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Hello, I've been trying since several days to launch an apk natively into my QUEST 2, no matter what I try to solve this issue I always get the same error which is the title of the thread. anyone had this issue and succeed to resolve this ? thanks for your helpJ
There is no drop-down list e.g. in the demo at developer.mozilla.org/en-US/docs/Web/HTML/Element/select. OculusBrowser 10.11.0.0.0.238890172
Is OVRPlugin.GetAdaptiveGPUPerformanceScale() working for anyone else on Quest? It only returns a value of 1 for me. Essentially, what I'm trying to do, is getting 'Adaptive Resolution' working on Quest, but that's #ifdef'ed out on Android by default. Does anyone know of a better way to lower the resolution dynamically on Quest?
Apk loads straight into the scene without displaying the splash image. Any clues as to what may be causing this behavior?Thank you.
I found as Admin I can share games with other FB/Oculus accounts.Awesome!However the added FB/O accounts are unable to share the games they bought.So as owner and admin my friend can play my games but I cant play his? WHY ?
Hello there, Prior the last unity sdk update, we were able to get the Oculus ID of the current user when we were testing devlopment builds in the headset (without pushing the build on the dashboard). Now I can still get user's informations, like his username, but the ID is always the same, and this is the one that you can find in the API section of the app : "Your application specific user ID for debugging and testing."How are we suppose to test features like Voice Chat if the real user ID is not exposed anymore ? Are we supposed to push a new build on the dashboard every time ? Or am I misunderstanding something ? Thank you,
We upgraded from 4.25.3 to 4.25.4 (tag: oculus-4.25.4-release-1.55.0-v23.0) We are using HLOD volume in order generate proxy meshes, but the tool which is used to generate this is buggy in 4.25.4. When we check merge materials options, the combined texture we get from merging is pink. So whenever Proxy mesh gets activated according to screen percentage we see pink meshes. This is happening in editor and when we run on device, when we are up close to the objects they appear normal but when we move away from the objects they turn pink. Been searching and haven't found an answer yet. Has anyone else seen this and know how to fix?
Right now on 12 March 2021 UTC+7The bug url access on https://developer.oculus.com/ on left panel is gone.I need to access through direct url here https://developer.oculus.com/bugs/Where does it go?Can I only access bug report through Developer Hub app or direct url only?
Hi there,I would like to develope for the Oculus Quest 2. The item ist currently not available in germany but e.g. in france. Is it possible, to work with such a device and a german developer/facebook - account? greetings Ralf
Hi guys I'm not a developer, I'm a table tennis player of a reasonably good standard. I'm loving Eleven! Especially as we are in lockdown. However I can't help thinking the developers have missed a trick here. Firstly, we are all equipment junkies! Contact Butterfly in Japan, Stiga, Donic, Tibhar or Joola in Europe and get them involved. Put the entire range of rubbers and blades on Oculus for a small fee, say 50p a rubber etc and you can be sure table tennis players will go and buy the real thing for when we can start playing again. just put the spin, speed and throw height of the original on the listing so people can see what they are getting. Being endorsed by Butterfly, Stiga or any of the other big brands would be a huge incentive for people to invest in this. Secondly, we all want to play our heroes. In Europe it's Jan One Waldner and Timo Boll. In the Far East you have Ma Long, Xu Xin, Fan Zen Dong, Ding Ning, Liu Shi Wen etc.... The list is endless. Much better t
Hello all,Hey there my name's Imari Stevenson or as I go by my pen-name, Imari 16-bit Imarea and I am a CEO/owner of Veon Prism Media Studios which is a multi-media studio in which we produce apps, books, independent films and now VR films. We've released our newest film, That One Amazing Movie and it's VR counterpart on Youtube VR and Amazon Prime videos which is distributed by Adler & Associates Entertainment. That One Amazing Movie is about three hackers who are trying to turn their lives around for the best. In order to do that, the trio decides to go the route of being VR designers and produce their own makeshift VR headset titled the Hyper Mental Homeboy, which they hope to pitch to investors to get attention of investors. What makes this film unique is two things. A. The film can be fully seen in VR as long as you have a VR headset which allows you to see the films in SBS videos on Youtube VR. B. This film is the world's first hybrid film in addition, the world's first featu
I rely on the weekly promotions in order to spread the word about our VR titles.It's been one of the main reasons we love developing for Oculus.It's simply the best way to generate interest in your titles and increase revenue.Usually I see an available promo every week.I have yet to see one since the end of December.Is everyone else experiencing the same issue?
I am trying to submit my application for gear VR. using oculus validate tool it shows that everything is fine and i can upload the file but when i am doing that it saysexclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true.I have already set this to true in manifest file
Hi there, I was wondering/hoping that this would be possible to do. We need to record the microphone of the user when they are already in a system party. I have looked into this using the Platform SDK, but that would require a connection to be established in the application. We are looking to tap into a pre-existing party so we do not need the additional UI. Also how do I go about testing parties as a debug user in Unity? I am currently developing on an Oculus Rift + Oculus Quest 2.
I'm getting an error attempting to open ODH On MacOS Big Sur 11.0.1. The error, "“Oculus Developer Hub.app” can’t be opened because Apple cannot check it for malicious software. This software needs to be updated. Contact the developer for more information."I did not see this with the previous version, so it looks like something is missing. Did the ODH team correctly sign the app?I've worked around the problem by allowing ODH to open from the System Preferences > Security & Privacy > General... Allow...
hej, when will the oculus team provide a set of UniversalRenderPipline shaders in the oculus integration?I would like to know if it is planned at all before I dig into converting them myself. thx, /martin.OvrAvatar.cs:public Shader Monochrome_SurfaceShader;public Shader Monochrome_SurfaceShader_SelfOccluding;public Shader Monochrome_SurfaceShader_PBS;public Shader Skinshaded_SurfaceShader_SingleComponent;public Shader Skinshaded_VertFrag_SingleComponent;public Shader Skinshaded_VertFrag_CombinedMesh;public Shader Skinshaded_Expressive_SurfaceShader_SingleComponent;public Shader Skinshaded_Expressive_VertFrag_SingleComponent;public Shader Skinshaded_Expressive_VertFrag_CombinedMesh;public Shader Loader_VertFrag_CombinedMesh;public Shader EyeLens;public Shader ControllerShader;
Hello everyone.In our program, HLS 360video data is decoded using Android MediaCodec and rendered on the Unity.It uses MediaCodec to decode the H264 stream, but it looks very slow in Oculus Quest.And MediaCodec stops decoding after a short while.The following log was displayed in logcat.This content is output every time data is sent using MediaCodec's queueInputBuffer.#gpuaddr changes every time.2019-08-19 11:51:33.251 685-22216/? E/Adreno-C2D: <c2dgsl_unmap_user_mem:1124>: Invalid input (gpuaddr=0x2b1a000) error=0 2019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: c2dUnMapAddr failed: status 3 gpuaddr 02b1a0002019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: unmapping GPU address failed2019-08-19 11:51:33.251 685-22216/? E/OMX-VDEC-1080P: Failed color conversion 0After decoding for a few seconds, the log changes to the following.2019-08-19 11:51:36.036 685-22223/? W/Adreno-GSL: <gsl_ldd_control:549>: ioctl fd 13 code 0xc0200948 (IOCTL_KGSL_GPUOBJ_IMPORT) failed: e
Hi, I am trying to setup Oculus/Hands_Transparent shader but when I increase Rim Power i have such a ugly glitch. Anyone know how to get rid of it?
i cant get in to my oculus quest 2 the Bluetooth is not letting me yous my pattern to get in it there no way to re set it to i lost that thing to help me with that can some one look at my link to my oculus
Is anyone noticing that your app is not showing up in new Test User accounts? The apps DO show up in the Test User accounts if you make the Test User a developer in the organization, but NOT if you invite the Test User by email. This is true including for apps that have definitely worked for Test Users before. Oculus, are you aware of this as an issue?
I stumbled against this bug while I was trying to implement a surrogate of programmatic recentering, since the OpenXR API appears to lack such basic functionality (the equivalent of ovr_RecenterTrackingOrigin()).If an XR_REFERENCE_SPACE_TYPE_LOCAL space is created with an XrReferenceSpaceCreateInfo::poseInReferenceSpace that contains a rotation, the window used by the runtime for asynchronous timewarp will be wrong for the XrCompositionLayerProjection that refers to such space. The perceived effect is that the limits of the visible (reprojected) area will be rotated off the view axis by the angles given in the space's origin orientation, to the point where nothing will be seen in the headset when the angles are too large.Edit: To clarify, this occurs even if the rotation is yaw-only. Even though the OpenXR spec allows for any pose, it would be understandable at this point if the runtime was not robust to local space rotations that involved pitch/roll. But yaw should definitel
I'm using Unity 2019.4.14 with the Oculus Integration package. Whenever the game starts there is a small misalignment between the avatar and the position of the OVRPlayerController object. So if I move to the right towards the wall I end up partly through the wall. If I move to the left towards the wall the collision happens too early. If I push the Oculus button and select "Reset View" it is fixed correctly, but I'm not seeing anything different in the local positions of the subobjects. Any input on how to fix this will be greatly appreciated.
Hii am developing a VR Game for oculus quest in unity 2019.2.15f1. To save computational power i started to move from realtime lighting to mixed lighting. If i build the game with realtime lighting or baked lighting or mixed lighting (subtractive) all works fine. If i change to shadowmask, i can bake and build without problems but when i start the game on the quest, i see the "made with unity" screen and a few moments later i just see a grey (or black) screen. But i can hear the game music. I am quite desperate and any help would be much appreciated. I never build a game for the oculus, please help. Let me know if you need more information.Thanks
Hi. I'm at the final stages of development for an Oculus Quest game and I want to be able to support the multi-user / app-sharing feature, which is think is required for App Labs but I can't find any documentation on this. To clarify, I want to ensure that when a different user logs into the device, the game is still available but has separate settings per user. I'm using PlayerPrefs for saving these settings.Is there anything I need to do in order to support app-sharing or will Unity/Oculus automatically handle this? Any help or documentation links would be much appreciated. Thanks.
FYI - The new Feb 25 blog post has the correct info for Unreal 4.26 release, but the link to the "Unreal Engine 4 Integration" is the old 4.25 release notes....
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