Please update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.4KViews3likes13CommentsFailed to poll initial positon, no head position found
Hello, I created a blank project in Unity 6000.0.37f1 and dowloaded the latest version of Meta All in One (v72) and Meta Avatars(v33). i just created a blank scene and added all the building blocks necessary for tests the new avatars (camera rig, virtual hands, passthrough, auto matchmaking and avatars). the project is correctly connected to an app on the store and the avatar spawn correctly, but after the spawn i got this two error: -[ovrAvatar2] OvrAvatarBodyTrackingMode.Standalone is deprecated, please use OvrAvatarBodyTrackingMode.None instead and set the InputTrackingProvider, InputControlProvider, and HandTrackingProvider properties of the OvrAvatarInputManagerBehavior MonoBehavior on the OvrAvatarEntity prefab/instance. this one as the debug say i just changed the tracking in None and it look fixed. -Failed to poll initial positon, no head position found UnityEngine.Debug:LogError (object) Oculus.Avatar2.MecanimLegsAnimationController:PollInitialPosition () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:624) Oculus.Avatar2.MecanimLegsAnimationController:UpdateState () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:280) Oculus.Avatar2.MecanimLegsAnimationController:Update () (at Assets/Samples/Meta Avatars SDK/33.0.0/Sample Scenes/Scripts/LegsNetworkLoopback/MecanimLegsAnimationController.cs:238) i lost two days for understand what is happening but still i didn't understand the problem. can you guys help me?Solved1.7KViews3likes7Commentshelp me make my locomotion system work please!
I'm attempting to implement an Oculus Avatar (tracked hands, tracked head) which can also be moved by thumbstick movement. The player should be able to use either the thumbstick or roomscale movement to move his virtual body around the game world. I have it working well like so: OVRPlayerController OVRCameraRig Tracking Space OVRLocalAvatar except for one problem: As the player physically moves, the OVRPlayerController does not move with it, which essentially means you can walk away from your own body. How can I keep the OVRPlayerController following my OVRCameraRig?636Views1like0CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.150Views1like0CommentsNew patented solution how to control full-body avatar movements by Meta Quest 3
Our PAO-XR startup helps to settle associations between the end-user body gestures language and switching different types of full-body avatar movements animations. All associations are stored in the end-user's personal DB on his mobile or desktop device. So entire on-line interaction between the end-user and his avatar demands only a MOCAP device like Meta Quest 3 ( in spite of absence low-body MOCAP) and a standard mobile device. To implement the pilot project, we are seeking partners with developers of their own virtual simulations, focusing on full-bodied avatars controlled by end users (players) using the Meta Quest 3 suite, including mobile apps. For these interested developers, we are willing to invest in the implementation of our technology in their applications. For more details, please see our promo demo on our PAO-XR.COM website.58Views1like0Comments