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My Facebook login currently works in my app if I'm connected with my link cable.My login button launches the request token page and once I get a token it shows my name and picture.But once I publish to my quest 1 it can no longer open that token page in VR.Is there a setting I am missing or is it not possible yet?Is that token page just for testing not publishing I assume.Thanks for any help you provide.Josh
Hi there,for a project I want to track more than two hands. So for example track my own hands and the hands of another person in my FOV. Is this possible with the Oculus Quest? Do I have access to all currently tracked hands?Thank you very much for every answer!
Hi.Using OVR Integration v16 with Unity and I am looking for the way to switch back and forth between hand tracking and touch controller from script.I have looked through v16 reference but could not find but if anyone know the way to make it happen, let me know, please.
Hi All, I am developing crossplatform application using oculus SDK. When I trying to build IPA file for iPhone from xCode build, It shows error like following.Undefined symbols for architecture armv7: "_ovrLipSyncDll_ProcessFrameEx", referenced from: _OVRLipSync_ovrLipSyncDll_ProcessFrameEx_m41F76B8C57566853D7E654CBB24E4A81EBFF9240 in Assembly-CSharp11.o _OVRLipSync_ProcessFrame_m4EAF822CC47F632C1FF86A3ACC936DC73B73343F in Assembly-CSharp11.o _OVRLipSync_ProcessFrame_m12D43C9A5AC8AF95CA85A0378E5CDE81654D91AA in Assembly-CSharp11.o (maybe you meant: _OVRLipSync_ovrLipSyncDll_ProcessFrameEx_m41F76B8C57566853D7E654CBB24E4A81EBFF9240) "_ovrLipSyncDll_DestroyContext", referenced from: _OVRLipSync_ovrLipSyncDll_DestroyContext_m656FE424B6560B21B70F61E5BA872F7ED4B7726B in Assembly-CSharp11.o _OVRLipSync_DestroyContext_m422A98A2E955F07750E1880CB5E7DA354A99CBE4 in As
Hello. I'm using unity 2019 or 2020 with oculus integration 20.1I can grab an object with the controller but I can't do it only with hands. Is there an option to do differently?Thanks
Hello, I wanted to try my hand at poking around the developer mode on my quest 2 but when I enable developer mode possibly looking in to creating an app or something musical. but I do not see a phone verification option only a credit card.. I make purchases with pay pal (Actually Credit cards are against my religion) so I don't use credit cards,, how do I use my phone .. the page says verify with a credit card or phone ..
I am making an app that requires this permission. its a native android application so its not vr, doesnt use oculus sdk etc.The tool works fine on the regular quest, but when trying to open the activity to grant the permission on the quest 2, settings crashes. The crashing happens when clicking on the name of the app, to grant permissions for that app.crash log:10-23 16:12:13.341 8723 8723 E AndroidRuntime: FATAL EXCEPTION: main10-23 16:12:13.341 8723 8723 E AndroidRuntime: Process: com.android.settings, PID: 872310-23 16:12:13.341 8723 8723 E AndroidRuntime: java.lang.NullPointerException: Attempt to invoke virtual method 'boolean android.widget.SearchView.isIconified()' on a null object reference10-23 16:12:13.341 8723 8723 E AndroidRuntime: at com.android.settings.applications.manageapplications.ManageApplications.onSaveInstanceState(ManageApplications.java:511)10-23 16:12:13.341 8723 8723 E AndroidRuntime: at androidx.fragment.app.Fragment.performSaveInstanceState(Fragm
Inside Unreal, I click PLAY.Then I quit the VR inside of Unreal, and the Unreal Performance drops because the OCULUS APP DOES NOT QUIT the game. As you can see on the screenshot below, the Oculus Quest Application believes it’s still playing and all the resources are eaten up.Any ideas on how to fix that?
Hi! I'm using normal Unity 2019.1.0f2 and latest Oculus package 1.36. When I build my app for Android phone, it works; same for desktop; same for running in Unity, all without any errors. When I use Build & Run for my USB-connected Quest (I don't have any approved pitch yet, so I'm using a development build for testing), it compiles without errors, but then everything stays pitch black -- even though beginning music and my ocean sounds loop are heard fine -- and it then usually crashes. Help please?My "adb logcat *:W" output below, I'm not sure exactly when the errors for my app (called Chatty) start, as I also get plenty of warnings and such before even starting it. Thanks!---07-03 13:44:03.555 3680 3762 W System : ClassLoader referenced unknown path: /system/framework/tcmclient.jar07-03 13:44:04.653 1843 1905 W System.err: java.lang.IllegalArgumentException: No default service found in application. Package chatty.center is not a valid Panel Service.0
when will you be able to cast the oculus quest 2 straight to your PC using chrome?
I am enabling foveated rendering in Unity with:OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.HighTop;Even though this is enabled and also the OVR Metric tool reports FOV: 4 the FFR is clearly not working. I have even set it up by hand with adb to level 4 which I can see clearly in the oculus home environment, but as soon as I launch my Unity apk it doesn't work (neither set programatically neither from adb).I am using unity 2019.2.9f1 and just the Unity standard rendering pipeline. Any ideas why it might not be working?
Hello,It think its safe to say we are excited to develop our titles for the Quest 2, wasnt considering current gen headsets but with 2k res and the power, we think we can develop the titles for standalone quest 2 without pc requirement. However getting access to a physical device may be hard to get as its being released.Is there a developer option when purchasing that anyone is aware of?Much appreciated
I am trying to upload my app to Oculus, but when I hit Split Application Binary and build, I get an error that says the OBB is too big for Google Play (max 2 GB). But when I look online, I see things that say the OBB can be up to 4 GB for Oculus. Is there a way to get around this error? I know a little about Asset Bundles for Unity, and am using one for some of the audio, but the way my app is set up it would be hard to use a lot of Asset Bundles - I tried to bundle up one of the scenes, and was able to load it from code, but most of the shaders were missing, and hunting down dependencies is not going to work. Since I'm using AV Pro Video for my videos, asset bundles aren't really going to work for the videos either. Any help/info is appreciated, thanks!
Hello,I have sucessfully got the the OculusRoomTiny app running in VisualStudio and I am able to get it to display on my Quest. My goal is to write the Yaw, Pitch and Roll data to the console to start. I am having trouble finding anything in the demo that holds this data. Can someone help me?
I'm trying to make a multi-platform game for Oculus Quest 2 and Android phonesBad,projects with Oculus Integration installed have problems with Android builds.The build passes without error, and the first startup after transferring to the actual machine works correctly, but the app is not displayed on the home screen or drawer.I suspect it's a problem with the android manifest, but I couldn't solve this problem by myself.Unity 2019.4.12f1OculusIntegration 20.1
What is the fps of the feed sent to the preview monitor? 30fps? 60fps? Can it be manually changed from it's default? I'm using a monitor that can go do 120Hz, 144Hz and 165Hz and attempting to make it look as smooth/"life-like" as possible.
I am trying to run webxr VR experience coded in Babylonjs, on Oculus Quest 2 and is not working. I try to enable Webxr flags on the browser and I was not successful. Is even possible to run WebXR on Oculus Quest 2 Browser ?
I am developing educational simulation content with Oculus Rift S + UnityHowever, it uses a controller to interface with our additional recognition system.so, we hope the controller to wake up without user intervention. (like shaking the controller)Simply put, could you tell me how to wake up the controller in C# script?thanks -------------------------------------------------https://forums.oculusvr.com/community/discussion/93499/is-there-a-way-to-wake-up-the-controller-with-unity-integration/p1?new=1The answer wasn't specific, so it didn't help me. ;(
Hi,Is it possible to start the Oculus Quest 2 with just a menu with videos? For example VRbox.
I am using Unreal UE4.I would like to copy my VR-Game to the Oculus App on my PC.From there, I would like to use the Oculus Link Cable and launch the game with my Quest 2.How to copy the game to the Oculus App on my PC?And how to run / launch it?Thanks for any little help,appreciate it!
OVRInput.Get() always returns false while OVRInput.GetDown() works correctly for buttons. Joystick values are correct. It happened in both Oculus Rift link+Unity editor and apk cases. I'm using Unity 2019.4.11 and Oculus Quest, and have tried both the legacy and new Unity XR SDKs, none of them works. Anyone any idea? Thanks in advance.
This is my humble VR Drawing without using Buttons & a Projection Pointer.I used Only Pen Touches!!!https://youtu.be/OVHM0lArRYYAnd, Technical mechanism is presented here!!https://youtu.be/1gV6DRLtPLA
Hi every Oculus Developers,I am Yongbum Kim.Today, I post my another VR drawing using stipple painting method.I wondered if stipple painting method could be applied to VR drawing.Of course, it took a lot of patience and time, but possible!This is my humble VR stipple painting!https://youtu.be/Dyb5HrWD2YM And, Technical Presentation for it is https://youtu.be/1gV6DRLtPLAThanks,
Hi every Oculus developers,This is my humble VR drawing.I want every students or professors or business men/women to use their VR note books or VR tablets in VR meetings or VR conferences like famous animation "Ghost in the shell".Of course, in the animation, members including kusanagi motoko don't use any terminal equipment, but in real meeting, people mostly their laptops or tablets with digitizers(pen).But, projection pointers and buttons are very uncomfortable to freely /smoothly manipulate individual terminals. This idea is my alternatives for it (an example implementation for my idea).https://youtu.be/-QdC7_GxAKIHere is Technical Presentation for my ideahttps://youtu.be/1gV6DRLtPLAThanks,
Hi, every Oculus Developers,Are you healthy under the Corona Pandemic?I wish all developers health first!This is a sort of VR keyboard typing API using fabulous Oculus hand tracking &using my touch buffer zone & my visual gauging & my several algorithms for filteringincorrectly positioned fingers.In this API, I use only 3 fingers (thumb/index/middle) of 5 fingers per hand.It is because pinkys & rings are generally occluded by middle fingers and so the probability of tracking errors increase .And they tend to be subordinate to the movement of the middle finger rather than to move freely anatomically.And so I eliminated ring & each from hands respectively in my Unity API.This is my youtube video:https://youtu.be/fCGhmAU15vEAnd this is base technology: https://youtu.be/1gV6DRLtPLAThanks,
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