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There are app lab aggregators like:https://www.applabdb.com/https://vrsort.com/https://applab.games/ But when viewing from quest browser app lab link opens the store web page instead of launching the store app. Is there a way to launch store app from browser? Is there an intent for app page activity?
Can you replace the lenses/screen in quest 2? Please help!!! This particular headset was worn by a very special person and if I can’t fix it to use again my heart will break. Please help.
Hello! I am having some problems with the platform these days. I uploaded my app to App Lab on March 9 but it stills stated as submitted for review while the app build passed succesfully the tests. It is weird because i can find the app in the App Lab, and the first build i uploaded is the one downloaded from the page. But i each time i try to override that build with a newer one i have this error: "GraphQL server responded with error 1891173: Your submission is in a status that does not allow updating of the binary in this channel." What am i missing?? I tried to submit a ticket but the link is currently broken.
Dears,I need to design a industrial training materials with VR technology to cover some process safety issues and maintenance topicsan pair of Quest 2 VR 256 G.waiting for your kind replay on below contacts Ashraf HelalSavola CompanyDigital transformation headashraf.helal@savola.com0020102808102400201224514847
I'm on a team that currently uses hand tracking on our internal Quest test apps to increase reality and immersion. We are moving to Windows VR using Oculus Link, but we are going to lose hand tracking when we do so, without switching to something like UltraLeap on each person's Quest. So my request is to make Quest hand tracking in Windows a real feature usable in built Windows apps, not just a debugging Unity Editor feature.
I am receiving an error "Unable to find OculusXRPlugin" even when I do not have the Oculus XR Plug-in Provider enabled in the XR Plugin-in Management Settings. Why is it attempting to find/load this plugin when the provider isn't enabled? I have a single code base that supports three different VR headsets and a build script that enables the proper provider. This works for 2 of the providers but now having added a third, this 3rd provider doesn't work properly unless I completely uninstall the Oculus XR Plugin package. I would prefer to leave all of the providers in the code based and selectively enable as needed.
I have already got the permission for WRITE_EXTERNAL_STORAGE.But DownloadHandlerFile of UnityWebRequest cannot create file in sdcard/Download location and always failed.What is the cause?Is there someone to resolve such issue?
I'm working on a simple game where a 3rd person player is controlled by the 2d axis movement on one of the controllers. The movement is camera relative. Depending on the direction the headset is facing, the 3rd person player moves in the appropriate direction. Everything works fine when testing the game in Unity. When I build and run the game on Quest (or Quest 2), I get some unexpected behavior that I can't figure out.On Quest, the 3rd person player immediately starts moving (without any 2d axis movement on the controller). I used adb to stream the actual input, and it appears that the primary2Daxis is throwing off a value (even though I'm not pressing anything). As well, the 3rd person player responds to head rotation differently, almost as if there is head rotation alters local direction, rather than global direction as it should. I've got no idea how to troubleshoot this as the behavior is so different in-engine. Any thoughts on where to begin?&n
I need your help my oculus doesn’t want to connect to my iPhone 12 mini and it keeps on saying enable Bluetooth but it is and when I try to connect it and it turns off and I just got this yesterday for my birthday and now I’m sad so please help me
I'm hoping to clarify something vague in the documentation for Quest app specs going to App Lab. Can anyone confirm if it's possible to publish an app to App Lab that only uses hand tracking? Elixir on the Oculus Store, for example, does not seem to recognise controllers at all and won't even launch if using Touch controllers.'VRC.Quest.Input.7' states that switching between inputs is required only if an app claims to support hands and controllers; however the app submission Specs page states that any app that support hand tracking must also support Oculus Touch. So is it now a blanket requirement to support both if you want to use hands?
I've updated Oculus Integration to version 25.0 and SteamVR to version 2.7.3 (sdk 1.14.15). Now everytime I use the [CameraRig] and OVRCameraRig prefabs, the controllers won't show up, neither map the corresponding inputs. Also, I think there was a recent update for Quest 2. Before all of that, controllers were working normally. At first, I thought it was an issue with my project, but since it also happens in a new clean one, I'm almost sure it has to be a plugin issue.
Hi, I'm converting an Oculus Go project to Quest 2.I find that adding the controller raycast is slighly off center and the reticle lands to the right of what of where the controller is pointing.Looking a the OVRController prefab, there is a slight tilt in the controller.As you can see in the image below.How can I reset the cursor and line renderer to follow the Quest 2 controller?
When running our game in Unreal, with a Rift connected, there is a constant spam of this:[OVRPlugin][ERROR] ovr_GetHandPose failed: ovr_GetHandPose: Only Oculus Link is supported. What can I do to fix that? In addition it will also show a variation on this error, like this: [OVRPlugin][ERROR] 01/04 08:26:41.115 {!ERROR!} [Kernel:Error] OVR Error:Code: -1009 -- ovrError_UnsupportedDescription: ovr_GetHandPose: Only Oculus Link is supported.OVRTime: 70361.923482 Thanks!Bob
Hello, I am developing an application for Oculus Quest2 that will eventually run as an experiment. For part of this experiment, I wish to mirror the rotation of the camera such that its y axis(yaw) is inverted. This will make it so that when the user rotates right, they will effectively see the opposite motion sequence - i.e: what they would have seen if they had rotated to the left. I want to be able to control when this mirroring happens, as it should only last for brief segments of the game. I have tried tinkering with the OVRCameraRig.cs file in the Unity Integration Package (in "if(updateEyeAnchors)" section) with no luck. Specifically, I have tried setting the localRotation of the centerEyeAnchor to its inverse y value. Because I don't know how to mirror Yaw with quaternions, however, I do this in a roundabout way - by converting centerEyeAnchor to Euler angles and doing the manipulation with Vector3s. Is hacking the OVRCameraRig script possible in this way or is some o
I understand the money maker is the Quest lineup. I don't expect all kinds of future development for the Oculus GO, but at the least you guys should keep it operational for those who have purchased it. The Oculus Go still has a place in the market. It is the lightest and most comfortable headset that is actually perfect for media consumption. I often times rather watch movies in my bed on the GO than any of the other headsets. Being that the Oculus go is so good for multimedia content it was very disappointing to see that it no longer supports bigscreens VR.. That is the perfect APP for the GO. I bought a bunch of GO's for family and friends so that we could use bigscreens together. You should be giving the minimum updates to keep the GO operational for all those who have purchased it. That would be the right thing to do for customers.
Hi there, I'm developing a simple app in Unity and wish to be able to switch between starting in non-VR mode, then switching into VR mode. This is much in the same way as the Samsung Gear 360 app does when you click on the "View on Gear VR" button on the top-right. When enabling "Virtual Reality Supported" in the Android tab of the Unity Player Settings, the app will always require the Gear VR to start up, which is less than ideal. And once its running there's no way of switching out of VR, even when a script disables the suggested "VRSettings.enabled" flag, which simply doesn't seem to do anything.So does anyone have any ideas?Thanks in advance!
HiI would appreciate it if someone can point me to a tutorial/documentation that talks about multiplayer hand tracking with Oculus Quest? Daniel's video on SideQuest was the only app that I see similar implementation. However, I did not see any tutorials/documentation on this. I am a bit stuck on this task and couldn't find help. I see good tutorials on how to use VR controllers over the network but not on using Oculus hand tacking in a network setup. Any insight on this would be highly appreciated. Thanks heaps.
I have made a game and shared it with friends. They install the APK using Sidequest, and it ran fine for 3 or 4 different versions where I added things. On the latest version, it crashes on launch on one of the friends Quest 2's, but runs fine on all others. They have deleted the APK and reinstalled with the same issue. The process used to install and run was the same on all devices, but one is not launching the game. Any idea what I could check to find out what the issue is?
Hi All!I have this non game 360 experience, wich is a painting exhibition app.https://www.oculus.com/experiences/rift/5142732895767292/It works with Oculus Rift S and will be free to download.Why it is not published to Oculus store?Here are some Keys:43JK4-JHN7Y-4MXWF-MMF99-J7C99CJ67M-GYH4Y-6WGCH-EXFNR-XKGEAFCFNR-ENC9E-94TMK-9H3PE-TGJW3AEMHX-XW776-PTM9F-KR9P9-W36TYQNG44-JH3GQ-JEMGC-PPA7X-PEJPYE9KCJ-HW4K9-3TXEQ-EQHX4-EGG6PEEYKM-EWN7J-P7APT-MGCC3-6T74HY6YN9-G33FF-AEQK6-RYJK4-JAWX436E7J-4FK99-3QGJM-3AHCQ-T97HH93PMX-XNET4-A6WXG-GNTER-GCY4G
Hi, how can set the project I'm working on to 3DOF only?I disabled "Use position tracking" on the OVRCameraRig component, it kind of works, but the visual result is quite different from disabling "Tracking" on the device ( quest 2 -> Settings -> Device -> Tracking).The device tracking turned of behaves as it should, but disabling it on the CameraRig distorts the panels a bit when looking around, looks really bad. Is there another way to force the app to go 3DOF?
Hi everyone, Our VR software has been working fine on Quest since Quest came out. However, recently we've noticed that the laser pointers stopped working completely. The software detects the controllers and laser pointers, however, the laser pointers do not interact with the UI (buttons). That's very strange because we haven't released any updates on Steam in a while (at least a year) and everything still works great on Rift. Does anyone have an idea what might be causing the problem or what is that we can do to try to track down the problem? Has anyone experienced the same issue? We've tried doing some debugging in Unity3D, however, there are no errors in the Unity editor because as I mentioned the controllers are detect and laser pointers show up. Also, is it possible to downgrade Oculus software because we believe this might be the source of the problem? Many thanks!
Hi, I've added an OVRCameraRig to my scene in Unity and have set the 'Tracking Origin Type' to 'Floor Level'. According to the Oculus documentation for Unity, it states: "Floor Level tracks the position and orientation relative to the floor, based on the user’s standing height as specified in the Oculus Configuration Utility." I am doing development on a mac pro with a Quest 2 device and can't find the above stated 'Oculus Configuration Utility' anywhere. How do I set the user's standing height so it is correct? Thanks.
Hello.My OculusQuest app made with UE4 sometimes crashes in the user's environment.According to the stack trace, it seems to be crashed by libvrapi. The stack trace and logs are attached for your reference.I'm using UE4 version 4.24 and OVRPlugin version 1.45.0.I don't know if this is related to the crash, but looking at the breadcrumb, it seems that onActivityPaused and onActivitySaveInstanceState of ActivityLifecycle are called about 0-5 seconds before the crash.Do you know what causes this crash and what the solution is? 03-30 20:43:32.797 7556 875
I've been getting this error ever since I upgraded my project to ue 4.24.3 + oculus sdk 1.46.0[OVRPlugin][ERROR] ovr_GetHandPose failed: ovr_GetHandPose: Only Oculus Link is supported. (c:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-full\software\oculussdk\integrations\ovrplugin\main\src\util\compositorcapi.cpp:79)I don't do anything with Oculus Link, there's no cygwin folder in my c: drive, and I don't see any "GetHandPose" function in my project... This error spams the heck out of Visual Studio debug log, but doesn't show up in the UE4 editor log.Any ideas?
Hi, I am trying to make a roomscale app for the Oculus Quest. I am using blueprints. I have a camera attached to a VROrigin (scene component). When I hold the Oculus button on the Oculus Quest the app re-centers based on the direction of the HMD. This is a problem in roomscale since it rotates the level. In project settings/OculusVr disabling "recenter HMD with Controller" does not stop it. VRNotifications (delegate-VRControllerRevcentered) is called when the button is held. I can do something after it is called, but I would really like to disable it or find a workaround so that it doesn't rotate the level or change your position. THANKS FOR READING
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