General VR & MR Development
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HelloI am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub.When I try to upload the app I get a banner with the following errors: *********************************************************************************Build Upload Error - CLI not found or does not have permissions to execute********************************************************************************* If someone can help me I would really appreciate it.
We're building a game that's available on multiple platforms - Android, iOS, etc. and it offers in-app purchases. These purchases are shared between platforms, so a user can purchase something on one platform and it will be available in the other platforms as well. The other stores' policies allow this, as long as you follow a few rules. However I'm not sure if the Oculus' policy allows that, if I read it properly - it does not (https://developer.oculus.com/policy/app-policies/#payments). Could somebody please confirm if this is really the case? I'm wondering how to deal with this, since asking users to purchase something multiple times for each platform would be quite a deal breaker. Would be interested to hear any thoughts about that. Thanks!
We have a number of songs to play into a VR experience in development and we have questions of legal nature. In addition to having permission from the author to use these songs, is there any other process required by Oculus? Are there any other requirements to meet in the Store and prove that we have that permission?
must I buy oculus device when I want to develop an oculus vr app? can I develop my app by cloud testing or elmulator, who can help me answer my doubt, thanks very much
I have to use the Login with Facebook function using the Facebook SDK in Unity3D.It works normally on Android phones.But in the Oculus Quest, the loading indicator is loading infinitely where the FB module should come out.Does the FB SDK work in the Oculus Quest?I want to know how to use Login with Facebook function in the Oculus Quest.
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?
Hi All, I am assisting a team in understand networking connection issues to a backend game service that is being used. One of the issues we are facing is since the data is encrypted I need to install a CA Cert on the device and perform network traffic inspection to understand if a network-leak/split is occurring and where that is coming from so that the development team can resolve the issue. Has anyone successfully installed a CA Certificate onto an Oculus Quest 2 headset? I will pair it to BurpSuite/Proxy to review the configuration/network flows. If you have, do you have any documentation that would point me in the correct direction? Not sure how to do it on Oculus Quest 2 headset. Thank you for your time,Richard
I've seen some promotional videos and articles on "Project Cambria". It seems pretty cool. I am always looking for things that might be able to increase my productivity. I would love to try to develop some apps on it myself. I am not however very familiar with VR software/app development. Is there somebody that could tell me if the way you create software for Oculus Quest would be the same as for "Project Cambria"? If so, what tools are being used for Oculus Quest 2 app development? Should I buy the Oculus Quest 2 headset to practice as it is not as expensive as the "Project Cambria" which exact release date is still not known?Hope my question doesn't seem too stupid and thank you for your reply in advance.
Does Oculus have an API for authenticating a user similar to how facebook and twitter do? i am looking for something like this: https://developer.twitter.com/en/docs/twitter-api/v1/tweets/timelines/api-reference/get-statuses-home_timeline I want to get information about recent my activity such as 1. Last app used2. Currently active / “last seen” at..3. Most recent photo/video This has gotta be possible, right?
After the 39 update, when my Quest 2 is powered on, it shows three dots on the screen. Those three dots start to fade and are only slightly visible. Then, you can hear the sound of the home environment, and I can use the controllers to make the blip teleport noises. However, there is nothing on the screen except for three faded loading dots. I then press the power button to put the device in sleep mode. Press the button again to wake from sleep, and everything is fine. This started happening after the 39 update.
Hi All I've been trying to figure out if I can create, kind of a page within an app, on the Store. I'm hoping to publish a 360 series but I want to keep them all together within an overall "page" where I can publish all my other videos/apps/games, as well. Is this possible? Or does it happen automatically? Essentially this would be a "publisher's page" where users can click and see all the stuff we have published. Thanks for any input.
Hi! If I build my project for windows, everything is fine and the lightmaps show perfect. However, when I build the same project on the Oculus, the lightmaps are not working and my entire scene is pitch black. What could be causing this?
I've been experimenting with VR development since getting a Quest 2 and the frustration is growing... I've tried Unity and Unreal (I've worked with, and am familiar, with both) and each have presented a lot of challenges. On balance though Unity seems to be by far the more popular toolset (judging by the volume of posts on the Unity and Unreal specific forums here), so I've been focusing on that. The trouble is, Unity doesn't really work for VR on Mac; running in editor (playmode) fails due to missing DLLs and, according to Unity, is unsupported. That removes one of Unity's biggest pluses over Unreal in my opinion... I've stuck with it anyway as the Oculus Integration for Unity and related SDKs seem to have much broader support than the Unreal integration. But that's meant switching to Windows, and the only Windows machine I have is my gaming laptop, which is a few years old now. Even on Windows, though, Unity's in-editor play mode only seems to work when sticking to open sta
i will plug it in and it turns on but turns off and on in a loop[ it never stops so can someone help me fix it
Hello.I am trying to drag an object on one of its own axes using the Oculus GrabBegin function. This works fine when the rotation of the object is zeroed. When the object is rotated the object is dragged on the world axis rather than local.I log the initial position and rotation when I grab the object and then apply those values to the axes I want locked every frame. I’ve tried using transformdirection, inversetransformdirection, and variations of the space conversion functions, tried normalizing the vector and nothing works.Is there an Oculus feature built in for this or is there another way to be able to drag this object along its own axis?Thank you.
So I'm writing this after playing Pistol Whip, and I gotta say my ring and pinkie fingers hurt a lot, is there anyway we can ask for a controller with a grip that's a bit more form-fitting? I think I'd be happier if maybe there's some sort of indent for where your fingers rest, and maybe about 3 centimeters thinner through the axis that aligns with your thumb and your trigger finger. it's current design feels swollen in my hands, like I can't get stable grip, playing games like beatsaber constantly make me drop them.
I have an Oculus account and a Facebook account. I have been making apps logging into the developer centre using my Facebook account.I have made no apps logging in with my Oculus account. The ovr-platform-util only works with my Oculus account.I log into my headset using my facebook account. If I merge my Oculus and Facebook accounts, what happens to my apps I made? Will they get deleted from my facebook developer account developer page? SHOULD I MERGE? 😯 Or will it be a disaster and all my apps I made get deleted?
Get paid from applabHi I published on AppLab a game and I sold at least 4 copiesBut on my dashboard under Analytics/Revenue i get:Not enough data to show this informationThis data isn't available because your app has less than 100-lifetime copies sold.I will get paid only after 100 copies are sold?
It would be great to have a few more video recording tools. The most basic tool I'm currently looking for is safe titles. A digital box that would appear when i begin to record and shows me whats in frame and If my headset is level or not. There are a ton of options I wish I had in terms of various aspect ratios, frame rates, lens options...etc. But maybe we could start with safe titles 😃
Hello,I have been having some trouble to upload an update to my app that is already published in AppLab. I get an error that my update has been signed with a different key. That is in fact true. I have lost the key and had to create a new one to build my update. I acknowledge that I can't update an app with a different signed key and would probably have to upload the application as if it were new. However, how could I delete my existing app and upload it again? I can't find the option to unpublish my app.Thanks
[Error] [4/10/2022 2:09:55 PM] Exception building substitutions!System.Runtime.InteropServices.COMException (0x80070842): The Server service is not started.at System.DirectoryServices.DirectoryEntry.RefreshCache()at System.DirectoryServices.AccountManagement.PrincipalContext.DoMachineInit()at System.DirectoryServices.AccountManagement.PrincipalContext.Initialize()at System.DirectoryServices.AccountManagement.PrincipalContext.get_QueryCtx()at System.DirectoryServices.AccountManagement.Principal.FindByIdentityWithTypeHelper(PrincipalContext context, Type principalType, Nullable`1 identityType, String identityValue, DateTime refDate)at System.DirectoryServices.AccountManagement.Principal.FindByIdentityWithType(PrincipalContext context, Type principalType, IdentityType identityType, String identityValue)at System.DirectoryServices.AccountManagement.UserPrincipal.FindByIdentity(PrincipalContext context, IdentityType identityType, String identityValue)at System.DirectoryServices.AccountManag
Hello. A developer sent a preview invite for an app but I can’t access due to when I click the link and login it says that I merged my email address to Oculus? So in the preview app section its empty. To explain betterI got this email here Hi Dee,UserX has invited you to install a pre-release version of UserX APP. This allows you to access the app before it's available to the public.Preview apps are not reviewed by Oculus. You should only accept this invitation if you trust this developer. The app will appear in the My Preview Apps section of Oculus Home. To accept, click this linkUnsubscribe from this developer's list When I lick the link I am taken to the login screen and then This invite is not for the user that is logged in. Click logout and then login as the invited user to continue.CancelLogout But this is the email address attached to my oculus account. I am so confused I even logged in to see if the app may be in the review section but
Hi all,Just wondering whether we should keep optimizing the new projects for Quest 1 or just stick to Quest 2? Is there any usage stats for Quest 1 vs Quest 2 on the Oculus Store?
Hello,I am currently looking into sending real time data from my PC (python for example) to an oculus quest 2 (java android) through a Bluetooth connection, preferably a BLE connection. I have zero knowledge on BLE connections and if what i am trying to do is even possible.If yes, how can we do that?Thanks in advanceSincere me
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