Enable Quest 2 or Quest Pro to swap between Standalone Home Hub and Desktop Oculus Home
For us Meta Quest 2 or Meta Quest Pro users connected to PC VR through Airlink/Link on the desktop application — is there a method to toggle between desktop and standalone oculus home? (Without shutting down the desktop application running) If not, I believe there would be a great benefit to allowing users of the Oculus Desktop App to swap to the Oculus Home (standalone). Why? To mute ourselves or end calls in the Oculus Party Call that may take place with our friends who do not have PC VR and can't take a call in Discord or other third-party application. Check the battery percentage (the bar option isn't reliable) Initiate standalone software updates Additionally, perhaps Meta should release a standalone piece of software to log in and start an Oculus Party call outside of the Desktop Application so users of the Rift S can hop into calls with users on a Quest 2. This would be great and help boost the desktop experience so we're not left out of voice calls/multiplayer connectivity.1.7KViews1like1CommentOculus Home custom imports with animation
I've created a character using Blender and exported it using the default glTF 2.0 export settings. When imported into my Oculus Home, it looks great. However, if I add any kind of animation, it seems like vertices with more than 1 or 2 bone influences severely distort the skin of the model, almost as if each bone were pulling the vertices in different directions based on the strength of it's influence. It also appears to get worst higher up the model's Y(Z)-axis. Does anyone know how to fix this deformity?1KViews0likes1CommentOculus Home-custom elements
Hi, I imported a custom model component into my private Home but now I can't grab it to move it and try to delete it. I even created new Home to see if it still persists and yes they do. In addiction, I cant' import any complete models because they are too big, I'm trying to reduce them by recalculating the meshes but they still big. I'm using Siemens NX to create the model and Keyshot 10 to transform and reduce the surfaces, but the reducing it is not enough whitout deforming the surface. Has anyone else run into this issue and know of a solution?912Views0likes0CommentsQuitting Oculus desktop app kills running Unity Editor instances
It seems that the Oculus app takes all running Unity Editor instances down when it shuts down for whatever reason. This is an issue for development, as often we need to quit the Oculus app to use social features on Quest, which seems to currently lead to undefined behaviour (e.g. rich presence/destinations go all weird and crazy if someone is trying to use them from Quest while also logged into Oculus Home). It would be great if closing the Oculus app wouldn't just go all berserk and kill any running Unity instances. Note that this applies to both ones that are VR capabable (but not in play mode) and ones that don't even access VR at all, probably because Unity is "theoretically" VR capable.1.2KViews1like1CommentCustomize how Leaderboards appear in the Oculus Dash? [Bug?/Feature Request]
In a racing game, for example, it would be cool to be able to view the leaderboard in the Oculus dashboard and have the score show as times rather than scores. Right now, as far as I know, they must be represented as just an integer. e.g. the time 1:30:48 must be converted to a positive integer such as 13048, which is much harder for users to understand. Is there any way to change this? Additionally, there is currently the ability to deep-link from the Leaderboard to the game. However, the most specific this gets is on a Leaderboard basis, so you couldn't, for example, challenge a specific user's ghost data from there since there's no way to send dynamic metadata based on which player's leaderboard entry is selected.1.6KViews0likes4CommentsOculus Home import error log?
Hello, I'm not sure if this is the right place for this question. If not, I apologize in advance. I'm trying to create custom 3D models for import into Oculus Home. I've been able to create a fairly complex robotic model with simple bone animations to move the eyes around. This works perfectly when imported. However, as soon as I try to skin any part of the armature with vertex weights, Home crashes with no indication as to why. I've pre-validated the glb (github.khronos.org/glTF-Validator/) and there are no errors. I can load the glb in all of the viewers (gltf-viewer.donmccurdy.com, babylon.js, Three.js, 3D Viewer, etc.) and everything looks good. Is there a log somewhere that I can check to see what causes the crash?968Views0likes1CommentHow do I delete ghost inventory?
Hello all, Introducing myself as a beginner developer.... or kid in a candy store ;-) I was able to upload a couple of items that should not have made it past your rules. Support chat (shoutout for their help) had me do a manual uninstall in safemode. That did fix this one part I am not getting reloaded every time I open inventory. However, the files are still available in my inventory and so causing experience issues still. Question: how do I delete the files, or get them deleted? I can provide file IDs until a bigger fix of allowing for a more throughout deletion. I'm using quest+link files where created in maximo and blender and psp and blender and just blender and just.... once I get past this - errrr learning Unity next, If anyone wants to mentor me :-D577Views0likes0CommentsOculus Home Custom Objects - Broken after app re-open
Hello all, I don't even know if this is the best place to ask but I know that the Oculus support won't help with this. Anyway, in an attempt to bring personal 3D models to oculus home I encountered a weird bug. And I think it is worth saying that as a professional 3D artist I understand the workflow regarding glb file creation and limitations. So after a few (5-6) successful models I started getting this error where, on re-open (take headset off, close oculus app, re-open it), all the newly imported models are clearly being shaded incorrectly. At first I thought it was a problem with mesh smoothing, mesh/map/material tangent space settings, uv islands, uv direction, mesh density, but none of this made sense since models were working fine before. More on that later. Even after talking to an Oculus Home Dev (he doesn't work there anymore) he had no idea of what was going on. He was able to replicate the issue on his end, and all he could say is that 'there is something wrong with the server'. On re-open, the imported models are not local anymore. The server is processing the glb file and doing its thing. So taking this into account and after spending too much time on this, my conclusion is that the server is broken in someway where it just ignores the color space of both roughness and normal maps. And worst, it is randomly doing this, so it seems... If you use Substance Painter to export your glb files, you don't get to choose anything, other than DirectX and OpenGL normal baking. This setting will make the model 'look' different, but not in this way. It will only invert the green channel, which you can change manually anyways. But if you use Blender to export the glb files, you can (and you have to!) choose raw/non-color for both of these maps. Leaving them as sRGB will create the same wrong shading. Anyone else running into this? Thoughts? Ideas? I can share the foot model, in case someone wants to test it out. Some images: Dev trying the foot model himself:743Views0likes0Comments