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I'm currently prototyping in UE4 (4.25 Oculus branch) for Quest 2. Navigating in the dark with a flashlight is a major part of the game concept but we've already hit a snag early in our prototyping phase.Dynamic spotlight works fine when previewed from the editor on PC, but as soon as the project is built and deployed on a Quest 2 the spotlight shines through walls. Is there some setting that I'm missing or is this simply a limitation by Unreal Engine on mobile hardware? I'm not expecting to get full dynamic shadowing on objects, but just not have our spotlights shine through solid thick walls.Here is a video of the issue at hand:https://www.youtube.com/watch?v=vHEmML87Mnw&ab_channel=Designbykivi In the video above, there are a mixture of static meshes and UE4 brushes, both that are set as static object and baked down. Regardless, the dynamic spotlight shines through them without blocking any light.
Are there any information about oculus team "where are they"? We don't get any answers to our emails. Our submitted app status is "submitted" since 4 weeks. No upcoming weekly sales in this year....etc
Ok, so yes, I've disabled notifications... However please could I request that we don't lose some absolutely precious footage on shutdown. One simple procedure to check before the minimum mh/h % settings. Auto stop recording would be helpful. Or does Facebook want us all to stream directly to their platform?
So the Quest overlay keyboard works but sometimes it will just not work in the sense that pressing the keys won't affect the input box selected and when this happens closing the keyboard I don't get focus back to the app (my controllers disappear) and the only way to get back is to go into the Oculus menu and click on the app again.Unity Version: 2019.4.15f1Oculus VR Plugin : 1.55Oculus Android version 2.38.6Any ideas?
Hello,We are integrating the room invites into our app and we can successfully launch the inevitable user flow and people receive invites and can accept them from the dashboard, however, upon accepting it launches our app and the LaunchDetails are empty and we don't see any additional information in the log that would indicate that this is a launch from an accepted invite. As such we cannot join the accepted invite. Right now as a workaround we use ovr_Message_GetRoomInviteNotificationArray to get all notifications and join the first one, but this is not a shippable solution.Are we missing some documentation on how to accept these invites from the Oculus dashboard and launch the app and retrieve the information from the launch, somehow? We are reading developer-oculus-com/documentation/unreal/ps-rooms, however, this doesn't explain how to join the room when you accept the invite from the dashboard, only when you read and show the notifications in the app itself.Is there documentation o
Hi,I get the following error on starting/loading my UE4 project:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.But I am logged in. Oculus Home is running. Never had this before with my settings.As a result I get entitlement check errors while packaging for Android. I had this a few engine version ago and solved that by removing OVREntitlementChecker from GearVR_APL.xml.UE4.21.2Codeworks 1R7Oculus Home 1.34Oculus OnlineSubSystem version 1.24.0Entitlement node includedAny idea?Cheers,Martin
This is both a bug report and possibly a pointer to a relatively simple fix for what is quite an annoying problem. Hopefully the devs read this! My Quest: Quest 1, latest OS (25.0.0.77)My laptop: Manjaro Linux 20.2.1, kernel 5.10.18 What I'm trying to do: I have a WebXR app running on port 3000 on my laptop. I want to use adb reverse over WiFi to go to localhost:3000 in Oculus Browser and debug the app. What works:- connecting with adb and running "adb reverse tcp:3000 tcp:3000" over USB- connecting with adb over WiFi and using adb shell, etc, to interact with the device over WiFi What doesn't work:- running "adb reverse tcp:3000 tcp:3000" when the Quest is only connected over WiFi- running the command, even with USB transport explicitly specified, whenever I'm connected to the Quest over USB and WiFi simultaneously In both cases, the error I get is "more than one device/emulator" - but I believe this is not due to my setup, but rather a bug in the adb daemon o
The VRC check fails with this log:'''Starting TestAppShouldQuitWaiting for the application to run for 5 seconds before testing begins...Starting test...Sending a request to quit...Failed to receive a call for ovr_Destroy on attempt to quit in 30 seconds'''I am 100% positive that my game is quiting gracefully. When manually testing the quit behavior from both the Oculus Home "return to menu" and Rift Core 2 Oculus Dash quit, my game promptly quits. I can confirm that Application.Quit() is being called in OVRManager.I'm uncertain about ovr_Destroy because I am using Unity and assuming that it is being called under the hood.How serious of a failure is this and would it prevent a successful submission to the Oculus Store?
I'm working professionally on a released Oculus Quest VR app, and have encountered a very strange error. If you load our app into Unity, the first build is always corrupt - it launches in a window instead of fullscreen and sometimes crashes. However, if you quit Unity and reload the project, the second build always succeeds and loads in fullscreen, running smoothly. The source of this problem is the Library folder. If you delete that folder, the first build after always fails, and reloading fixes the issue. I've diff'd the Library folder between loads, and the only significant difference is that ProjectSettings.asset appears in the second (working) library.I've also diff'd the APKs and there is an obvious problem in the failing APK's AndroidManifest.xml (no other diffs). It is missing some very important lines that the working APK has. I've included all the lines that are different below, but the last 3 lines are the most important:android:label="@String/app_name" is missing in failing
what happens my settings I am using version 2019.4.20f1, Oculus Integration, and I'm working from the premade locomotion scene.
V25 is terrible and I still don't have V26. Developers should be among the first to get new software updates. But the bigger problem is that the software update process is too slow. I understand (*) that phasing the distribution is important but it's truly awful right now. * I've written software entitlement/licensing/distribution systems for large downloads w/CDN integration.
In UE4.25.3 running the create session node from the Oculus OSS hangs on the AddRequestDelegate:OculusSubsystem.AddRequestDelegate(ovr_Matchmaking_CreateAndEnqueueRoom2(TCHAR_TO_ANSI(*Pool), MatchmakingOptions), FOculusMessageOnCompleteDelegate::CreateRaw(this, &FOnlineSessionOculus::OnCreateRoomComplete, Session.SessionName));OnCreateRoomComplete is rarely triggered (1 out of 20 tries maybe?). The ovr call is received on the api end because it generates a CreateAndEnqueue2 with a room ID in it, and does successfully matchmaking enqueue on the matchmaking platform.Anyone have any ideas? I've been struggling with getting a dedicated server setup for weeks now.
Hello all,I'm trying to pass my Oculus Rift App Technical Review submission and failing three benchmarks because my build doesn't pause frames and audio when the headset is removed and the DASH menu comes up. I've looked extensively online for a solution without finding one.VRC.PCInput.1VRC.PCInput.2VRC.PCFunctional.3 -DASH Support is checked under Project Settings--Player ---XR Settings.-I have unchecked "Run in Background" under Project Settings--Player ---Resolution Is there any other preference setting of way for resolving this in Unity? I am using Unity3D 219.2.18f1Thanks so much
I have no access to any multiplayer options or web based apps such as YouTube, even that Oculus recognizes my wi fi connection. I´ve restarted it, disconnected and reconnected to wi fi and nothing changes. Can anyone help?
Good morning! I've cached/saved about 25 Oculus TV media files on my headset for the higher resolution and no load waits.Using SideQuest or browsing the Android file system directly, I can't find where those media files are stored.I've looked in every single folder. Are saved media files hidden somehow for security? Just where are saved/cached media files located? This has been driving me crazy for weeks. I would appreciate any pointers or tip from our wizard crew.Thank you!
As per the title - we are using the Quest system keyboard for input to an UI:inputfield - can get the text entered etc fine - but is there any way to know if that 'go' button has been pressed? thanks
Hi All,We are trying to submit quest app to oculus store through App lab concept as oculus announced last week. When we open the application with new quest app IDs(Which is got from oculus dashboard),Its not opening. Its hanging on loading. We are using oculus avatar with default 12 avatar IDs. Is there any problem with Oculus avatar while running as quest app lap application. Please let us know if we missed anything or help us to solve this issue.FYI - App working well with oculus GO app IDs.Version Details : Unity Version : 2020.1.12f1Oculus OVRPlugin Version : 1.52.1Oculus Integration : 20.1
Anyone know what I need to do for this? After updating to Unreal 4.25, it seems that now our .apk for the Quest ends in 'arm64.apk' instead of 'arm-es2.apk'. I think maybe the uploader is unhappy with that. Does it expect the name not to change? How can I fix it?
I am trying to update my controller diagram to include the Quest 2. But the files provided by Oculus only include the .fbx for the Quest 2. Is there any where else I could find a line art image of these? Or is the diagram for the Quest 1 controllers sufficient?
How can I access the sensor data of the headset (orientation and acceleration) through unity?Appreciate any help.
I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins:- SteamVR Package- Oculus Integration- Vive Input UtilityAll of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either.I've tried changing the AndroidManifest.xml file, as seen in the following link:https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/But still, It doesn't work. Has someone encountered with the same problem?
https://developer.oculus.com/downloads/package/unity-integration-archive/ For me, it's the same page as the current version. Is anyone else seeing previous versions?
I'm experiencing issues with Osig Generator.For a few days, I'm unable to generate Osig files for new test devices.I'm getting this generic facebook error: "Sorry, something went wrong.We're working on getting this fixed as soon as we can."I payed attempts on different computers, using Chrome and Firefox, making sure no ad bloquer or privacy plugin is active but it does change the results.What can I do?Many thanks in advance!
My question is the title. What are the pros and cons? I'm aware URP should be slightly faster, but I'm concerned that many assets from the Asset Store wont work with it!
I'm trying to implement a simple leaderboard. I can write and read a value but I can't see how to pass an array to ReadLeaderboardInteger node in UE4 4.21. Is this really possible? The node only takes a Player Controller and a Stat Name as inputs. Additionally I can't see how to read the names in a leaderboard with blueprints. It seems like the UE4 leaderboard blueprints rely on ShowPlatformSpecificLeaderboardScreen to display all of this information, but that isn't supported on Oculus Go.From the documentation at https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-leaderboards/"Add the Read Leaderboard Integer node. There are 2 ways to query the leaderboard using this node. Pass an array of a single entry, the current user’s id, to retrieve the user’s rank on the leaderboard. Passing an empty array will return the top 100 players on the leaderboard."
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