Quest Development
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Building to my Gear VR was a nightmare years ago, but I never had to ask for help!!! This is just ridiculous, I don't even know which of my Facebook and Oculus accounts is Oculus, which is Facebook, or which is my Developer account, I can't find where my email address is on my device or my account,. there must be a way to make this all,. if not easy at least DOABLE.. I can't even get 4.27 to show Template options anymore (Like after you Choose 'VR Game' template there are usually choices for Desktop vs Mobile, or raytracing Yes or No, Highest quality etc.Well,.. none of those hose drop downs are no longer in my 4.27 on either of my computers, I trie Verify on one and reinstalled entirely on the other, no go,.. . It has all become a nightmare,. Any help greatly appreciated. There MUST BE A GOOD BEGINNING TO END, STEP BY STEP SOMEWHERE<... I have gone through so many tutorials and hundreds of steps and nev
We want to publish our app in the applab giving users an option for 7-day free trial. After 7 days all the features will be disabled from the app (For full version users can contact us). Does meta allow these kinds of trial-apps in the applab. We are asking this because we couldn't find any apps with this kind of scheme in the applab. Thanks in advance!
嗨,大家好很多人卡在1-2,能否帮我提出改进的方法;Game Name: Tank Hunter in -app lab
Hello all.I want to make a VR application where I have 2 players run on same app (local multiplayer game)1. Player 1 use PC (mouse/touchscreen)2. Player 2 use Quest 2.Some time we need input from player 1, some time we need input from player 2. Some time both of player need input at same time.Is it possible to implement those kind of input with Quest 2?Can we detect which input is from mouse/touchscreen, which it put is from controllers? Thank you alot
We installed a Test User account on a Quest 2.After configuring an avatar in that account it shows up, when opening the avatar editor again, but we don't get the avatar in our application.It does not even show up when checking the profile in the Oculus environment. Is this a known limitation for Test Users? Just did a logcat. I get the OculusId but it still shows up as grey avatar. Not the personalized one.
Im trying to upload my game to AppLab and the game has multiplayer with voicechat but it just gives me an error.How can I fix this?
I've been diving into the Oculus Interaction SDK, trying to recreate various interactions and I'm having an issue with the Hand Grab Pose. I've made an object that works the intended way when using the rig that is available in the example scene, but my custom rig does not apply the pose properly. I've been comparing the two rigs to find what differences there are on the hand / synthetic hand and I can't find any. I can grab the object, and the constraints on the fingers are applied once I enter the sphere surface radius but the pose isn't applied to the hand (i.e my hand just locks itself in the position it is when I enter the surface radius)What am I missing ? The only difference I can clearly see between the two rigs is that mine have (for now) four interactors per hand (TouchHandGrab, Poke, HandGrab, DistanceGrab) where the one in the example scene only have two. EDIT: Made some progress, it seems that the TouchHandGrabInteractor (THGI) is interfering with the HandGrabInte
Does anyone know how long the Oculus store game page needs to be up before the game can be published? I heard 30 days, but I can't confirm this.
Does anyone one know what the official review time for Oculus Quest games is? Or does anyone know how long it is currently takking to complete the VRC and Content review?
Hi guys!Im having problems with an Oculus quest 2. I've set it to developer mode successfully, downloaded Adb drivers, connected it to windows and it worked two times. It was detected by ADB. After disconnecting and trying again, windows doesn't detect anything in USB. When I plug it, it doesn't make any sound, it's not detected by ADB, developer hub or oculus app. It's like it's not connected to anything. Tried factory reset, different cable, different port and different PC. Not working. Tried enabling and disabling developer mode, USB debugging, etc. Power cycling, etc. Reinstalled drivers. I tried to connect it to my mobile, and it did get detected by it, but I got an error in the oculus that said something like "MTP keeps stopping". So I guess the port does work. Also.. it charges fine Any ideas?
I can't seem to find the site that will allow me to submit a ticket to get my account deleted?
It used to work well when I connect my Oculus Quest 2 to my Windows 11 PC. But today I found that my PC cannot detect the device all of sudden. OQ2 is charging though, but no adb permission dialog is promoted. And on the PC side I cannot find the device in the Device Management window, not even in the unknown devices. I try to use the same cable and usb port to connect to my Nokia Android phone and it just works normally: the PC detects the mobile device and a adb permission dialog is popped up on the phone. So I believe it is not the problem of cable or USB port but the OQ2 itself. I don't know how to fix this. Please help.
Hello,I'd like to report a bug to the Oculus dev team, although it's not exactly clear where I can open an issue and track progress on this issue. The issue arises when setting samplers texture units using `glUniform1iv` instead of the more common `glUniform1i`.I adapted a WebGL sample from the samples repository to reproduce the issue reliably on Oculus Quest2, here is the repro:https://github.com/hugoam/WebGL2Samples/blob/oculus-gluniform1iv-sampler-bug/samples/sampler_object.htmlSpecifically those lines: gl.uniform1iv(uniformDiffuse0Location, new Int32Array([0])); gl.uniform1iv(uniformDiffuse1Location, new Int32Array([1])); gl.uniform1iv(uniformUDiffuse0Location, new Int32Array([2])); gl.uniform1iv(uniformUDiffuse1Location, new Int32Array([3])); Any advice on where I can forward this issue to the proper authorities would be appreciated 🙂
I've just started using RenderDoc, and whenever I go into the context, my headset doesn't show up. All that pops up is local. I've tried with both wired and AirLink and neither worked. Is there a solution to this?
I need a refund!!
How do I get euler angles of the oculus quest 2 headset? I tried using over_GetTrackingState, but I got invalid Y-axis rotation. X and Z angles work correctly, both in this printf test, and in the game I am integrating this into. The Y-axis is only accurate from -90 degrees to +90 degrees, then it bugs out if I try to turn farther. Here is my code, the full program is 60 lines of C, that's it.https://drive.google.com/file/d/12OR1z347tjg0sfULR2mV2ZhLtcjO5428/view?usp=sharing I've also tried ovr_GetEyePoses, ovr_CalcEyePoses, and I tried using GLM math library to do my quaternion -> euler conversion, but I get the same result no matter what. I'm using OVR SDK WIN 32.0.0, and my Oculus Quest 2 is on firmware 41.0 Any advice on how to fix this?
If you are not seeing your Meta Avatar(s) render on your Quest build this may be a solution. Make sure all your Texture Quality settings are set to Full Res not half as mine was for Quest 1. I came across this solution after seeing this in Logcat: Graphics.CopyTexture source and destination have different master texture limits. Source 1, Destination 0
I can't Click save Changes and submit button I Don't Know Why they did
I'm trying to load the avatar using the user id provide by oculus account but I'm having a problem because the log gives me 'failed' I set the app id information on the dashboard and unity these are the log states IEnumerator TryToLoadUser() { OvrAvatarEntitlement.ResendAccessToken(); //We wait until the oculusID is set and the app token has been set while (!userIDSet || !OvrAvatarEntitlement.AccessTokenIsValid) { Debug.Log(OvrAvatarEntitlement.AccessTokenIsValid); yield return null; } var hasAvatarRequest = OvrAvatarManager.Instance.UserHasAvatarAsync(_userId); while (hasAvatarRequest.IsCompleted == false) { yield return null; } //avatar oculos method LoadUser(); }
So first off, yeah yeah - I know I'm crazy for wanting to render yet another viewpoint on a mobile device, BUT:I would like to cast from a camera that isn't the user's viewpoint. I'm also using Unity. Any ideas?
We are launching a web task from our native VR app as described here:https://developer.oculus.com/documentation/web/web-tasks/ Until recently we were able to close the web task and activate our app via an intent by redirecting the browser to our custom URI, as described in the documentation. Now, it no longer launches the intent or closes the web task.
THe first times i set up my Quest2 with the oculus app to be in developer mode. First i created my account in my pc to set it up with an organization etc and then it was good i had developer mode and everytime i connected to my PC with the USBc cable, i put my headset and i get "Allow USB Debuggin?" and "Allow access to data?" everytime i would click "Allow" not "Allow always".And yeah everytime i connected those prompts would appear. i believe i'm still in developer mode because in my quest settings there's a section "Debug" and in it all the switches are ON.But then why do't i get the prompts anymore? Is it something to do with the new system updates? Maybe they got rid of those prompts?
I've been trying to implement the spectator camera, but I am unable to run the example provided in the oculus integration plugin - the one mentioned here: https://developer.oculus.com/documentation/unity/unity-spectator-camera/Whenever I switch to third person view using index button, the screen on my phone simply goes black. The "selfie" preview in the headset does work properly.Has anybody been able to run this sample?
In the case of the app that I participated in the project as a consultant, it was returned after about four months of the process including Oculus' misunderstanding after submitting it to AppLab. Therefore, it was re-submitted with a much simpler function, but there was no contact for a month.I can publicize a more careful review of the entire business with Oculus in a forum of related industries, which includes the Korean government, global companies, universities, research institutes, and the media. More specifically, with decades of research and development experience in the industry and influence in the relevant academic and industrial sectors, I can propose to Korea's Ministry of Information and Communication and Metaverse Forum (metaversealliance.or.kr) to make this an official problem, and let Korea strategically exclude Oculus. The fact that Oculus does not occupy a very important position in the global industry in the Metaverse field today will have great significanc
The feature is supposed to provide a 3rd person camera that is controllable on the device that is being casted to butthe actual implementation does not correctly set the camera view in the app that is being casted to - instead of modifying the position of the 3rd person camera viewed in the oculus app, the example modifies the position of a gameobject that has a quad displaying a virtual camera. that quad display is modified correctly, but the texture that drives the quad is not sent to the oculus app. the touch screen features of the oculus app to change the view of the spectator 3rd person camera do not work (tried android, iOS and web, all latest versions)
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