General VR & MR Development
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Hi, I am using Unity3D on Ubuntu, and I am transferring data to Quest2 with adb,but I cant do it any more, and when I start Quest I am in some black void space,I can see controllers or hands but nothing else is working. I can restart Quest2, but nothing changes.I had to use a hard reset to be able to use it again, but after trying to transfer data via adb, the same thing happened. It was working before...
Hi all, I've been submitting my game for App Lab last November and after 7 weeks, they came back and said there was an issue with our Privacy Policy. After fixing this, they came back again 2 weeks later with another issue with head movement ratio (which we remade from scratch). However, it's almost been a month now and no news from the review team. Should I be worried ? Our game is still in Early Access but if that wait time keeps on forever, I don't know how we can still provide the hundreds of current players a complete Quest version via sideloading. Any ideas on how to reach out to them?Thanks!
hello i just wanna see if anyone knows how to reset you oculus fully because i forgot my email and my dad had it but he passed away and i need to make a new oculus account is there away to do that full reaset?
Our app lab game came under review two weeks ago and had a major issue affecting game startup, we fixed it the next day and resubmitted. But it's been two weeks without it being checked again yet is this normal? I was under the impression a resubmission was usually checked out in a few days to a week.
Our app lab game came under review two weeks ago and had a major issue affecting game startup, we fixed it the next day and resubmitted. But it's been two weeks without it being checked again yet is this normal? I was under the impression a resubmission was usually checked out in a few days.
What is the character limit for an App title? Can anyone point me at any reference documentation for the App title and icon/image specs please? First-time user of community.
Hi, I'm facing a problem uploading an .apk using Oculus Developer Hub.The .apk is a project created in Unity and it works fine.Developer mode is active.The first time, I have successfully upload the app.Then I've modified the project, I've rebuild the apk, but now :- Unity Hub tells me that the upload was successful.- The installation fails due to this reason :SELinuxavc: denied { find } for service=LicenseManager pid=2422 uid=10069 scontext=u:r:platform_app:s0:c512,c768 tcontext=u:object_r:licensemanager_service:s0 tclass=service_manager permissive=0 LicenseManagerError acquiring license manager serviceLicenseManagerjava.io.IOException: Failed to acquire license manager serviceLicenseManagerat com.oculus.os.LicenseManager.<init>(LicenseManager.java:52)LicenseManagerat com.oculus.os.LicenseManager.getInstance(LicenseManager.java:37)LicenseManagerat com.oculus.appsafety.PackageVerifier.<init>(PackageVerifier.java:61) LicenseManagerat com.oculus.appsafety.
software does not recognize the XT variant of the 6000 series as confirmed by ChuckD from tech support. please add this card to the list.
I'd like release an app both for PCVR and Quest where the PCVR version would be with higher quality graphics. However if a person purchases the PCVR version would they get the Quest version as well or vice versa? Or do they need to pay 2 times? Is there any way to make them pay just once? Sorry if this question has been asked before, but I couldn't find any info on the topic. Thank you!
I need to be able to access the hand tracking bone ID data and save it for offline analysis. I have seen that it can be retrieved from the hand information as an OVRSkeleton list but I would like to extract that information to use later on. So, I need to be able to read and store all the hand position data in a Unity scene... Anyone has been able to do it?I hope someone can help me out here... Thanks 🙂
Hello, I've been experiencing problems building an app for the Oculus Quest using the Unity Universal Render Pipeline (URP).In a project that was building fine last week, I am experiencing problems right now. The build contains the Oculus integration package. When I go to File -> Build Settings and use the settings described on: developer.oculus.comAnd click build, the project builds until it reaches the gradle stage. It then shows a popup, saying "Could not resolve all files for configuration ':launcher:releaseRuntimeClasspath'. See the console for details"The console contains: CommandInvokationFailure: Gradle build failed. C:/Program Files/Unity/Hub/Editor/2019.4.3f1/Editor/Data/PlaybackEngines/AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2019.4.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-5.1.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"stderr[
I have a REAL EASY idea for the invention and full immersive FEEL of WALKING/ RUNNING IN VR with the SIMPLE ideas we already implement in the Meta Quest 2 currently! Please Email me for development! SERIOUS INQUIRIES ONLY!
I purchased the the Quest 2 because of the Hype. Spent over 500.00 dollars on this expensive paper weight. Worked fine at first clear graphics beautiful. And then the updates and my quest the picture started jittering. I am not saying on occasion. Constant jittering to the point it was unplayable. I only use my Vr to play DCS. So I discontinued using it and went back to my Rift S. Now I have 500.00 dollar paper weight.
Hey there, I want to put an external camera on the quest 2 so I can get live view in unity for AR. You may be wondering why I would want this. I am working on making a psychosis experience. For this I need the real world with different kinds of effects. Do you guys know anything on how to do this in unity? Thanks!
Hello community,I have recently started learning Unity for VR development and have come up with a question.What is the recommended SDK to use for VR for the long run and for begginners? I like that Unity XR is a generic SDK but I also like the simplicity of the oculus integration.All posts regarding this topic have been from early 2020 and all said that Unity XR was not yet in the state of being competitive in comparison to Oculus integration (back then). What is the SotA SDK to use for VR development with Unity?Thank you for the help.
Hi!I am curious about the possibility of posting any medical / healthcare applications to Oculus Store, since I am looking forward for making applications in this niche. As I found in their content guidelines, it is prohibited. However, maybe you have been already facing this problem and know any exceptions for this rule? Quoting their content guidelines:"The following are not allowed on our Platform:....Health-related claims or content that relates to the diagnosis, mitigation, cure, or treatment of a disease or medical condition; or claims that the devices, content, or software are medical devices."Also, it is an interesting topic to discuss: why such applications are prohibited for publishing in Oculus store? Does anybody has any suggestions? Thank you for spending your time on my question, you're amazing! 🙂
The new VCR mentions needing to be an approved developer to be able to publish on Quest store. https://developer.oculus.com/resources/publish-quest-req/That being said, nowhere does it mention how to apply to become an approved dev. Any information on that would be quite useful.Thanks!
Hello Community, We are setting up a classroom with 30 pc’s which are equipped with an RTX 3070 and connected via a 10Gb network. The problem is designing a Wifi setup for Oculus Air Link, so that every client can connect to a fixed Quest 2. Is there data available about wireless bandwidth and the codec/resolution that is used ?Are there any similar cases to learn from? We are trying to determine the amount of Access Points based on Wifi 6E, which is a preparation for the future. Many thanks, Michel Buchner
Is it possible for developers to port to other platforms (besides Oculus) using the Interaction SDK tools? (supposedly the Avatar SDK can be used across other devices, but I didn’t think the Interaction SDK tools were for any devices besides Oculus).
My guess (we have not released the app yet, so cannot verify this) :Publishers can view sales reports.https://developers.facebook.com/docs/games_payments/reports/payment_id exists in the payment_detail SD row section of this report.And, when an app is purchased from the store, the user receives a receipt email. At the top of this email is a receipt number. I am assuming that payment_id in the sales report and receipt number in the email would match, is that correct?
Before I installed OpenXr for my project to have PassThrough they worked perfectly. But now with OpenXr when I remove the Quests no OVRManager events are triggered.
A peaceful game where you have to put on a headset while in a headset this game will be about peaceful levels of virtual reality until it takes a big turn virtual reality begins to spill into the real life you have to fight off computerized robots and virus’s you have to find a way to put virtual reality back in its place on your in-game headset you then beat the game after countless hours of playing then a cut scene takes place and you turn your headset off in game and without looking it starts turning red as a virus crawls out of the charging port then comes game 2.
I think it would be cool to bring in old games and more board games such as: Tetris, Super Mario, Mario cart, LIFE, Pokémon (please please it would be so cool to go in and explore that), even something dance dance, a game that has all sports, and even Minecraft. These are such original games that so many would enjoy.
Hello,I am facing following error on "Save Draft" click after filling "details" data for an app. I tried this with 2 different apps but same problem is coming from both apps. MessageGraphQL server responded with error 1891458: The data you have provided has been blocked by our systems. Please ensure your data is correct, and try again. If your data is correct, please contact support. Error Code 1891458 Trace ID By6KSh96CP2
I'm trying to get meta avatars to work and I've followed all documentation. When playing the sample scenes from Avatars 2 my avatar moves perfectly but pressing any buttons causes a loading screen to appear and I get this error: [ovrAvatar2 sampleAvatar] Error initializing OvrPlatform. Falling back to local avatarUnityEngine.Debug:LogError (object,UnityEngine.Object)Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:101)Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:159)SampleAvatarEntity/<LoadCdnAvatar>d__21:MoveNext () (at Assets/Oculus/Avatar2/Example/Common/Scripts/SampleAvatarEntity.cs:134)UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
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