Quest Development
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So most threads on this topic are talking about excessive permissions, however I actually need to use the microphone permission. How could I submit my app with microphone permissions, without getting this error?
Added OVRHandPrefab as per Oculus docs. I have set Controllers + Hands, as I want my user to use Hands in some parts of the application, and Controller in others.However if I just move my hand quickly out the way, the mesh stays put in the last position until I show it again or until I pickup a controller.I'd expect the hand to disappear, like the in Quest menu.Quest 2Unity 2013.3.10Oculus Integrations 46.0
I am so frustrated not only with the device but all the lack of real support. I am so frustrated..... that I will be returning the device if not resolved by tomorrow. I am a software developer by trade and I have never had this many issues ever with any device or software. I can't get passed donwload install mobile app and access code.Followed everything to the T with no resolve, from my phone from my pc, from multiple OS'sAs far as I am concerned the concept is cool but this is junk software on a known issue not resolved.Obviously a Quality Control manufacturing software Defect and never should have been released.
Here are some "tips," regarding ADA compliance for the visually impaired...Floating popups and menus should STAY STILL. I am blind in one eye, and it pisses me off, when a floating menu, popup or dialog box keeps moving with my head. THIS MEANS YOU, Forever Bowl. Your last update presented me with a floating popup I couldn't close, because it kept moving with my head, whenever I tried aiming for the "X" (close) icon in the upper right corner.Hello WOOORLD -- In addition to menus, popups & dialog boxes that won't stay still...Use the text size preference in the Quest accessibility settings; or allow me to get closer to the floating menu, popup or dialog box.Stop using semi-transparent menus, popups and dialog boxes in passthrough mode, or give me the option to replace passthrough mode with a black void.Use a heavier font type. I swear, those font strokes must be only 1 point thick. This make the help text especially unusable.Why is it so hard to see the button choices, in your dialo
So I am developing a vr game on unity and having hard time to optimize my vr game. When I test the game on pc I get solid 72fps, but when I test it on quest 2 fps is staying at exactly 36fps. Game still feels running smooth and refresh rate is 72fps. So I think it could not be coincidence that fps is exactly half refresh rate. So anyone has any idea of some setting I could have on?
Hi, So I have had my app fail to publish to App Lab with the error:'The app appears to only support 3DOF. Apps on the Quest platform must support 6DOF and respond to the HMD's positional tracking as well as orientation.' error: VRC.Quest.Functional.5 Firstly the I have uploaded 3 apps to App Lab using exactly the same build from Unity just changing the cube map renders, all other uploads have been fine. I am running Unity 2019.4.13f1, using the OVRCameraRig as I need to use per eye skyboxes for my stereoscopic renders, (I have tried using the new XR camera but I need to use per eye unique skyboxes). Everything functions great within the app, I only need 3DOF, and I presume my app is 6DOF with developing for quest, just un-noticeable due to being a camera viewing skyboxes and only physical 3D geometry clickable buttons? NOTE: If I turn on Position tracking in the camera the app feels rubbish, with buttons moving slightly. Is there another setting
I tried changing the layer of the OVRHand object (which contains the OVRSkeleton component) but it didn't work. I don't want things that come from the hands (raycasts, particles) colliding with the hands.
What do I do?
Heyo yall,I've been messing with Eye tracking lately and I'm trying to get our avatar's eyes to move using the EyeGaze system. This seems to work perfectly in editor (Unity). I've got it set to HeadSpace mode and the eyes follow where the user is looking as expected.However, in builds, I get a different result. To me it seems to be the same result as if I had it set to TrackingSpace. The eyes will move fine as long as the head position is looking forward, if you move the head at all, the eyes no longer follow like they should.Anyone run into this problem that may be able to help? I'm not sure what's going on and I've been fighting it all day.I'm just using the OVREyeGaze script.
Hi guys,My app has been published in the store for more than two weeks no, but suddenly the Roster Panel is broken, so no one can invite friends or use multiplayer.I can see it is also broken in your example app Shared Spaces. Do you have an ETA for the fix?
GetActiveController() works perfectly fine when I use Oculus Link and run it on the Unity editor. It return LTouch & RTouch respectively whenever those controllers are used or active BUT when I make an Android build for the Quest 2 it doesn't work. It returns Touch or None. Unity 2020.3.0f1
Just spent an out with customer service trying to find out why my 13 year old nephew can see “Bar Brawl” and other 17 and older games. They said it’s because we turned on parental protections. Without parental protection, those games would be invisible, impossible for the kid to even know about. With parental protections — the thing specifically designed to protect him from 5E sue games — now he can see them.“Out of sight out of mind” is worth a HUNDRED notifications after the fact. Why would they remove the most powerful protection parents have? Why wouldn’t they at least make it an option?
Native Android Mixed Reality CaptureIn the instructions above, it states:To add OVRMrcLib to your native Android project:1. Include Shim/OVR_Mrc_Shim.h and Shim/OVR_Mrc_Shim.cpp in your projectWhich file in the hello_xr example do I #include Shim/OVR_Mrc_Shim.h? I'm guessing maybe openxr_program.h, but I want to get things right in the first step, since I'm having great difficulties in the next steps.
Hello,We are currently exploring the idea of integrating custom VR gloves for the Meta Quest 2 and were wondering if a custom API or integration path exists to get this work started.Thanks,Luke
My controller stopped working for some reason it went in water barley then I dried it but it won't work
Hi,Can someone please tell me when the callback set by 'Oculus.Platform.Rooms.SetUpdateNotificationCallback' is called? I am setting it at startup but it doesn't seem to be getting called when users join the room or the metadata gets set. When a user accepts one invitation to join a room, the owner does not receive a room update notification. Is there some other way for the owner to know that the friend they invited has joined the room? I am using Unity 2021.2.17f1 and the latest Oculus Integration SDK Version 46.0. I used to receive this notification before but it stopped working around the time when Meta transitioned from Facebook users to Meta users. I am using Meta Users who are friends on Facebook for this invite use case.
Hi, i installed Unreal Engine 4.26.2 and applied the official Meta Quest mod to it. every time i try to launch it, it says "Plugin 'OculusVR' failed to load because module 'OculusOpenXRHMD' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project"
Hi,has anyone here more information about the maximum sampling rate of the eye tracker of the Quest Pro? I think about getting one for my research, but the knowing the specs would be crucial before buying one.Cheers and thanks in advance!Nik
Hi, This is my first post in this nice community.We are planning to release our first video app container really soon. "VR Horror Stories" main language is English even if 90% of the video app has no dialog. The VR experience is mostly happening in dark environments with creepy spatialized 3D sound. We decided to limit the subtitles to 6 extra languages. Does anybody has any recommendations as which extra language subtitle would be best to use? Any input would be greatly appreciated. Thank you for your valuable input! Links to members
Hi, We just generated some redeem keys using the bulk option on the Oculus Developer Center. The keys are provided and we can download the file with the keys but a few hours later it's status changed to "Canceled" and the keys does not work! Why it is canceled?
Hello! I'm currently trying to upload a PWA to the Meta Store. Uploading a build manually is deprecated so I'm using the ovr tools. When trying to upload a build, it responds with an error stating that: Application XXXXXXX is not configured as a progressive web application ...How do I setup my application to be a PWA? I see nothing where the guide says there should be something.I found a guide stating that I already need an application on the Meta Store firstly, before I can upload a PWA, but that just doesn't make sense to me.Hope for some help, thanks!What I see::Guide screenshot:
Restarting the PC or Quest didn't help.
I'm trying to have the Avatar hand (from avatar sdk) to shape as the interaction rig hands when grabbing object. For example, in the samples scenes if I put the avatar in the TouchGrabExamples scene when i grab an object the interaction hand actually stop at the collider position while the avatar's one go all the way through it. Someone have an idea for solve it?
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