Cannot run OpenXR in the Meta Quest Desktop App
Hello there, In the Oculus desktop application, i cannot set the oculus to run OpenXR and when clicking the button shown in the snapshot I've included nothing happens. You will find that the runtime says "none". I am trying to use my Oculus Quest 2 with Twinmotion but Twinmotion doesn't recognize that I have any VR headset connected, which I believe may be due to this OpenXR issue. I've already attempted to run the application as administrator and I tried to refresh the Oculus VR Runtime Service from services on my computer by stopping and restarting the task. My graphics card is up to date, and my device meets the requirements mentioned on the website (although the desktop application insists that it doesn't, somehow). Please advise as to how to proceed with this frustrating issue.2.1KViews0likes2CommentsMeta Horizon Oculus Quest 2 app connection problem
Hello. I have 6 Oculus Quest 2 headsets and ı am trying to connect them all together in one Meta Horizon application. I faced with a problem when ı am trying to connect them to my app. I connect them but when ı enable developer mode and send them my own apk they disappears. How can ı fix this problem . I need to see all my 6 headsets online and reachable when ı am open the meta horizon application.344Views0likes0CommentsOculus making Game Show games?
Can Oculus make Game Show VR games like. Wheel of Fortune, The Price is Right, Press Your Luck, and Deal or No Deal with a Community Leaderboard and Online Multiplayer options? I think it would drastically increase revenue for Oculus and also create more long lasting games to continuously play for people. I know for sure it would bring new people into buying and playing Oculus VR. Please and thanks in advance!!!2.1KViews2likes2CommentsIssues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false
Hello, I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem: With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried: * Enabling and disabling various combinations of settings for supports depth and no alpha channel. * Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true * Updating to the latest version of Unreal Engine and Oculus SDK. * Using masks instead of alpha transparency. * Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question: Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency? I would appreciate any help or recommendations on how to resolve this issue. Thank you!658Views0likes0CommentsChange Meta avatar transparency
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading:3KViews3likes5CommentsNew Oculus Quest tutorial in Unity? (2024/23)
Hello. I am working on a new project for my thesis in VR using Unity (version 2022.3.13f1). It's been 1 year since I have not worked on XR. I am finding it difficult to catch up with tutorials that are now too old for the development of new applications in Unity (e.g., the tutorials I used to follow to create VR apps were using this Oculus integration that is now deprecated and if I would upgrade I cannot make the player move). Can anyone advise me on what new tutorials are out there to build VR applications in Unity? I have an Oculus Quest 2. Thank you!4.2KViews0likes3CommentsCustom Bluetooth input sensor / controller
Hi everyone, I'm developing project on Oculus Quest 2 with Hand Tracking in Unity. I need to provide additional input value from external sensor. Input value is just user's pressure on the sensor: may be float with 0.0 - 1.0 values. No movement, rotation or anything else. One sensor and one float value. Now I'm making it long way around using sensor with Arduino + WiFi and local server pairing but need something "less delayed". Have You ever tried to make Your custom Bluetooth controller / sensor to connect to Oculus Quest 2 and use it in Unity?1.7KViews0likes1CommentGlasses problem!
The original problem of scratching the surface with glasses is temporarily solved with a set of silicon spacers. The awkward part is that there are two different attachments for each eye (the hard plastic and the silicon), and sometimes they are dislocating on their own. The NEW PROBLEM has appeared: the air circulation is compromised! My eyes are boiling inside! The glasses are fogging very quickly. How much more money do we need to invest to fix the Oculus VR product? Also, Oculus should have thought about this before. Expensive vision glasses are already ruined. I am not sure what else I can do to progress with this “glasses situation." I am not ready to keep investing in this Oculus product.599Views0likes0CommentsHow do I get the coordinates of the oculus surface panels?
Hello! Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup. Is that possible?792Views0likes0Comments