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I need some help regarding if there as anyway to get rid of the lag and some graphical issues in the quest 3 Air Link when running unity. My wifi isn' the strongest, but it can run quest games and apps fine. Is a link cable for quest link a better option?
I wanted to try out Hand Tracking with UE4, and I just did git clone the engine source from Oculus github, and build the engine following the instruction in the Oculus website. I cloned 1e09d2f (the latest one) from branch 4.25, which is release "oculus-4.25.3-release-1.51.0-v19.0" and built the engine using Visual Studio 2019.It worked fine, I could make a new project. I could also open HandSample project and it works great with Oculus Quest & Link. But I couldn't open HandsTrainSample.I built the engine and clicked Debug/Start a new instance in Visual Studio, then it opened up the editor. Then I chose the sample, but I couldn't open it. I also tried to open .uproject directly but it just says "The following modules are missing or build with a different engine version: HandsTrainSample Would you like to rebuild them now?" and if i go Yes, then I get Missing Modules error with the message "Engine modules are out of date, and cannot be compiled while the engine is running. Please bu
Hello everyone! I'm excited to join the community and connect with all of you. I'm new to this space, but eager to share and learn. Looking forward to making new friends, discovering great content, and having fun conversations.
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum availableProblem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movementWhat I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below:Additional info:My time settingsUnity Version 2021.3.12f1URPAny help is much appreciated, thanks
Hi all,I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller.OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3.If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity.I've also tried converting the eular to radians but that doesn't seem to work correctly either.Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?
so for a while now ive been learning to use unity and the meta sdk's with it. i decided to make a vr game and uploaded it to alpha all went great except now i dont know how to access the app for beta testing so my friends can use it. please help!
Hi, I’ve developed an Oculus application that supports both the Quest 2 and the new Quest Pro. However, I’m encountering an issue related to uninstalling and reinstalling the app. Specifically, the PlayerPrefs data does not clear consistently, especially on the Quest Pro.Problem: After uninstalling and reinstalling the app, PlayerPrefs data (such as saved settings or preferences) remains intact.Excepted behavior: Uninstalling the app should completely remove all associated data, including PlayerPrefs.Has anyone else experienced this issue with PlayerPrefs not clearing during uninstallation?Please let me know to it is the bug in quest pro or any other issue in oculus side.Thanks in advance.
Hello Meta Team, I am currently using the meta.llama3-1-405b-instruct-v1:0 model from AWS Bedrock, and I have noticed significant slowdowns when dealing with large amounts of text. My application needs to process long pieces of text, and while the model gives accurate and detailed responses, it becomes much slower as the input size increases. On average, the size of the text I’m working with is around 3000 tokens for the input, and the responses generated by the model are typically around 350 tokens.Request for Assistance:1. Are there any recommended settings or adjustments I can make to the model to handle large inputs more quickly and efficiently?2. Can I tweak the model parameters in a way that improves speed without reducing the quality of the responses?3. Are there any updates or future improvements planned to make the model work better with large token inputs and responses?
Hi folks, every time we try to "Build and Run" to our Quest 2 device, the process gets as far as "copying apk package to device" and then freezes indefinitely. This is despite the fact that it was building and running successfully a few days ago. Things we've tried:Deleting the build from the deviceDeleting the local build files and rebuilding from scratchResetting both the Oculus and Unity multiple times.We're using Unity 2021.3.2f1 and the Quest 2. I found one or two references to this issue online but no answers. Would appreciate any advice...
Hi, I am running into a weird bug when I try to load the OVRSCENE if I install my build in my headset via the MQDH and open the app fast enough to get it to load before the quest connects to the Wifi I will run into the issue.once the app is loaded I will be directed to the RoomSetup screen, upon returning to the app I will get the following message.There is no scene model, but we have already requested scene capture once. No further action will be taken.if I request to do the room setup again withOvrSceneManager.RequestSceneCapture();the capture will return without errors but no scene model will be loaded.the problem will persist even if I close the app. It will stay until I reset the headset. once I reset the headset and allow it to connect to the wifi and internet, it will load the scene model without a problem. after loading it once then I can open the app without wifi.... is this by design or am I missing any required setup?
I just started to incorporate MetaXR Acoustic Ray Tracing into my project and the initial results with a single default material were great! I'm running into lots of issues when I try to fine-tune it, though... The "Use Colliders" option is leaving out most of my colliders. It seems that it won't find any mesh collider that's not on the same game object as a mesh filter / mesh renderer (but some were still left out when I tried to compensate for that). I tried to add MetaXRAcousticGeometry components to my prefabs with an editor script, but that isn't possible because of the "Internal" keyword on the class. I tried to add and setup MetaXRAcousticMaterial components on my prefabs, but it seems that the selected material will only stick on a newly-created prefab. If I try to set the material for a bunch of prefabs in the Project panel, it does not stick. If I open a prefab in the prefab editor and set it there, it does not stick. If I set it o
My team and I are currently working on two distinct VR projects with our Meta Quest 2 and we keep getting this error on both of them. We even tried with a 3rd new project without external Plugins and the error keeps appearing.It appears when playing in editor the second time after opening the project. The first time you click it, and it works fine, the second time UE crashes.We tried with and without steam VR on. Quest Link is still active when UE crashes.Last week it worked, the only difference we noticed is the version of the Meta Quest which received an update recently, but we don't know if it is possible to downgrade its version or if it is the real problem.Sorry for my bad English, hope you can help us. Thanks.
Can I use URP on Quest, and if so, can you help me find the docs? While a veteran of the VFX industry, I'm a virgin with game dev and Unity. I have been trying to understand the different rendering pipelines in Unity, I like what I see in URP and I have seen several examples that suggest to me it works on Quest. However after many battles today I cannot get even the most basic scene to build without an "[your app] keeps stopping" prompt on the Quest. I can build normal scenes just fine to the Quest. I have tried both starting from a "3d" template, and a "3d (URP)", importing the "Oculus Integration" and "Universal RP" as and if required. Then confirming the build and player settings as per the docs. But nothing. I have also tried converting a working scene to URP, but once it's linked in the "Scriptable Render Pipeline Settings", it crashes. The builds goes through without error, but won't run on the Quest. When I select "App Info" on that prompt, I just
Does anyone know what happened to Space Sense? This was very important to our exhibitions, of which we have a number coming soon. The feature seems to have just broken, appearing vaguely every once in a while as a few purple lines here and there, with reduced effectiveness (e.g., hands don't show up).Any answer about its eventual direction would be important to us. We have to know whether we can continue to develop our projects as we have been, or try something different.
When a stage with passthrough in build in Unity plays in the editor, only the first run works and later doesn't work, and when you build it with an APK file and run it with Quest 2, the pass-through screen turns on when you look up, but there is an issue that doesn't run from a normal angle.Passthrough build settings are all set.
So I am having an issue with my app's leaderboards. They work while testing in the Unity editor - they are hooked up and writing to/reading from the leaderboards we have on the developer dashboard, but after uploading a build to the Alpha channel, I consistently get the "No Internet" error message, meaning the app is unable to connect to the leaderboards. I saw something in a forum post from 2017 about how leaderboard API names might be case sensitive and might have to be lowercase, so I made a test leaderboard called test_100, and got it hooked up and working in the editor, but once again got the same No Internet error message after uploading to Alpha. I haven't yet tried it without the underscore and numbers, so I will do that in a bit, but does anyone have any ideas/has anyone seen this issue before? I am using Unity version 2017.4.17f1, Oculus Utilites version 1.36.0, OVRPlugin version 1.36.0, SDK version 0.0.0. Thanks!
I have a consumable item setup in my Meta Dashboard and have it implemented in my game. When you go buy it in-game for the first time, the pop ups to purchase appears and you can purchase it. Then the next time you try to purchase, there's no popup. But the purchase is successful and the currency is being given. Support saying "go on forums" but no one ever answers me. Can anybody help me? im pretty sure my script IS okay.Unity 2021.3.19f1
Hi,We are currently working on integrating in-app purchases (IAPs), and to verify user purchases (using test users), we are utilizing the Unity function "GetViewerPurchases()" to retrieve a list of purchased items. We previously had a build where everything functioned correctly with this method. However, suddenly, the function began returning 0 purchased items even though the user had indeed made purchases. It suddenly stopped working properly when no code modifications were made.Interestingly, when we test this function in the Unity Editor, it behaves as expected and retrieves the purchases. However, this functionality does not work as expected when testing on the headset.We are wondering what could be causing it. Has anyone else experienced a similar problem?
Dear Oculus Team,I hope this message finds you well. My name is Morteza Motlagh, CEO of Absolute Universe for Investment LLC based in the Sultanate of Oman. We are currently developing an innovative virtual reality game that offers unique experiences in an expansive virtual world using cutting-edge VR technologies. Our goal is to create a game where users can immerse themselves in a vast universe filled with challenges and adventures, all through the power of virtual reality.Our Proposal:We would like to feature Oculus as a key sponsor in our project. This collaboration would incur no cost for your team, and we would be honored to highlight the Oculus brand across various platforms of our project, including the website and promotional materials.Benefits of This Collaboration for Oculus:1. Promotion of Oculus Headsets:We will offer special rewards and incentives to players who use Oculus headsets in their virtual reality experiences, encouraging them to adopt this platform.T
Hello dearsI'm Morteza Motlagh ceo of Absolute Universe for Investment LLC in Sultanate of OmanWe are going to produce the amazing new VRgame in Muscat by real locationsThis is the play to earn projectWe bear all the costs of production, development and support of this new game.We ask you to support us if possible and we will use your company's name as a sponsor in our project.And this is the beginning of our cooperationObviously, in the near future, with the launch of our project, the sale of your products will increase and we will directly participate in the sale of your products.And this is a win-win propositionI look forward to hearing your kind replywith respect
Hello,I am having an issue on the release version of macOS 15.0 (24A335) where the Meta Quest Developer Hub is crashing on launch, seems similar to whatwas happening on the beta in the thread "Meta Quest Developer Hub crashes at launch on macOS 15 beta (Sequoia)".Is this still an issue with macOS 15, or are there troubleshooting steps to fix the app from immediately crashing on now that macOS 15.0 has released?Crash report (pastebin)
In the previous Unity XR Interaction tools the push button example had a Script called XR Simple Interactable which had the "Select Entered" option in which I could place GameObjects and I could choose GameObjective.Set.Active.Now in the new Meta Building blocks I am not able to find how to do it.Does anyone knows how to trigger events with the button?
Feature Request:A big problem with driving especially during sunrise, sunset and night driving is the driver being blinded by harsh incoming lights. These can be distracting or dangerous. The Orion prototype is well positioned with its external cameras and eye tracking to measure environmental glare and generate pixels to block some of the incoming light. Imagine being able to put on a pair of Orion glasses prior to driving a car on winding, two-lane roads at night time. Other drivers intermittently strain your night vision as you are looking for animals along the side of the road. With this feature in place, the Orion glasses could significantly dampen the incoming light allowing you to maintain your concentration on the road. Similarly, I believe there is a large opportunity providing context-dependent, information on demand. This could be a heads up display of maps while driving to searching for similar parts in a mechanics workshop or even providing interactive training
Hi,We have uploaded a new build to the RC channel of one of our live apps, but it has been stuck on "Running Malware Review Test" since Friday. I have attached a screenshot below:I hoped this was just a visual bug but when trying to push it to the Production channel, this is not deploying live onto any headsets. I have seen online that this issue (being stuck in testing state) appears to occur randomly. Examples:https://forums.oculusvr.com/t5/Developer-Dashboard/Test-State-Stuck-On-Running-for-Store-Channal/td-p/727851https://forums.oculusvr.com/t5/Developer-Dashboard/Uploaded-builds-can-t-get-past-quot-Running-quot/td-p/733675https://forums.oculusvr.com/t5/Tool-Feedback/Stuck-at-uploading-build-Oculus-Developer-Hub/td-p/949230Anyone experiencing this at the moment, or has any past experience to share? I have opened a support ticket with Meta but no answer yet. On that front, it seems the list of topic you can create support tickets for has been reduced and there isn't any "releas
HelloI updated an older project to a newer Unity version and fron the Oculus Integration Asset to the Meta Core SDK package and now I wanted to apply Simultaneous/Multimodal hand/controller tracking. Sadly I can't find the “Concurrent hands and controllers support” on my OVRmanager.cs. I use Unity Version v2021.3.37f1 and Meta Core SDK v68.0.2. Anyone having a similar problem?Best
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