Quest Development
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Hi I'm doing a robot making contest and needs IMU value(espically yaw rotation) to deploy my camera video to my Oculus Quest 2. I download the C++ SDK for Quest 2.My develope environments are like belowUse C++ and OpenCV 4.7.0Qt Creator(Qt 6.4.2)MinGW 11.2.0Windows 11How can I get imu value from Oculus Quest 2 using SDK? I'm quite a beginner of C++ and I looked the C++ SDK codes, but I cannot get where to start.
I tried adding developer status to my account with the developer dashboard but I can't verify my account. I tried using authenticator apps but it didn't work. I also don't have access to a mobile number or credit card so that's out of the question
i was using my quest 2 perfeclty then i bought other one so i did factory reset to my old quest 2 and now i tried to start again to pair it with my phone and i can see that i have the same code even if i made factory reset much time same code and won't pair with my phone
I am attempting to add a user via our App Manger/App Lab at developer.oculus.com but I am unable to add the following user: chad.carr@giveback.ngo. I have had no issues adding other users, but I continue to receive an error message when attempting to add this user (see screen shot below). I verified with the user that he does have a Meta account (see screen shot).
Hi,Most of our players savegame progress files are saved and loaded correctly, but in rare cases there is an error with loading/saving these files to the Oculus Quest 2 device (as reported to us by players themselves).We have connected the Game Analytics service and verified that some players have an error with reading / writing savegame files to the device. We have already tried to reproduce the bug, but on our device this problem did not occur in either the developer build or the shipping build (we tested it on Oculus Quest 2 device).Additional information:- we use Unreal Engine 4.27.2- "Use ExternalFilesDir for UE4Game files?" is enabled- TargetSDKVersion=32- According to VRC.Quest.Security.2 we do not use the READ_EXTERNAL_STORAGE and WRITE_EXTERNAL_STORAGE permissions in the Android manifest file, as the Oculus page says "Not needed for savegames" (https://developer.oculus.com/resources/vrc-quest-security-2/). Despite this, we tried requesting these permissions from the player at
I've been integrating Wwise into our game and it seems to run ok on PC and in the editor but crashes on Quest. This seems to happen just after loading the level and started happening after adding some code to trigger events when physics objects collide. The code is basically: public class CollisionSfx : MonoBehaviour { public AK.Wwise.Event ImpactEvent; public AK.Wwise.Switch MaterialType; public AK.Wwise.RTPC ImpactMass, ImpactVelocity; private Rigidbody body; void Awake() { body = GetComponent<Rigidbody>(); } void OnCollisionEnter(Collision collision) { MaterialType.SetValue(gameObject); ImpactMass.SetValue(gameObject, body.mass); ImpactVelocity.SetValue(gameObject, collision.relativeVelocity.magnitude); ImpactEvent.Post(gameObject); } } Any one out there got any ideas?
When trying to upload my APK build I get this error.
Hi, I'm using Render Doc to capture a frame in my VR app on Quest 2, I have sucessfully connected Quest with a Render Doc, however when i access to the file I intended to capture, it says" Android app not set up for Render Doc capture " and asked me to enable Development mode in Unity. Have u ever had that error, can u show my how to fix it?
I'm having extreme difficulty networking Meta Avatars with Photon Fusion. I'm using SampleAvatarEntity and trying to set the configuration when the object is spawned, and then I try to load the avatar with the appropriate User ID. Loading the avatars seems to work. But I get all kinds of asserts and errors when calling methods, even innocuous ones like SetLocal(). For example: [code]_metaAvatar.SetBodyTracking(bodyTrackingBehavior: _avatarBodyTrackingBehavior);_metaAvatar.SetIsLocal(true);[/code] The second line there leads to: [ovrAvatar2 entity] Assertion failed: ovrAvatar2Streaming_PlaybackStop failed with NotFound Even if I wait for CurrentState > Created. Applying stream data received over the network completely fails. I'm aware of the loopback scene but it's somewhat irrelevant because in that case, the avatars are set up ahead of time and not dynamically instantiated. Does anyone have some tips on how to figure this API out?
Hi everyone,I am trying to experiment with an application in Meta Spark Studio. I already have a developer account and my headset is in developer mode. I have no problem uploading AR/VR test files from Unity. When I try uploading files via Meta Spark Studio, I get an error like so: The only issue is that I can't find the Augmented World Demo application. I do not have a filter for "Prototypes" to be able to find it in the App Library:I can't find Augmented World Demo in the Meta Quest companion app either. Although the file is found under the "Unknown Sources" tab, the application doesn't launch. I'm currently running v55. Any help would be much appreciated... thanks!
We've found that when we launch a View intent with a WebXR link from a third party application, the Oculus Browser doesn't always show VR Mode as an available option. This is true for Youtube, as well as products like 3D Vista. Is this a known issue? Is there some other setting, or recent update, that has made it more difficult for third party apps to launch the browser and keep VR mode as an option?
Hello, I am currently developing a VR application using the Oculus SDK. I am trying to implement a feature that recenters the player's view when they reach a certain point. For this, I am using the OVRManager.display.RecenterPose(); method.However, when I call this method, the message "Recenter event detected" is printed in the debug log, but the player's view is not actually recentered. I have tried various ways to solve this problem, but it still remains unresolved.Here is the code I am using: public void ResetPlayer(Collider other) { other.transform.position = questPos.transform.position; other.transform.rotation = Quaternion.Euler(questPos.transform.eulerAngles); OVRManager.display.RecenterPose(); } This code is called when the player enters a certain collider, and after resetting the player's position and rotation, it calls RecenterPose().If anyone has any advice or solutions regarding this issue, I would greatly appreciate your input.
i set up an organization and when i went into the mobile app to developer settings to enable them it says "we are having problems loading this. Please try again". i cleared cache, restarted phone and app and i set up a new organization again. Nothing worked.(**I HAVE A META QUEST 1**)
Hello, everyoneI have interest in Meta Quest 2 or newest versionI have Intel NUC 13 Pro Kit (Small Intel CPU installed PC), to where a camera is connectedThat camera will send indoor live stream to NUCAlso, that NUC has OS as Ubuntu 20That NUC has USB ports and bluetooth and WIFI My questions are1. I want to receive and see the live stream (of that camera) on Meta Quest 22. I want to send the 6dof sensor values to NUC (Ubuntu 20) in real time, so that, if I move or rotate Meta Quest 2, NUC's Ubuntu 20 OS should receive those sensor values (in real time) May I ask:Can I do both above via Meta Quest 2 ? Thank you and have a nice day
Hi,My App Lab game (Home Detective) has been out for about a month and a half, and I've had one IAP enabled and running fine since then (the second level with SKU: LEVEL2).Two weeks ago I added a third level, and an associated IAP for that (with SKU: LEVEL3). In the Add-Ons tab, everything appears set up fine, and LEVEL2 and LEVEL3 both appear very similarly set-up, with all the same descriptions, logos, tickboxes and artwork added.But when a player tries to buy LEVEL3, they are shown a popup that says "Insufficient permission". Indeed, it looks like LEVEL3 doesn't even come down in the list of products when my game calls GetProductsBySKU() - I can see it appear (or not) in the device logs.When I, the developer, use my own account, I get LEVEL2 and LEVEL3. When I use a family member's account on my device (running the same version of my app), I only see LEVEL2. It's like I have the permission to see it, myself, but no other users do.How can I fix LEVEL3 and my future IAPs to work
Game is crashin:android_crash:android.app.BackgroundServiceStartNotAllowedException:com.oculus.vrapi.ScreenCaptureHelper.advertiseStreamablePackageStack Tracejava.lang.Error: FATAL EXCEPTION [Thread-3]Unity version : 2021.3.25f1Device model : Oculus QuestDevice fingerprint: oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50500320057200150:user/release-keysBuild Type : ReleaseScripting Backend : IL2CPPABI : arm64-v8aStrip Engine Code : trueCaused by: android.app.BackgroundServiceStartNotAllowedException: Not allowed to start service Intent { act=SET_METACAM_PACKAGE_NAME cmp=com.oculus.metacam/.capture.CaptureService (has extras) }: app is in background uid UidRecord{c77b0c3 u0a93 CEM bg:+1m47s574ms idle change:idle procs:0 seq(0,0,0)} at android.app.ContextImpl.startServiceCommon(ContextImpl.java:1870) at android.app.ContextImpl.startService(ContextImpl.java:1826) at android.content.ContextWrapper.startService(ContextWrapper.java:776) at com.oculus.vrapi.
I was trying to activate developer mode and when I want to click headset settings it says "connect to your headset to get information and configure your device"
Anyone else getting network error when uploading the build?Error: write ECONNRESET at WriteWrap.onWriteComplete [as oncomplete] (node:internal/stream_base_commons:98:16)
I would be happy to take a sneaky look at the home scenes from Meta to understand how the hell they reach 72 fps with that level of detail 🙂I can't get more than 40fps on a yet optimized simple scene of my own, whatever I use (baked lightmap only, mixed lights, no shadows, 1 merged mesh only with only a 2048 px packed tex without normals neither height... Well I just get 72 fps with an empty scene, that's freaking me.
Hi there, so I'm slightly confused about the entitlement check I was wondering if someone could clarify this for us. You can't do an entitlement check unless the platform is initialized, and if I revoke the entitlement for a user (to test my entitlement check) then it won't even initialize the platform. So doesn't this mean you don't need to do an entitlement check if it won't even initialize if it's not entitled? Our game is free to play so this isn't really about whether or not they have purchased the game, it's just for security.
Their should be the option to scan your roof/ceiling in case your room is smaller in certain areas (attic)
I've tried using SideQuest to create a Home Environment but wondering if there is a more official way to develop one.
Hi there. As of a couple of hours ago, calls to Users.GetOrgScopedID from our Unity based titles have started failing intermittently with the following error."Failed: Server response is not valid JSON"The player account management for our games relies on this call returning a value in order to authenticate the user and allow them to play our games. I'm hoping to escalate this ASAP as it is preventing some of our players from accessing our games. Any insight would be greatly appreciated. Thanks!
My oculus when I try to play games it says unable to verify user and I can’t play half my games
It keeps showing incorrect password, Clicking on FACEBOOK LOGIN in a blank screen
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