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Hello! I'm looking for an event or callback for when the player exits (or re-enters) the Guardian. I can't seem to find anything relevant in the documentation reference. In my game, the player configures the in-game environment to their guardian. When the player exits the Guardian accidentally and then re-enters, the in-game environment doesn't align with their guardian anymore. I need to tell them to redo the alignment. It did occur to me that I could use OVRBoundary.TestPoint and test against my user's head, but I'm not excited about manually polling that every frame *and* I don't want to worry about false negatives.
I'm sure it's tricky creating a negative space but myself and several friends have huge wide open basements but have support beams. Any attempt to draw around them fills the void in. Need just a 2 ft circle to avoid punching solid steel...again.
I am trying to submit a higher version of my app but I get the following error:"The current highest version code of this app is 11000, but an APK with version code 11201 has been submitted. (..) Rebuild your APK with a version code 11001 or higher and resubmit"Why I am getting this error? The APK with version code 11201 is higher than the previous one 11000. Thanks in advance for your help.Guiomar
I am suddenly unable to access files on my quest when I connect it to my PC. Previously it would appear as a drive in explorer. I have tried rebooting both PC and Quest as well as turning permissions on and off on the Oculus side app. Nothing works. I can see the Quest as a device when connected and also I can send debugger commands to it with ADB. As this has only just started happening I suspect some sort of update of the Quest being responsible. Does anyone have any advice?
Hi, I'm having an issue with android version not updating. I'm developing an apk with Unity3D for the Quest and Quest 2. The first submission on AppLab came back with some feedback which I've addressed, and I tried to upload a new build for submission. The issue I'm having is that while trying to upload a new build, it throws an error and tells me that I need to +1 the build number. I've done this in the Unity editor through OculusPlatformSettings with no luck. I tried again with generating a store-compatible AndroidManifest.xml and changed the [android:version=="1"] to 2 myself, built, then tried again with no luck. Lastly I went through the link I was provided with the error to install Apktool and use that which I've also tried, again with no luck. Something seems to be setting the version number to 1 or failing to successfully set it to 2. Any help would be greatly appreciated!
I have a quest app uploaded to AppLab, but the test results give a security warning about upgrading the OpenSSL library due to a security vulnerability; however, anything that uses the OpenSSL library is from the Engine or its Plugins. Is it possible upgrade the OpenSSL library without breaking Engine/Plugin code? UE 4.21 (Oculus)
Hello,I am converting my Unity project from SteamVR to OpenXR (never used OVR before) to be able to submit to the Oculus store now that it accepts OpenXR. One of the functional requirements is that the app must pause when the user removes the HMD or opens Oculus Dash (VRC.PC.Functional.3). The example code for this: https://developer.oculus.com/documentation/native/pc/dg-vr-focus/ relies on OVR GetSessionStatus. How does one meet the requirement with OpenXR?Thank you!
Hi I have some apps with build apk's on ALPHA channel that have had their malware tests running for almost an hour now. What's wrong? regards - Björn
We started the submission process for AppLab with a very specific package name.When we try to build and run the app that uses that package name, the app doesn't start and when it's launched it just stops and you get back to the main oculus menu.Whatever other package name works fine, that is the only difference between working builds and not working ones. Has this issue ever occurred to anyone else?This specific thing, is really blocking for the review progress, of course.
Hi, I am new to Oculus Quest 2, I made a sample project and I wrote some simple C# scripts for the inputs from touch controllers. I used Unity 3d editor and Visual Studio for C# scripts. The C# scripts I want to test are like the following: if (Input.touchCount > 0 &&Input.GetTouch(0).phase == TouchPhase.Moved){var touchDeltaPosition:Vector2 = Input.GetTouch(0).deltaPosition;Vector3 movement = new Vector3(touchDeltaPosition.x, 0.0f, touchDeltaPosition.y); rb.AddForce(movement * speed * Time.deltaTime);} I want to see if I move the touch controllers how the codes above behave, basically I want to debug with the actual devices. Is there a tutorial about this? Thank you in advance
Looking at the Mobile SDK headers, ovrSubmitFrameDescription2 that gets passed to vrapi_SubmitFrame2supports multiple layers. typedef struct ovrSubmitFrameDescription2_ { ... // hidden other struct members for brevity. uint32_t LayerCount; const ovrLayerHeader2* const* Layers; } ovrSubmitFrameDescription2; And the ovrLayerHeader2 struct seems to support blending between layers and you have ColorScale.a to control that blend. typedef struct ovrLayerHeader2_ { ... //Again I'm only showing the relevent struct members ovrVector4f ColorScale; ovrFrameLayerBlend SrcBlend; ovrFrameLayerBlend DstBlend; } ovrLayerHeader2; It seems that it might be possible to use this system to fade the screen to black (or any other color really) during say teleporting, instead of doing it as a post process or shader epilogue. Seeing as the compositor is already processing images in the submitted layers, if it is possible
I bought my oculus rift s today but unfortunately I couldn’t play anything on it because of the problem with the app that shows me a blank screen after choosing a profile picture hoping that they fix it ASAP. please if you find a solution help me 🚶🏻:male_sign:
Hello, I'm currently in a VR dev internship and I struggle a bit to understand how does LibOVR works. To familiarize myself with it, I have to render a simple DirectX11 program to my Oculus Quest 2 (a simple triangle from the DirectX11 tutorials). But, the problem is that I don't know where we make the link between the program's output and the Oculus. I followed the LibOVR documentation + samples, to see how to implement it, but the thing is that I still don't understand how to do it... 😅 The only thing that I have is a black render, due to SetAndClearRenderTarget function. Can someone help a distressed student please ? 🙏
Hi, Should I be able to have a successful entitlement check in the Editor while developing for Quest/Android?I have the AppID setCore is initialisedData Use Checkup is Complete for LeaderboardsAndroid build is signed, uploaded and working
I cannot get a simple Oculus project to work in UE4, and have no idea why. Here is what I'm doing:I've downloaded and built from source the Oculus UE4 branch from Oculus' Github. I'm using 4.18.I've created a simple, empty project.I've created an app on my organisation developer page, and copied the app id.I've also added my Oculus ID to the Team list, and I'm logged in with that user on the Oculus app.I've added these lines to the DefaultEngine.ini (where MY_APP_ID is the app id from above)[OnlineSubsystem]DefaultPlatformService=Oculus [OnlineSubsystemOculus]bEnabled=trueRiftAppId=<MY_APP_ID>I've enabled the Online Subsystem Oculus plugin and restarted the engine.In the Level Blueprint, I've added this logic to check for entitlement:When I then hit to simulate in VR Preview, this is (part of) the output I get:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Could n
Hi, for my Master's thesis, I'm implementing custom hand gestures and have been trying to derive a pointing direction from the bone positions and orientations provided by the hand tracking. The pointing direction I end up with is very unstable and shaky though (because the bones themselves are too) and I haven't had much luck with filtering, it's either still shaky but responsive or less shaky but very sluggish. So I tried the Pointer Pose provided by the Oculus plugin and it's way smoother, but I can't really point below a certain height.So my question is: is there some way to see how the Oculus Pointer Pose is implemented or even get access to the source code? Or alternatively a way to "adjust" the Pointer Pose to work better with different hand postures and different pointing angles?Thank you!
Hello,I'm developing an application that should record the VR experience in a video and store it in the "gallery" of the Oculus. The script that I'm using in unity is developed for Android devices, and the path that is considered is this one: System.IO.Directory.CreateDirectory(Application.persistentDataPath + GALLERY_PATH);where GALLERY_PATH = "/../../../../DCIM/VideoRecorders"; My questions are:Is this path recognized by the Oculus Quest?Can I access to the gallery of the Oculus while I'm using it in the developer mode?Thanks,
Special news for VR developers! 🔥 Working on a VR app and do you want to expand your reach to new markets? Read on!Me and my team are working on an incredibly helpful plugin you can use if you are working with Unity Technologies . 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.It will be available in a couple of months and we are looking for testers. Interested? Sign up for the waiting list at https://www.vr-tablet.com Or reach out at support@vr-tablet.com
Greetings,I'm a student at the end of my second year going towards my 3 year education for a candidate degree in Computer Science.This survey is part of an investigation which is part of my thesis regarding authentication possibilities within the field of Head-mounted displays.This is aimed at any software developer working with either Virtual, Augmented, Mixed Reality.Takes roughly 5 minutes to answer it. The answers are anonymous.You may submit your answers here: Survey Feel free to share the link with other developers as more answers give better accuracy.Your help is greatly appreciated, thank you!
Hi, I'm wondering if it is possible to test a multiplayer game that uses the oculus p2p api for its networking by running an instance on your headset and an instance on your PC with no headset. I am developing in Unity and this would speed things up considerably.
I want to download the APK to local storage within the app and install the APK to Quest.This method didn't work.GameObject.Find("TextDebug").GetComponent<Text>().text = "Installing App"; try { //Get Activity then Context AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject unityContext = currentActivity.Call<AndroidJavaObject>("getApplicationContext"); //Get the package Name string packageName = unityContext.Call<string>("getPackageName"); string authority = packageName + ".fileprovider"; AndroidJavaClass intentObj = new AndroidJavaClass("android.content.Intent"); string ACTION_VIEW = intentObj.GetStatic<string>("ACTION_VIEW"); AndroidJavaObject intent = new AndroidJavaObject("android.content.Intent", ACTION_VIEW); int FLAG_ACTIVITY_NEW_TASK = intentObj.GetStatic<int>("FLAG_ACTIVITY_NEW_TASK"); int
Using the oculus online subsystem I have not been able to join another users session (matchmaking or room). I've integrated the Unreal OVR SDK sample, added my oculus app ID, changed the matchmaking key to my own which is user and system created, and am running two separate packaged instanced on separate machines that are using separate internet connections so that unreal doesn't revert to it's own subsystem that I've seen can happen automatically over LAN. I can search for sessions correctly and see what oculus user is hosting but always fail to join. I've included my log files that show a connection being attempted but I can't figure out the exact issue that's stopping a connection from being accepted. The pertinent line seems to be: [2021.05.22-00.56.06:086][226]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 4097954510325963.oculus, Name: OculusNetConnection_2147482471, Driver: PendingNetDrive
Anyone have this combination working? Maybe I could get a copy of your Unity project? If I use the Zed_Stereo_Rig prefab, it works, but I get strange rotations on the pass-through quads in the Rift. There's no updated documentation on GitHub (unity package) or Stereolabs developer for the new Unity package. I have posted on the Stereolabs Community forums, but no responses.
Good day for you, if it's a good day at all:(I'm a developer, programming in Unity3D 2019.3.8f1 and use Oculus Rift S and appropriate software from Oculus. Some days back, when I receive another UNNECESSARY AUTOMATIC update (which I can't OFF) of Software "Oculus" I had trouble: when I stop using the left controller and he rest about 3-5 seconds he went to sleep mode (as I undestood) AND AXIS1D NOT WORKING ON ANOTHER RIGHT controller. BEFORE update everything works well. In my app I must attach left controller to rack for a positioning GameObject in VR and use only right controller, but it is impossible to do so because the Axis1D button does not respond at all. Using the system becomes impossible for development one-controllers game. Has anyone faced such problem? Thanks
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