PCVR/Link Development
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Hello,I'm developping for a special hardware and we're trying to switch from HP G2 PCVR to Quest 3 since the availability of the former is waning. We've been working hard to make it work at least as well as it did with the HP, both visually and performance wise.Now we're close to having it all together, except for the sound. With the HP Headset we had audio in both the HMD and PC speakers. With the Quest 3, we have that as well, but only when the proximity sensor is triggered (aka. Headset is on).- Headset On -> audio on both HMD and PC- Headset Off -> only audio on HMD.Is it the expected behavior ? Cause I feel what you'd want, is to have the audio from the HMD turned off when you remove it, not the opposite ?Wether it is expected or not, is there any way, in unity or in the meta software to disable that and keep the audio of the PC playing ?Thanks for your help
Ever since VR Objects were made available, the SDK has had ovrTrackedDevice_Object0, ovrTrackedDevice_Object1, ovrTrackedDevice_Object2 and ovrTrackedDevice_Object3. It's also possible to bind two touch controllers as VR Objects (I haven't tried more than 2 yet).However only ovrTrackedDevice_Object0 works, and if two controllers are bound as VR Objects then they conflict with each other, alternating which is active, making both unusable until you remove one of them.Will all four objects be supported in the future, or is one going to remain the limit?
Hello,We are developing an app in Unity using the Meta SDK. So far, we have implemented Shared Spatial Anchors, and they work fine when we build the project for Android.We are now trying to build the app for Windows and connect a computer with a Meta Quest 3 device. However, we are unable to log in to the app with Meta.We attempt to log in with the Meta account in the app using the following code:Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);We would like to know if it is possible to log in with the Meta user account using PCLink. If so, does it require any extra configuration?Thank you very much.
Dear mates,I'm designing an experience for the Meta Pro device in which I nees to use eye tracking, face tracking and body tracking. I'm using Unity 3D software for the development of the experience and the Meta Quest Link app. Until the last update of Oculus Link App, I was able to use eye, face and body tracking data in Play Editor of Unity. However, with the last update, the configure options related to this terms have dissapeared from the Version Beta config tab in the Oculus Link App. At the begining I though that it was included in the general track and it'salways accesible for the Link environment. However, now i cant get data in Unity editor Play mode ("Failed to start eye tracking" - Unity Warning). Do you know how to configure Meta Quest Link app and Unity in order to use it again? (In the headset the eye, face and body tracking is active)Also, do you know if it's possible to use this data in other Link apps like Virtual Desktop or SteamVR?My Meta Quest Link version is 6
OVRServiceLauncher started from the wrong execution contexdt. LastError = 0x427 (1063): The service process could not connect to the service controller. Pass in the "-install -start" arguments to install the service launcher as a Windows service and start it. Installing will not start the Oculus Runtime without the additional "-start argument. You can also use the "-uninstall" argument to stop and uninstall the service launcher. Uninstalling will also stop the Oculus Runtime.
Hello,I am developing a VR app in Unity. I was wondering if anyone has had any success or if it's possible to use the Meta Avatar SDKs as NPCs?I integrated Avatars with user input with the Quest 2 just fine. However, I want to have some NPCs Avatar Models with custom animations for engagement. I haven't had much success extracting models/rigs from the SDK. Did anyone try this before? Would anyone be able to offer some guidance/insight?Thanks
Hi there community recently I wanted to connect my quest 2 headset to my low end laptop (i3 - 8GB ram - intel UHD graphics). I know the minimum requirements and I know it will not connect because of this. I want to somehow bypass this and still connect with cable to my low end laptop since I'm making an app downgrading graphics. I tried connecting with virtual destkop already which actually worked. (Video) However, the ping is high because it is over WIFI and the laptop can't really handle the setup graphics by VD. This is the reason I want to connect with meta quest app (or any other app connecting with a cable but I heard there is no other app) to my laptop just to try. Any tip is welcome. Thanks anyone!
as you can see I have a amd radeon hd 7850 and i was wandering if that graphics was good enough for recording with the dk2 on around medium to high setting no lag. Also i can record games such as outlast ultra no lag and play bf4 non recording ultra 720p no lag. Overall will my graphics do fin on medium to high settings recording with the dk2
I used to LOVE Harmonix Music VR. You could explore all sorts of trippy effects while listening to your own music and it was all synced together beautifully. Unfortunately the game was on the PSVR1 only and never was ported elsewhere. Any way to play this game on PCVR or any other alternatives you recommend where you can still play your own music?
Hi all,Sorry if this is a total noob question, but anyone know the easiest way to get make a PLY file viewable with the ouclus? Is there existing software that will do this or does it require a pipeline to import it into Unity or something? I wanted to have a look at these models (http://dronemapper.com/sample_data) in the Oculus if that was easy to do.My longer term goal is to create 3D timelapse of our research site using repeat flyovers with a UAV and then build an Oculus interface so people can see the site in 3D and zoom through time to watch the trees grow, etc. At the moment I'm just trying to figure out the general work flow and also to see what the models that come from the software will look like. We'll probably be hiring people to work on this at some point if anyone out there interested :) CheersTim
I've tried getting raw sensor data (raw acceleration, gyro, magnetometer) of my Oculus DK2 via ovrTrackingState::RawSensorData, which is wrote in the official document of SDK v0.4 to v0.8.But it seems that the section related to raw sensor data doesn't in the document of later version than 1.3. And there is no RawSensorData in ovrTrackingState.So can I get the raw sensor data of an Oculus DK2 or CV1 through the official SDK? Or can I get it from another way?
I have a long, expensive USB C 3.1 fiber optic cable that I need to use for development on the Quest. My desktop computer is located in a different room for cooling purposes so I have used a 50m fiber optic extension cable. It worked fine with v62 and below; however, with v63 the connection exhibited the 'dust and debris' issue and became unusable. Then v64 has come around and there is no more dust and debris messages but now the cable won't work. Of course, the next option are USB C 3.1 extenders over ethernet or fiber optic cable but they are $1-2k so really quite untenable.Is there some way to get this cable working, do you think? The Quest 3 does show up as a USB device connecting with SuperSpeed to Windows but Meta Quest Link (nor MDQH) won't see it and of course Quest Link won't begin.I am just a hobbyist dev though this has shut down much of my development opportunities. Is there a long cable you might recommend or even do you sell long cables
We are a VR game-dev team.For months now we are trying to get game into the Rift Store, but we constantly fail VRC.PC.Functional.5 check.The description on the "resolution" of the test is contradictory to what the subject of VRC.PC.Functional.5 is about.Given commentary (see screenshot) is NOT a hard requirement, as stated in "VRC.PC.Performance.5". This looks like a mistake on the Meta side, or a contradiction. Either way, we can't even begin to fix that, which we have no idea about.There is zero information out there as to how these test are performed. And absolutely no info on how to contact (if) any of the support regarding such questions.We need a clear, human answer as to "What" we are failing and "Why". We need to get in touch with someone who is linked to the Developer support or the testing itself.Any help would be appreciated.
Hello,Im new to Ouclus Rift development and I have been rendering panoramic videos in 3ds max by setting the camera type to "Spherical" & the FOV to "360". These videos are them imported into unity, applied as a movie texture to the interior of a sphere and they work perfectly with Oculus Rift. The only problem is that the depth is missing in these rendered videos.I believe this is because the video should be rendered in stereoscopic 3d in 3ds max. Is this correct?Im extremely confused on how to render left and right eyes using a 2 camera rig that will generate a spherical panoramic video which can be imported into unity, applied to a sphere and viewed with the oculus rift.Has anyone tried this workflow? Can you please tell me how the video should be rendered in 3ds max so that I get the feeling of depth and immersion in Oculus Rift? Right now every this is tooo flat :(Thank you.
Hi,i am trying to release my app on the rift store but when i try to upload it throught the developer platform i receive an error,i will attach you the screen.I also received the logs,i could not attach the log file so i recorded this video https://youtu.be/MK1L5eRct0k.Can you please help me?
Hello everyone ! I have a little challenge here : I'm trying to make an application that works on VR headset and on Desktop version. I'm using meta avatar SDK controlled by OVRCameraRig, and it works fine for VR headset. Now I want to control that avatar on desktop version. I start thinking to control that avatar by controlling the OVRCameraRig, I want that it looks like the Meta XR simulator. ( something similar like this video record that I made with the simulator : Demo : https://www.youtube.com/watch?v=D5NREL1dtow Are there any solutions to control OVRCameraRig with computer ? Rotating the camera with mouse, using keyboard for moving .. Or are there any other better solutions for my needs ? Thanks for your help.
Windows Standalone build not prompting with live link
Hi, I have a quest 2 and I recently bought a link cable. I was using the "oculus developer hub" to turn on the metrics HUD. this worked fine but whenever I turn on the headset even when it is not connected to the computer the HUD turned on and the only way to turn it off is to plug it into the computer. If I toggle the switch off and unplug the headset it will just turn the HUD on the next time I power on the headset. Any help would be appreciated, thank you.
The Oculus Rift Software (now Meta Quest Link) has had the option to add a VR object since 2017, and the ability to address 4 within the SDK. But the software has only ever allowed for 1, with issues pairing and connecting any more since the day it was added, seemingly because all connected VR Objects get assigned to object 1 and just fight for that spot instead of getting along. Is there any chance, any at all, that this will be fixed? It would be extremely useful for the development of third party FBT software similar to the currently working Oculus_Touch_Steam_Link driver in use with an additional (non Meta) headset.
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms.Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents. Woo Yeol Jung
Hello, im making an app on Unity and i want to run it as pcvr not directly on the headset, how do i do that?
I am not able to use Hand Tracking in the Unity Editor or a PC build on one of my computers. I have tested the exact same project on multiple other computers, all of which are able to use Hand Tracking. This has been an ongoing problem as this computer has never been able to use Hand Tracking including, when developer access was first released last year.This computer is using:Meta Link App Version 62.0.0.235.346Meta XR Interaction SDK v62.0.0Oculus XR Plugin 4.1.2XR Plugin Management 4.4.1 After extensive testing this issue seems to be unrelated to unity, as the projects I have test work fine on ever other computer.
Hello,Is there a passthrough API for the Oculus Platform SDK? From what I've seen, Meta doesn't seem to provide the passthrough data for privacy reasons. I'd like to do something similar as Unity where we create a composited image. Specifically compositing our application content on top of the passthrough but without using Unity/Unreal. I only want to use the native C++ SDK. If this isn't possible, is there a way we can use alpha blending with the passthrough image? Or is there a hardware setting we can modify that changes the opacity of the passthrough/running application?
Can anyone tell me how I can launch the default browser app on the VR headset with a URL from a C# app running on PCVR? ... Or is this not a possible thing to do in PCVR. Maybe I could ask users to install a browser App into their PCVR setup if they don't have one. In particular I am targeting Oculcus Quest 2 and 3, if that makes any difference. I guess I need something equivalent to Unity's Application.OpenURL() , except I am not implementing a Unity App. Also it is not a Standalone Quest App.Some people here discussing the issue: https://communityforums.atmeta.com/t5/Quest-Development/Open-URL-in-Oculus-Browser-from-Unity-application/td-p/754582 although I think they are building standalone Oculus Apps, whereas I am building a PCVR app. Also they are using Unity, and I am not using Unity.
any solution to Render in Server(better without SteamVR) then send the left/right eye framebuffer as image(need compress here?) through internet to Client(better in Browser) in VR headset?
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