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Hello there, In Unity, the Oculus Platform settings state that the credentials used are these from the Oculus application. Looks like this is not the case for me, and I'm not able to resolve the situation so far. I reinstalled the Oculus desktop app, I used that "Restart Oculus" feature from the desktop app in the Beta section, deleted the plateform settings and letting Unity regenerate these, still somehow connected to the wrong account. What am I supposed to do ? Thank you.
Hi there, i am currently experiencing 2 issues.The first is that whenever i connect via my link cable to the Quest 2, after attempting to enter PCVR through the link button from the quest 2 device, all i see is a black screen or sometimes 3 dots. I have been told a solution to this is to reduce the resolution on the oculusdebugtool, however, when attempting to run this tool in the oculus-diagnostics folder, i get an error message which reads: "Unable to connect to service. Unable to locate LibOVRRT symbol: ovr_GetControllerPositionUncertainty Error code:-3023 Version: 23.0.0.43.517.Does anyone have any idea how i can solve these problems?It would be much appreciated :D!!
about 100 fps on Win64, but about 5fps on Oculus Quest 2…what optimazition should do for Quest2 from desktop normally
How do we develop against the https://graph.oculus.com/application/subscriptions api endpoint and make sure it's working, without charging $$? It seems that even if you cancel a monthly subscription it's still good for the month. Other similar APIs we've used before allow for a test account of some sort, or putting a test credit card number on an account sort of thing.
Hello,Right now to record the video of my game on Quest I should go to the Oculus menu, start recording from there and then return back to finish it.What I want: press some button in-game and record the video without jumping between the game and the Oculus menu.I don't see any API to implement such a thing. Does it possible to give access to developers to video recording feature?It also can be cool to control where users can share the video: not only on Facebook for example but also on Instagram.
I think the decision to allow or disallow access to the tracking cameras should be a user decision. Therefore in the settings I would like to see options to enable or disable application access to the tracking cameras and the guardian system point cloud. This may require new application permission such as "Allow This Application Access to Tracking Cameras" and of course: API access to said capabilities. This would be no less of a security risk than allowing the device to access my microphone, my videos folder, my photos or my general FB account information and adding these features would enable mixed reality applications.
still 70fps in empty Level after turn on 120 Hz on Oculus Quest 2 experimental feature
sync the Hands & Head position&rotation realtime by 6-DOF VR contollers & headset?Meanwhile, nomatter how strange poistion&rotation the VR Hands & Head are, the virtual skeleton mesh works and appears well which means for every input the Pose of the virtual skeleton mesh will have normal legal pose and the model and skin will never broke.(is the Constraint a solution to give limits then filter and do nothing if the input exceed the limit).Thanks!
I have a game created for the quest using unity and Photon networking. I want to start implementing matching making and adding friends inviting friends.Should I be using the oculus matchmaking service or Photon networks matchmaking service? Why? Lost thanks for the help!
Hi I created a project, using the hand models that OCULUS have provided here. I do not have enough budget for the devices for now but when I reach that budget I will change the project to a VR Oculus game. Is there any problem about the license agreements because I am going to sign up to some competitions
I would like to toggle OVRGrabbale on a game object, subject to a boolean condition. As an example, a virtual "screw":- when it is screwed into a hole (engaged), it SHOULD NOT be grabbable by the player- when it is unscrewed (dis-engaged), it SHOULD be grabbable by the playerMy understanding is the boolean attribute "allowOffhandGrab" can / should be used for this, however this attribute is only read-only in OVRGrabbable.cs.Adding a setter in OVRGrabbable.cs has not had any effect on disabling OVRGrabbable during runtime./// <summary> /// If true, the object can currently be grabbed. /// </summary> public bool allowOffhandGrab { get { return m_allowOffhandGrab; } set { m_allowOffhandGrab = value; } // Added to test grabbablity switching (ie. on / off) but does not seem to work }As a partial workaround solution, I've also tried enabling / disabling the g
how to attach a Bone to the VR hand contoller? the bone is on a Ragdoll.if use socket, doesn’t it have to add many sockets? for each bone…the LineTrace can return every bone. in the starter project Event Pickup, Static Mesh Component, Set Smulate Physics==false, then AttachComponentToComponent. from BP_PickupCube
oculus quest 2, how to make the vitual hands which means the contollers Physical, eg.Ragdoll can climb on the Hand, and the Hand can sweep away the Ragdollthanks
how to make the VR hands’ collision as complex shape which seperate each finger BUT not a shpere?thanks! so VR hands’ collision as complex shape which seperate each fingure;meanwhile despite the presice Collision, I still want it be able to Grab ragdoll by Physics Handle and StaticMesh by AttachComponentToComponent, in order to do this, I NOW use SpereTrace which is just like a bounding sphere of the hand.Is it good to keep these 2 shape working together?OR is there other better way to do this? eg. don’t use Trace BUT use OnOverlap? and I wonder that how to do other things besides collision, eg. grab. many demos do Grab using grips and maybe along with some Trace method whether lineTrace or SphereTrace. so if used SphereTrace, it will be very tricky to set the position and size of the Sphere, in order to do more things like Grab other than collision.Or, is this Grab able to be realized by do things in OnOverlap…or some function responding events? maybe it’s much better than u
is there any free Virtual Reality Tracking sdk or tutorial?found this one , but not free.https://www.deepmotion.com/virtual-reality-trackinghttps://blog.deepmotion.com/2018/04/30/how-to-make-3-point-tracked-full-body-avatars-in-vr/is full body IK such as Power IK & poseable mesh which used to track head and hands a solution?thanks!
any free Full Body VR Avatars solution?thanks
Oculus Quest 2 support Finger Tracking with controllers?
You can try our beta #VRtoTablet plugin soon & we are looking for testers! 😍 Port your VR app to touch devices and easily expand your reach to new markets! Subscribe at: https://www.vr-tablet.com.Me and my team are working on an incredibly helpful plugin you can use if you are working with Unity Technologies and the XR Toolkit. Our new plugin will make it possible to easily export your VR experience to touch devices such as tablets and mobile. No more letting others 'watch along' via a tablet, but truly interacting and playing the experience itself! No coding changes required.We are looking for testers! Interested? Sign up for the waiting list at https://www.vr-tablet.com
I have developed a native android application that is being used as a configuration tool for a different Unity build application on the Oculus GO. It consists of a single activity with some interactable buttons. When first installing the application through adb commands I also force the main activity to open with a adb shell command. This opens the app in a 2d Oculus menu like view, as expected. When closed and opened again from the Unknown Sources, it once again opens as expected. However, when I send an intent to open said app from the aforementioned Unity application, the configuration app opens as being a VR app. Rendering over both eyes, making it unusable. It is now also recognized as an "app" where it shows the pop-up to close the app when pressing the Oculus button, whereas it didn't do that before. Now, when opening the app from Unknown Sources, it keeps opening as a VR app. I feel like this has to do with certain flags given to the launch intent from either external
Recently, my game no longer starts with the view centered. My view starts back from where it will end up after I hit the oculus button and recenter the view. In my world, I am inside a large hollow sphere. I used to start at the center of the sphere, but now I start at the back of the sphere looking at the front. If I recenter my view, I am correctly placed at the center of the sphere where I expect. This appears to be happening 100% of the time. This didn't use to happen. It started recently. However, if I synch to older versions of my project, even if I go to versions before I updated my oculus integration, the problem still exists. Any ideas?
Hello,currently I'm working on a project that needs to record what the user is observing in the Oculus Quest 2. The recording should be triggered by an UI button that the user can use whenever it wants. I didn't find any dedicated asset for this purpose, but I found a solution for Android, in particular a screen recorder. It's a simple asset that i tested in my smathphone at it's working well (record the screen using a button from the UI, and save it to the gallery). The asset can be found here: https://github.com/thanh-nguyen-kim/Unity_Android_Screen_RecorderThe guide can be found here:https://killertee.wordpress.com/2018/01/08/unity-android-record-game-screen-with-audio-using-your-ad-hoc-plug-in/After importing this asset in my project in order to test this "screen recorder" with the Oculus, the application crashes provably with the error:E Unity : AndroidJavaException: java.lang.NullPointerException: Attempt to invoke virtual method 'void android.media.MediaReco
Hi, We're working on a new app for Quest devices and have had no issues so far pushing alpha releases out to our test users however over the last few days our updates don't appear to become available even after 24 hours.After logging onto the developer console I can see both recent updates we've pushed still show "Malware Review Test Running". Usually this takes a matter of minutes but for some reason our recent updates won't go through. I'm assume this is why the updates aren't becoming available to our test users.Can someone please advise what we have to do?
Hello, does anyone have any blueprints and/or code they would be willing to share to create an sbs 3d video player in VR? The only recent tutorial I can find has a broken image in the tutorial. Thanks in advance!
I have noticed that views are always re-centered horizontally. Am I wrong that views do not get re-centered vertically?Thanks.
hello, does anyone know if it is possible to use With Unity 3d a controller in one hand and hand tracking in the other?
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