257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)25Views0likes0CommentsPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.160Views1like1CommentHow to detect app made with unity quit on Oculus Go
Hello everyone, are there anyone know how to detect app quit on Oculus Go? I have tried using OnApplicationQuit(), but it doesn't work. Unfortunately, after googling, there is no luck on what I am looking for. What I would like to do is to save the int with PlayerPref() when app is quit.1.7KViews0likes4CommentsOVRHeadsetEmulator doesn't move the view in the Game panel
Hello, I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this? Thank you kindly.17KViews3likes26CommentsMaximum 360 videos size in Unity
I'm finding it difficult to find out the maximum package size for an app published to Oculus Go. I have seen discussion of 4GB and increases possible through downloadable content. The reason I ask is we are creating an app with quite a lot of stereo 360 video with Unity3D. We will have approx 30GB of content and I would like to package this all in one, is that possible? Also even if it's not possible through a release or the store can we do this locally by sideloading? We would look to use a cloud service for downloadable content in the future but obviously this has a cost implication so for the moment for our minimal viable product we will simply sideload content whilst on trial. Is it possible to sideload extra content in this way or to sideload a larger apk containing the 360 video files. Thanks a lot2.5KViews0likes4CommentsIAP checkout callback issue
Hi, In our one of app we are using the following code from unity platform SDK to implement IAP consumables, IAP.LaunchCheckoutFlow(temp).OnComplete(LaunchCheckoutFlowCallback); We configured a test user account to test on alpha channel, the above code shows the payment panel with payment details correctly, but after entering the payment card pin the control is not triggering the callback method (LaunchCheckoutFlowCallback). Instead application is getting restarted.1.1KViews0likes2CommentsEmpêcher la mise en veille automatique ?
Bonjour, Nous développons sur Unity, et notre client nous demande d'empêcher la mise en veille du casque. Le soucis est que même en mettant quelque chose sur le capteur frontal il se met quand même en veille au bout de quelques minutes (15 minutes max). Donc avez-vous une éventuelle solution pour au moins supprimer l'écran "entrer dans la VR" qui réclame la manette ? Car c'est le fait de devoir toujours prendre la manette pour revenir dans l'expérience que notre client veut supprimer. Merci par avance pour vos réponses.4.1KViews1like2CommentsThe user isn't signed in
When running a dev build of my app built with Unity on the GO, I get the following error through the logs after the platform is initialized: The user isn't signed in or their account state wasn't in a recoverable state. I am signed in on the device, but not sure how to sign out to refresh the token if that's required, without factory resetting. Does anyone how to fix this? This also causes the following error when attempting to get user data: {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"AdktSl4ek+I"}}3.7KViews2likes7CommentsAchievement not logged from development build
I´m adding achievements for my game and on a build on OculusGo it doesn´t seem to log achievement yet to dev panel. Is there some condition to be met to try it out on a build. I already have platformSDK running in the back fetching player name. here´s the code that unlocks: using System.Collections; using System.Collections.Generic; using UnityEngine; using Oculus.Platform; using Oculus.Platform.Models; public class Unlocker : MonoBehaviour { public string id; // Use this for initialization void Start () { Oculus.Platform.Achievements.Unlock(id); } } Any idea?1.7KViews1like5Comments