General VR & MR Development
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Hi,I am building an Oculus app where similar to workrooms I want to have avatars seated on objects. I have tried this but the avatar always seems to be standing on the object. I have tried to calculate an offset to compensate but it is inconsistent. Is there a way to either calculate an offset to to get the y axis of the bottom of the visible avatar body so that the avatar looks like it is rested. I am using the latest SDKs and Unity. Thanks!
Today I turned on the quest 2 and all the apps that I uploaded to AppLab on beta disapear. The ones that were installed just move to unknown apps but I cant access to the other ones. I search for them on the store but once they show and I click on them, and they dissapear.Is the verification something to do with that? It seems the need of a verification will be on Aug 16 so... dont know what is happening.
Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
Hello!I am a beginner in VR development.Which game engine is better between Unity and Unreal Engine for VR development? I am thinking to pick Unreal Engine as it has better graphics. In the future, Unity will have better graphics than Unreal Engine?Thank you!
Hi Support, We need to support oculus login on our website, this account linking is the only doc I found that can be used for web login, but this flow doesn't support param state, we can not pass state to oculus and oculus can not pass back state to us, therefore we can not find the original request from the user, so my question:1. Is the account linking flow correct for web login? If no, is there any other doc about login with oculus?2. Does the account linking flow support state param? Or any other params that can be used to receive from us and give back fto us? Thanks
Hello community, can you help me how to implement a blood flow? I am in a project and this is an obstacule for me, I'm waiting for your answer, thank you.
Hello! I have problem with threads app. I can’t do posts for 4 days. I am kicking out of my account every minute I don’t see anything because posts are not avaliable.
Hi, I am just getting into developing an app for Oculus Quest 2 and I eventually want to submit my app to the Meta Quest Store. I found information about the VRC guidelines (here https://developer.oculus.com/resources/publish-quest-req/), but I want to know more. How does the team that "tests"/check the apps when we submit them, decide on what permissions are necessary for the game, and what aren't? How many apps are submitted to the Meta Store, and how many are rejected? Is the "testing" of the apps done manually or is it automated? These are some of the questions that I throughout about and I would appreciate if someone can share their experiences. Thanks
Good Day,I downloaded the "Oculus Lipsync plugin" and followed the instructions given in the document.As per the documentation, I copied the the "OVRLipsync" to "UE4.27-Engine-Plugins" and also into "UE5.1-Engine-Plugins".But when I open a project in both the versions, The plugin is throwing an error saying the plugin is compiled for different version.I also tried to copy the plugin directly to the project folder, Still same error.Please sort the issue for me,Thanks,
Hello, I am developing a VR application that requires the user to be physically walking while wearing the Quest Pro headset. Since the physical environment the user will be walking in is inconsistent and the distance walked will be long, we have disabled the guardian boundary. However, this seems to have resulted in the floor level constantly regardless of the physical location.May I ask for some help? How can I get the floor level to remain stationary while walking long distances without the guardian boundary?
Hi All,Has anyone faced the issue where there is a sync issue between Oculus avatar hands not properly aligning with hand pose from oculus integration while grabbing,If anyone has a solution for this then please let me know.
Hi all, I need help with the deployment of IBM Watson voice recognition on mobile from unity3D.I'm working on a VR app for the Google Cardboard. The idea is to cause events in the app to trigger based on voice commands. For instance, if I say "Hello", that word should trigger an action in the app.Initially, it worked perfectly on HTC Vive and Oculus Rift. Now, I ported the same speech recognition code to mobile, and it has refused to work.What to do? I decided to use IBM Watson STT(Speech To Text) and Conversation service to achieve the result I wanted using Watson SDK for Unity and IBM Speech Sandbox. It finally began to work on play mode in unity editor. I.e the app works perfectly, recognizing my voice or any other voice input and triggering the relative in-app action.The issue now is this, once I build to an Android phone, connect to the internet (internet connection required for Watson to send data between my app and the cloud), turn on microphone option from app permission in app
Hello, we have developed a VR educational and medical app and submitted it for approval on App Lab. We have 2 questions regarding user reviews and "verified owners":1. Can a user who is NOT required to log in to our app with an account & password to use it leave a review on our PDP that's visible to the public?2. Can a user who has purchased our app OUTSIDE Meta leave a review on our PDP that's visible to the public?3. Can a user who REDEEMED our app with “Redeem Code” and used it WITHOUT logging in with an account & password leave a review on our PDP that's visible to the public?
Where are the Casting videos saved when I use my iPad and the Meta Quest app?I recorded 3 minutes but the recording does not appear in the media files on my Quest 2 nor on my iPad?I have tried this a number of times without success. Thanks. Michael
Hi, I am using the D-Link VR Air Bridge adapter to connect my Quest 2 to my PC wirelessley. After about 5 minutes of me not using the headset, the Quest 2 disconnects from Air Link. This is extremely annoying because I am developing a VR game and everytime I want to test I need to reconnect air link which takes 2+ clicks inside the headset. Can you please adjust air link to not auto disconnect after 5 minutes?
Hello,I am developing a game in which I'm in need of being able to type polish characters such as "ą, ę, ż, ź, etc." on system keyboard.Is there a way to enable polish characters there?
I coding the Unity game and want to look at the parameters on the screen, while able to use touch controller interaction. Is there a way to do this??
I was developing an app using hand tracking with Unity and Quest Pro, but suddenly the hand tracking stopped working. Previously, it would seamlessly switch between controller and hand recognition, and I could use hand gestures. To resolve this issue, I tried restarting Unity, restarting the Quest Pro, reviewing the Quest Pro settings, and restarting my PC. However, the problem persisted. Finally, I decided to perform a factory reset on the Quest Pro to restore it to its original settings and set up the development environment again, including hand tracking and Quest Link. Unfortunately, the issue still wasn't resolved. I also made sure to update the software. After that, I didn't touch it for a day and a half.When I touched it again, I found that I could use hand tracking from the system menu, and even in the Unity app.Has anyone else experienced similar symptoms? Or could this be a bug with the Quest Pro? It's quite concerning because I need to demonstrate the app to clients for work
Hi, I run into an issue where an app I built for Quest Pro displays with a black-ish line near the bottom and the sides of the screen, as if a rectangular frame were showing over the camera view. These lines are very close to the edge of the screen, and the contents of the app are visible even beyond them. Interestingly, this does not occur with the same build run on Quest 2 and does not show up with Oculus Link. This issue is present from the Unity splash screen throughout the entire app.I am not getting this issue with a different app that was originally intended for Quest 2. The main difference is that I am using a custom android manifest generated by Oculus Integration package in the problematic app (eye tracking was required).Thanks for any kind of advice.BestFilip
Hi there!I have been working on an app for Quest 2 using Unity. Myself and 2 others have been using the app lab alpha channel to share and test builds and it has been working well. Now, we are hoping to open up a private beta, but of course still want to retain the ability to test new development features amongst the core team. I thought that using different release channels would be the way to go, but I've learned from reading that only the highest version number build will be available to each of us, even across channels. Does this mean that, in our Oculus organization, we should make separate "apps" for the dev and public-facing versions of our app? Now, when it comes to keysigning, this is also an area I am not too comfortable with. I assume we should be fine to use the same keystore for both apps if we go that way? Also, can someone help clarify what would happen if we lose/change the keystore used to sign the app? Finally, what other parameters, if changed, could cause the b
hi. We are making a VR game. A VRC Description issue occurred during development. Sitting Supported Player Mode. I checked the above in the initial app matata settings and I don't know which one of the developments I should modify.So I'm trying to change this part of Sitting Supported Player Mode, but the matadata that has already been approved once won't change.Does anyone know how?
Hi all,I am undertaking a project that focuses on the visually impaired, but more specifically a user that can only partially out of one eye, and fully out of the other. This project looks at the possibility of adjusting the FOV/resolution in one eye only while keeping the other lenses view the same. This could lead to greater accessibility for the visually impaired, but I have been unable to figure out a solution to this problem. Any advice or feedback would be greatly appreciated I have been using a Quest 2 for this project, thank you.
Olá, estou fazendo alguns testes com o óculus quest 2, e gostaria de utilizar os comandos por voz do mesmo para alguns testes com meu aplicativo, tenho conta desenvolvedor porém os comandos por voz não estão disponíveis para mim
I can hit play in Unity editor and Meta quest 2 works fine in developer mode, hit build and run and it says device not found, hit refresh and my device does not show up. Last week it was working fine, the device showed up in the build list. Now not sure if there was an Meta update recently but my creative side is getting depressed. Thank you in advance for helping a Dad who builds VR games.
Hi I want to use voice sdk to capture the person's voice and then translate it to text. I'm trying to use voice sdk in quest pro, i'm getting an error that dictator not initialised , when i try the build on windows it works fine. I have tried to follow the documentation as much as i can
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