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In my app available on the store, data analysis has frequently shown the occurrence of this crash issue:1. Crash Type: App Not Responsive Crash Reason: oculus:android_anr:com.google.androidgamesdk.GameActivity.onPauseNative2. Crash Type: App Not Responsive Crash Reason:oculus:android_anr:com.google.androidgamesdk.GameActivity.onSurfaceDestroyedNativeI suspect the issue occurs during user IAP (In-App Purchase) because I occasionally experience a crash when canceling a purchase.
Hi AllI was wondering if anyone is familiar with the MovementBodyTrackingForFitness example in the Meta Movement SDK. Essentially to copy the pose data to a 3D character.The BodyPoseTimeRecorder stores the pose data but the data does not seem to correspond?!Best wishesNick
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/ Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/
Do you have any feedback and/or issues in regards to the Voice SDK? Use this place to discuss, as we'll have members of the team reviewing this thread! Read the blog on Presence Platform (of which the Voice SDK is a part of) here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural-interaction-for-oculus-developers/
Hello i want to ask about this api: https://developers.meta.com/horizon/documentation/native/ps-leaderboards-s2sI wanto fetch leaderboard title, i dont know how is calle title in fields (i dont mean api_name but i want title). Thank you so much.
For the Avatar team: (˵ ͡° ͜ʖ ͡°˵)When I drop in an SampleAvatarEntiy in a scene why is its forward 180° different at run time from windows to Oculus? Same scene, I add the avatar, add an ovr camera. Then I have to detect if I am running on windows or Oculus. I have to choose one and rotate the ovr camera, or avatar 180° for one os but not the other.Then on oculus (but not windows) I have to re-position the ovr camera apx 1.7 above the floor as the ovr camera that is a child of the avatar falls to the ground. (but not on windows). Except when I run it in the meta-simulator, then I don't add the 1.7 as it makes it 3.4 in the air and above the avatar.(ㆆ _ ㆆ)
Do you have any general questions regarding the wit.ai framework within the Voice SDK? Drop your questions, concerns, and feedback here!
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The most recent version of the Oculus Audio Previewer 32.0.0 for DAW (Mac) plug-in is not a valid 64 bit AAX plug-in.https://developer.oculus.com/downloads/package/oculus-spatializer-daw-mac/ Could you please update it? Thank you
Starting with v44, we will start publishing experimental releases of the Utilities package (“Oculus/VR”) via Unity Package Manager. It will be hosted on our custom scoped registry, and will come with a simple installer to help developers onboard. Moving onwards, we plan to gradually roll out more Unity packages via Unity Package Manager into 2023. We hope to explore if this distribution method works sufficiently well to supersede the asset packages. If you have any feedback and/or issues in regards to this, please use this place to discuss, as we'll have members of the engineering team reviewing this thread!
Hi, following the release of SDK v46, I just had a look at the body tracking features made available; The body feature is great news for us, as this would allow us to have a more convincing characters in multiplayer games than what we are obtaining with IK alone. With a few tweaks, I was able to build a working unity project with the samples available here :https://github.com/oculus-samples/Unity-Movement I ran the demo called "MovementRetargeting" and got a working mirror of the body the system is computing. This works great on the upper body part, but the leg and feet information is missing. I tried to play with the sample by adding more body sections to "align" and to "position" in the "drive third party skeleton" component of the demo, but that didn't change a thing on the result. When watching Oculus connect presentations of this year, I saw a demo of a character with the lower part of the body being also estimated by the body tracking feature; will the fu
Do you have any feedback and/or issues in regards to the Presence Platform? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on Presence Platform here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural-interaction-for-oculus-developers/
Do you have any feedback and/or issues in regards to the Spatial Anchors Experimental SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Spatial Anchors SDK here: https://developer.oculus.com/blog/presence-platform-spatial-anchors-experimental-and-voice-sdk-now-available/ Refer to the Spatial Anchors SDK documentation here: https://developer.oculus.com/experimental/spatial-anchors-overview/
This section focuses on any questions, issues, and feedback regarding specific SDKs and integrations released for Oculus VR development! Please take a look at any SDK-specific boards and/or topics!
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