus plugin in FMOD and I have written down "OculusSpatializerFMOD" in the plugin section of FMOD settings in Unity, but I get an INVALID CHANNEL error in the console. How can I fix this? Is there a specific approach to use Oculus in FMOD?
Hi,I'm trying to get Unity 2019.3.12f1 set up for Oculus Quest development and have followed the Oculus instructions precisely. However, when following "Enable Virtual Reality (VR) Support", I'm hitting a wall.After enabling the Oculus plug-in provider, I return to Player settings and see that "Virtual Reality Supported" is grayed out and listed under "Deprecated Settings" with a warning that "Unity has detected that you have one or more XR SDK Provider packages installed. Legacy XR is incompatible with XR SDK."What?My understanding is that I don't want Legacy XR. Why can't I see the Oculus XR SDK? Screenshots attached.I also tried re-doing the entire new project set up without importing the Oculus Integration asset pack. This had no effect.Thanks,Bart
Since updating Quest 2 from v29 to v30, when I launch my app from Android Studio I see it's soon stopped by ActivityManager. This stopping behavior happens with Android sample apps like native-activity.In logcat I see messages like this:I/ActivityManager: Force stopping com.example.native_activity ... Conversely, when I launch the app using the Oculus UI by navigating to Apps > Unknown Sources > ... the app runs and is not stopped. Is this expected behavior now in v30?What do I need to do to be able to run/debug my app from Android Studio? Thanks!
Hi,I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera.In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one.Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work.I'm not sure why this is happening. Can anyone help me please? thanks
Hello,I am trying to access the Quest (or GO) microphone to affect game objects or trigger events in Unity. I am able to use the microphone to make an object move on it's Y axis based on the loudness value of the microphone input when playing the unity editor. But, once I build my project and load it on the Quest or GO, it does not respond. It does show the mic as the selected device and it shows the Microhpone.isRecording to be true, but there is no change in the loudness value. View this recording to see what I'm talking about: https://drive.google.com/file/d/1XcV6vAeV5ITTlq1TAO_QSHCGJWyo0-di/view?usp=sharingI do have "Can Own Microphone" enabled on the LocalAvatar as well.Attached is the script I'm using to control the game object and microphone. And here is the android manifest I am using:<?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.roundtable.macys" xmlns:tools="http://schemas.android.com/tool
Default seems to be 64kbps with Mono channel. I've found commands for configuring the visuals here Configure Android System Properties on Oculus Quest but there are no audio options.
Hi everyone. I was thinking about it, i have an input method which i think much more usefull than the standart keyboard oculus system has. I don't have an oculus headset or the controller or any other vr-ar-mr headset. I have already made an app to use on windows and it works really good, not better than regular, physical keyboard but better than touchscreen (virtual) keyboard and i really think this method will be far better than the default keyboard on oculus or any other vr-ar-mr platform keyboard. I was wondering that, is it possible to make an app that runs on the other apps(system overlay they say, i guess), is it possible to us an app while i switch to the typing mode(click on a textbox). If it is, i really would like to make it happen. In this app all i need is these two, to show an image while typing for guidance and controllers hardware usability.
Hi, I am relatively new in this field hence asking for your kind advice.I have developed a game that uses a lot of mouse clicks and hovers. No raycast.So now I need to transform the game into a VR game using Oculus Quest. It was overwhelming for me to decide the direction for me to do this.I understand the UIHelper, OVRPhysicsRaycaster can help me but I have yet to find a tutorial on how to convert my inputs to these.So far I managed to pick&place some GameObjects using the OVRgrabbable and OVRGrabber.Looking forward to work on GameObject transform using ray.Please advise and include reference links. Have a nice day.
Hi there! I'm working on an AR project and I'm trying to retrive the depth data from sensor (dots updated on surface of objects inside a guardian).... Where can I access that? I'm using Unreal Engine for development on Quest 2.Big thanks to anyone who can answer this question!
I am working on a unity project from a different computer than i initially deployed from. I am getting an error in the unity editor when trying to Build and Run saying "package signatures do not match previously installed versions" which im assuming is because my new computer is using a different keystore. All of the keystore stuff is quite confusing to me so i just wanted to uninstall the existing app from my quest 2 so that I could deploy again from the new computer. However the app does not show up under Settings > Apps, it does not show up under Settings > Storage > Unknown Sources, and the package name does not show up when I open an adb shell and list all installed packages on the device. So I would think the previous version of the app is already uninstalled. How am I getting this package signature error?
Hello, I can't seem to open the ovr-platform-util.exe on my Windows PC. It worked yesterday, but now it's just auto-closing the command window on launch without any error messages. I've tried rebooting, redownloading the .exe, running it as admin and tried it on different machines, but no luck. Any ideas?
Hi everyone,I have a question about the "continuous move" from the latest XR Interaction toolkit. I would like to use it in zero gravity and it works fine, but i can only move on the horizontal axis. Is there a way to add vertical movement as well? I basically want to achieve "flying", where the direction of flight is where the eyes of the headset are pointing. Or is there maybe a better way to achieve this without the XR interaction toolkit?
what does mean the returned values of OVRManager.batteryStatus?? i can't see anything on docs.https://developer.oculus.com/reference/unity/v29/class_o_v_r_manager/
OMG - Deploying native quest so much easier on latest Oculus Build 4.26.2.... Just finished building new PC and was dreading setting up the the build environment. So... much.... easier .... now. 1) Download and compile engine from Oculus github.2) Create new project following settings from https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/3) Package 4) Deploy to device using the InstallXXXX.bat in the package directory. Just wanted to share for anyone still stuck on old versions and hesitant to deal with it.
How to get the correct user ID void Awake() { Debug.Log("---------------------------------"); text.text = "begin"; Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); text.text = "no error id is: "+ myAvatar.oculusUserID; Debug.Log("ID:"); Debug.Log("message.Data.ID.ToString()"); }
Request to Leaderboard return result with dropped places (ranks)example (the request itself) for security and privacy, the keys and names are hiddencurl -G -d "access_token = OCXXX" -d "api_name = Test" -d "filter = NONE" -d "start_at = TOP" -d "limit = 5" -d "fields = user {id, alias}, rank "https://graph.oculus.com/leaderboard_entriesRequest result:{"data":[(WHERE IS RANK #1?){"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":2},{"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":3},(WHERE IS RANK #4?){"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":5}],"paging":{"cursors":{"before":"——","after":"——"},"next":"——-"}}
Currently, I own a Vive Cosmos Elite and an Oculus Quest. In general, the only apps I am interested in are mystery puzzle apps. So far, the ones I have found have been on the Vive. But I like the Quest headset, so I started looking for mystery puzzle apps on Oculus. I found a lot - all for Rift and RiftS.Now, is Rift an older platform, and will all these apps eventually be on Quest, or should I buy an Oculus Rift because that's the platform that all those apps will always be on? If so, which is the newer, or more preferable model: Rift or RiftS?Sincerely,Velvet Tetrault
Hey Oculus! So, I have experienced problems with my Rift S lately. So what was happening was that I was playing some Lone Echo, then all of a sudden, it completely freezes, makes a flatline kind of sound, and completely **bleep**ing crashes. I hear some static-y kind of noise after it goes completely black, the game completely crashes and reads it as a hardware error, and telling me to see if my headset is connected. Guess what? Firmly seated into the port. I see absolutely NOTHING. I tried reseating the cables, didn't work. I tried reinstalling the software, didn't work. I tried restarting the PC, nothing worked. I tried plugging the DisplayPort and USB 3.0 back in again after it, does it again after three **bleep**ing minutes. THREE! Oculus, please help me what I am currently suffering. This has gone on for FIVE months. After it crashes, It COMPLETELY looses connection, like it wasn't even connected. If anyone is experiencing the same problem and solved it, please tell me, and how yo
Hello,I am currently having an issue with using the per eye camera with the OVR Camera Rig concerning the culling mask. I am trying to have one item visible to the left eye anchor and not visible to the right eye, and a different item visible in the right eye anchor but not to the left eye. However, this does not seem to work in HDRP nor URP, and only in the standard 3D project, which seems to be due to the "use per eye cameras" setting not working properly the culling mask works for non-OVR cameras). Any insights on how this issue could be resolved? This is using Unity 2021.1.3f1.
Last several days my Quest wouldn't load the Store. Just says 'Oops. Nothing to Show here'. But it still had all my games. Now, it looks like I have the new colored icons, but in Settings it still says version 29. More importantly, all my games are gone! The only apps are 'Settings' and 'Files', as well as 2 of my own UE4 apps. The Explore button gives 'Sorry, something went wrong'. The 'People' button brings up no one. When I launch one of my own apps made from UE, when I quit, I see the old panel without the colors. It almost seems my headset it between the 2 versions.
Good morning, I'm Marco From Italy. Thank you about your valuable support.I've got an Oculus quest 2.I would connect my oculus quest 2 with the HDMI signal from my camera 360 ricoh Theta S.I'm able to connect the Camera theta to the pc monitor with hdmi cable and I'm able to see the video (there are 2 circles, front and rear camera).I would like to know what I need to do in order to see the live 360 video (without internet) directly in the oculus.Thank you in advance and sorry about my English.Bye Marco
In John Carmack's app review of Space Shooter he says: For anything vaguely arcade game like, having shared scoreboards will add value. Having daily and weekly resets, as well as the all-time-high (since last behavior changing update) list will allow more people to experience being on them. Is there a way to set a leaderboard to automatically reset on a daily or weekly basis? Thanks, Andrew
Is there some way to get this to work again or did it only work on the CV1? (Now I have CV 2 (I mean Rift S)_ ... and a Quest 2. They both do the same thing when I try to play a video in Dash with a pinned video, the VR goes NUTS and refuses to work at all,... why? Talk about a productivity tool, it kept me editing in VR Editor for 6-9 hours a day, now I can't stand 6 minutes,.. I feel blind, powerless and deaf in there now knowing what COULD be, ,, 😉 Thanks.
Hi All!I'm working on a mac, trying to build a game for oculus go using Unity. My phone runs Android.I've gone through the tutorial provded (https://developer.oculus.com/documentation/unity/unity-tutorial/).I'm able to run the game on my mac using the play button in Unity. However, when I click File -> Build and run, and put the oculus go on, I can't play the game. While I do see the game in the unknown folder inside the library, each time I try to play it I get a message stating that the oculus needs to update and that I should leave it connected to a power source and WIFI. This was the case for over 24 hours. Tried factory reset which didn't help. Didn't find anything else on the internet. I also opened a ticket for Oculus but still looking for ideas. Can anyone please assist me?
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