General VR & MR Development
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Hello, I'm developer of Fractal Fly : https://www.oculus.com/experiences/rift/4404226352995891/ This week, I got an email from someone who bought the DLCs and played for a long time. But now he wasn't able to launch anymore. Apparently, this is a entitlement check failure. You'll find the log below this message. When he got those issues, I didn't released any update for months, so I suspect an Oculus software update. His software version is : 43.0.0.127.173 I updated to the same version, but I didn't have the same issue. Is it a known issue ? Is there something that can be done (he already move back to version 42.0.0.136.285), but still has the issue.Regards.---Erwanhere is the log : Mono path[0] = 'G:/oculus/Software/tectrid-fractal-fly/FractalFly_Data/Managed'Mono config path = 'G:/oculus/Software/tectrid-fractal-fly/MonoBleedingEdge/etc
I follow the step stated in SharedSpaces Sample and i get this message below. Appreciate your help Library\PackageCache\com.community.netcode.transport.photon-realtime@1d5be27015\Runtime\PhotonRealtimeTransport.cs(261,30): error CS0115: 'PhotonRealtimeTransport.Initialize()': no suitable method found to override
I cant enable developer mode on my mobile. I have signed in and verified and created an org and put my phone number in there but I need to press get started all the time in the mobile app
I've created a character using Blender and exported it using the default glTF 2.0 export settings. When imported into my Oculus Home, it looks great. However, if I add any kind of animation, it seems like vertices with more than 1 or 2 bone influences severely distort the skin of the model, almost as if each bone were pulling the vertices in different directions based on the strength of it's influence. It also appears to get worst higher up the model's Y(Z)-axis. Does anyone know how to fix this deformity?
Hi,Is it possible to publish the app under a custom name, as it is possible in the Android play store, not revealing the developer's full name?
We are implementing Easy Anti Cheat for our game and are looking into if when we uninstall our game we can also uninstall Easy Anti Cheat. Steam lets you run a process when uninstalling so I was wondering if there is anything similar in oculus. this is PC only.
I'm trying to create a flight simulator which interaction method should I suitable for it. . XR Origin or OVRcamera rig ? I have to I interact with controls using hand tracking and both by controller . Can anyone help me through this ?
Hello All, I'm currently implementing Camera Render Streaming solution using WebRTC to send stream to web browser. Streaming is working as expected but Oculus Quest 2 App's performance going down and App FPS going below from 72 to 32. So Just I want to know that, Oculus Quest2 supports Hardware Codec or not? Hardware codec helps to improve performance of app while streaming starts. Any help will be appreaciated.
Hello everyone, I am having an issue where whenever I try to upload my APK it says build failed "spawn UNKNOWN" on an older version it said that the Oculus Platform Utility was out of date but when I tried updating it from command prompt it said it was up to date please help!
I see that the submission process has been redesigned so the help documents are out of date on this topic. My team would like to simply update our Store Page Cover Art and assets for a visual redesign but the Oculus Dashboard does not let us submit those changes. Do we really have to do an entirely new submission just to change these assets? That seems a bit cumbersome for a simple design refresh as all other content including build is not changing. Thank you! Lee.
I am a new hand of VR, but I have used Pico neo3
Hello, Do you know if there is another way to beta test than the app lab in order to avoid the validation phase and save time? Also is there a beta tester community? If so, where to find it.
hello, I made a developer organization and everything but when i go back on the app to enter developer mode it still says I need to join an organization
I keep getting this error when trying to upload my build from unity using the Oculus CLI, I am using the same Keystore I've used for months. ERROR: The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.Anyone know whats up?
Hi, i'm struggling in make meta avatars work remotely in an online multiplayer game.I managed to make custom avatars work between players with oculus, but the problem is that my game will run on pc too.So what I need is that i can get the custom avatar of a remote oculus player from him user ID on PC too.Is this possible? Is there a way maybe to connect pc on oculus platform to get custom avatars of oculus users? Because the problem is that on PC the connection fail
When a customer buys our app on Meta Store, does Meta pay the VAT or do we?
Hello, i was wondering what those parts in the Oculus quest 2 .Does anybody know?
Hello everyone, I have installed OSP VST version V1.64.0 and don't see REVERB & REFLECTION settings. Could you please help me get the version with the same settings as shown in the attached screenshot ? I'm using /Reaper DAW/Windows 10 if it make sense.
Not sure I understand the license terms correctly, so just want to be sure before, unintentionally, breaking the license terms. Can we use OVR in client projects? I.e. We build various projects Unreal Engine for clients and we'd like to use features of OVR in a project? Of course, the customer pays for the finished application. Are we allowed to do this?
I'm targeting quest 2 development with godot. I'm looking for a way to get logs remotely from multiple headsets. Especially for bug collection later on in production? Do folks just integrate BugSnag/etc?
Hey all, when I try to upload a build / APK to the app I created (it should be PWA), It shows errors like: 1. APK has no main activity defined in the manifest 2. GLES version not specified 3. The focus aware manifest meta-data tag should be set with required=true It seems that the Oculus Dev Hub for some reason is trying to upload APK for native android/ios application. In the documentation, when you are creating your app, there is a checkbox that should be checked if you are building a PWA application, but the reality is that we are missing that checkbox right now.APK was created with ovr-platform-util.Any idea how to overcome this one?
Hi all, I’m wondering if anyone here has a Blender file for the Oculus Hand Component base mesh (used as default hands for Oculus VR hand-tracking)? Or knows where I might be able to get one? I have the FBX file from the Oculus branch, but am not good enough at rigging to reorient the bones when they get messed up on the import! Thanks for reading!
I'm doing VR dev work and my setup has been roughly fine for about a year. Recently something with the Oculus app has changed on my desktop where I seem to have to reset the floor and play area a few times a day. I generally set it to ignore the play area because I'm sitting in one spot and opt for not drawing the boundary every time.
How can i overclock my gpu and cpu i have done it with side quest but as a developer im sure there is a better way
I submitted my game to oculus rift store in jan 2020.I've only heard back from them twice to change some minor thing. Every month or so I send them an email asking whats going on and its always the same:"Due to high volume, at this time the Store Submissions team is not able to provide information on where your app submission is in the review process or a definitive ETA on when the review will be completed (however, it is longer than the listed time on the website).Rest assured, your app will be reviewed as all apps are handled in the order they are submitted. Once your app has fully been reviewed you will receive an email from the Store Submissions team with your results." My game is successful on Steam so it's not like I'm submitting garbage.Did I fall into some black hole? Is there a better support to contact? What can I do? How long did approval take for you?
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