Quest Development
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I'm using Unity 2021.3.10f1 and I’m having an intermittent problem with launching an app using Meta Avatars and the OpenXR plugin. Sometimes when it launches it will not track hands until I hit the sleep button a couple of times to reset it and then my hands will move. I can reproduce this with the Meta example “MirrorScene”. It all works fine if I switch the OVRPlugin to the legacy LibOVR version. But now I need the face/eye tracking so I have to use OpenXR. I have manually updated the OpenXR version to 3.2.1 but it still has the problem. Are there any workarounds for this? Thank you for any suggestions.
I'm using Hands only/Hand tracking for Oculus Quest.Currently the only way I can press a button via pinch is by registering the button press delegate during pointer enter and then invoking it upon reaching pinch threshold.I'd like to know if there's a more general approach where I fire an input event as if pressing the index button of the touch controller i.e. OVRInput.Button.PrimaryIndexTrigger. Is there a way to map this pinch gesture to the primary index trigger via settings or can it be done programmatically?
MetaStoreHelp -- the "3D URP" was a brilliant template, all the goodness of URP without having to clean up all the assets and other erroneous setting -- why did it go away? Note there are also couple settings that that template fixed that are not correct in the URP template --- know that with the URP template (not the 3D URP) is causing issues for many devs (including myself until I figured it out today) are getting the "infinite loading dots" unless you unclick the "Auto Graphics API" -AND- then delete the "Vulcan". Moral of the story, please bring back the clean "3D URP" template that just worked -- thanks! The "3D URP" template made project setup very easy --- see...http://www.lancelarsen.com/xr-step-by-step-setting-up-your-oculus-quest-xr-project-in-unity-2021/
We are developing VR device management system that can monitor VR viewers' screens.we are implementing mirroring function using MediaProjection API, and it worked in v43.However, after updating to v44 it was not working and we found the following log. 10-13 16:41:59.750 4070 4070 E MediaProjectionPermissionActivity: Screen recording via the Media Projection Manager is disabled; canceling operation It seems to be happening in MediaProjectionManager.createScreenCaptureIntent().The expected behavior is for a permission confirmation dialog to appear, but no dialog is displayed. MediaProjection is not available in the future? Is there an alternative?We are very troubled as we consider this an important feature. The detailed logs are shown below. We are unable to post the logs for our application, but were able to reproduce same log with the following mirriorg application.https://github.com/TakenokoTech/ScreenMirrorAndroid/releases/download/v0.0.1/app-rel
Recently, Supernatural (https://www.getsupernatural.com/) added 'knee tracking' based on estimating head and hand movement (i.e. not knee tracking at all). Since they only needed crude tracking, this was sufficient for them. Would it be possible to access the Space Sense API to get similarly crude (though slightly better) tracking? I just want to know if the user's leg is extended out in front of them or not. I don't need exact position or anything. I'm happy to assume the object is their leg if it's within a certain (small) radius.
I have solved some issues with Workrooms and the Quest 2. Will the developers see this? Also, Workrooms needs an easy JOIN button, as my fans/readers, thousands of them, can't use Workrooms because you have to be a rocket scientist right now to have people join you in a meeting. I have the solution. Contact me if you want this solved!Thank you,
I saw headset pass-thru working from my home space perhaps a week ago and I still see the slider (in settings) but it isn't active. Is there another setting I forgot? Thanks.
I know, strange question that I'm not too sure how to word properly so I wrote more below, apologies. I just started Unity development for Oculus Quest 2 and I made an app and installed it onto my Oculus Quest 2 via the Oculus Developer Hub. I no longer have access to the source file through deleting it by accident, but it still is on the headset and functioning, and was wondering if there was a way to transfer that file from my headset to my pc. It shows up in the file manager inside of the Oculus Developer Hub but I can only uninstall it, and using file explorers show up with empty files. I'm starting to think this isn't possible, but I'm not too familiar with these systems yet, so any help would be greatly appreciated. I attached a screenshot showing that it is on the headset, but I am unable to move it and my only option is to uninstall.
I'm planning to synthesise sound in realtime in my naive (openXR) app and then play it. So I'll have a bunch of int16 or int24 arrays to play which will be constantly updated and then submitted to the sound API. Android native uses the khronos audio for continously playing audio. Can this also be used in a C++ program in a native application or what is the best approach? Is there C++ sample code available which plays for example a 1kHz sine-wave?
I have some testers that when they change to a secondary account on their Oculus Quest 2, Developer Mode becomes disabled and have to use Oculus phone app to re-enable. Looking for a solution or fix that does not require Developer Mode to be re-enabled every time their spouse or kids use the Oculus.
Hello, I have an app on applab, and i want to update the video shown on the PDP, but i cant figure out how to do it. I saw this page, https://developer.oculus.com/resources/publish-content-updating/#update-app-metadata but it seems that is for the Oculus official App store, not app lab, because those instructions dont work. It mentioned things that are not on the pages when clicked as per the instructions. Does anybody know how to upload a new video to over write the one i already have in the PDP for app lab games? Thanks
Recently, our team started to use obb file as the apk file is getting bigger and bigger. After using obb, our meta avatar doesn't load correctly, and we get these errors: [ovrAvatar2 native] AssetLoaderZip::Failed to open asset zip file: Oculus/OvrAvatar2Assets.zip[ovrAvatar2 native] Loader::Could not load Oculus/OvrAvatar2Assets.zip as zip source[ovrAvatar2 native] SystemAndroid::Application will not be able to use a shared asset cache because it does not have Manifest.permission.READ_EXTERNAL_STORAGE and/or Manifest.permission.WRITE_EXTERNAL_STORAGE permissions.But we do have <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /><uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />in our AndroidManifest. And also, we found the OvrAvatar2Assets.zip in Obb file. Does anybody have this problem too or is able to help?
Hey there, My app is running at (72)FPS, but sometimes it drops to the 60s and 50s for some shots. Will that affect being approved on the store? And how can I solve this issue? Thanks
HiAssets/Oculus/VR/Scenes/UI.unity is a scene from the Integration package.Unfortunately the input field does not work , the keyboard does not pop up as it should.Does anyone know how to fix this?I am trying to have an UI input filed and have the Quest user select it and fill out a nameI could not locate any other example in the integration package Thanks in advanceDimi
I gotta be honest, logging into this really hit me the wrong way. They want to "verify" me by having me add a credit card.....really? That's their verification? What happened to passwords and personal information? When did they remove the "development mode" buttons from everything involved with Quest and it's phone app? How do you suddenly become "not you" after having a development account for over a year with Oculus? What happened to on/off buttons for development mode? I can't find it on my Quest 2 or my (excuse me while i vomit over the name) "Meta" phone app.
Upgrade unit for quest 2!
Hi, my name is Ariel. I have been having issues trying to contact the Oculus Support Team. I have created two tickets in which they both got a response saying they were assigned to Oculus Submissions Team. It's been 2 months already and I haven’t received a response back. If anyone has some advice that would be great - I am still not sure if it’s an issue on my end. I appreciate the help!
HiSuddenly the Performance HUD shows and just is in the way, how come?History1 Performance HUD showed up in MSFS every time I used Ctrl + numpad +/- also the Debug window2 I uninstallled Oculus and manually cleaned up a lot of folders -> Problems gone3 A week or so later the problem got back, I once again uninstallled Oculus and manually ….4 This is the current situation. I also remapped the MSFS keyboard functionality for changing sim-rate so that I didn’t had to use the Ctrl + numpad +/-5 Now, before I get back the problem once again I need to understand what is going on here, what buttons does what etc Why does the Debug windows start?When the Performance HUD came up and the Debug windows also was shown, I entered the debug tool and tried to update the Hud setting by ensuring it was set to None but with no result.This case has swimmed around in plenty of Meta support departments for some weeks now and no Meta-support seem to have a clue.Mats Sederholm
App lab gives me an error in the test status, when I click on the Test Results: Security Vulnerability Review, I click on the details option and it tells me that it passed all the tests, so what is the error then? what should I do or request to fix this "error"?It should be noted that app lab has not yet reviewed the game and there have been recent changes in some sections, photos attached. this error did not appear before.
So I was just starting to make my first Meta Quest 2 game, when I had to verify my account for app distribution. I have my Google Authenticator but it hasn't verified. Is my phone number the only way I can verify?
Hello everyone. I am a new developer using Oculus with Unity and I am trying to use hand tracking on my application, but I can't find any resources about how to create a teleport system using just hand tracking. Do you know where I can learn how to do it?
Hi! My quest default browser keeps crashing on meta quest 2. How do I check logs? I tried the oculus log gatherer tool but I can't see anything useful. Is there a way to specifically obtain browser logs? Thanks!
We're developing a data analytics dashboard that the Oculus Quest API will feed information to. With that in mind:1) Can we use the API to monitor adding to and removing from Wish List, anonymously without identifying individual users?2) Can we use the API to monitor the number of downloads, anonymously without identifying individual users?3) Can we use the API to identify which users have already left a review and those who haven't so that we can only send review requests to those who haven't yet left one? Thanks
The numeric virtual keyboard from the Meta Quest OS software does not have a period so it is impossible to input textual decimal values with this numeric focused keyboard.Can a period button be added to this keyboard please?
Hi,I am developing a fitness game for the Meta Quest in Unity and I would like to be able to display the oculus move data (calories burned) within my game. Does anyone know how to do this? Thank you
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