Hello! I'm having trouble with user identification.
Authentification request sends Oculus User ID: 0 even though all permissions are valid in developer dashbpard. My code: using Oculus.Platform; using Oculus.Platform.Models; using UnityEngine; public class UserIdentification : MonoBehaviour { private void Awake() { Oculus.Platform.Core.AsyncInitialize("227131****73792"); } private void OnOculusPlatformInitialized(Message<string> message) { if (message.IsError) { Debug.LogError("Oculus Platform initialization failed: " + message.GetError().Message); } else { Debug.Log("Oculus Platform initialized successfully."); // You can now safely use Oculus Platform functions here. } } private void Start() { // Call the method to get the user information GetUserName(); } private void GetUserName() { // Request the currently logged-in user's information Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { // Retrieve user information User user = message.Data; string userName = user.ID.ToString(); // Oculus User ID string displayName = user.DisplayName; // Display the user information Debug.Log("Oculus User ID: " + userName); Debug.Log("Display Name: " + displayName); } else { Debug.LogError("Error getting user information: " + message.GetError().Message); } } }948Views3likes1CommentUser Setting: Enable / Disable Passthrough Camera For Apps
I think the decision to allow or disallow access to the tracking cameras should be a user decision. Therefore in the settings I would like to see options to enable or disable application access to the tracking cameras and the guardian system point cloud. This may require new application permission such as "Allow This Application Access to Tracking Cameras" and of course: API access to said capabilities. This would be no less of a security risk than allowing the device to access my microphone, my videos folder, my photos or my general FB account information and adding these features would enable mixed reality applications.1.8KViews2likes1CommentCross-Platform Advice / Guidance
Hi, I'm currently building VR projects in Unity3D and I realize that an Android build is needed for the Quest, while a PC build supports the Rift and other tethered devices; is there a best place to start if I'd like to build projects that eventually support the Quest, Rift, and Steam platforms? I'm aware of SteamVR, OpenVR, and Oculus Integration asset, I'd like to stay organized with my approach, and any advice is appreciated? Additionally, for headsets like PSVR and Samsung Odyssey, is there a preferred approach that optimizes cross-platformability and adopts a "work smarter, not harder" methodology so that precious development hours aren't unnecessarily misallocated for optimal productivity? Thanks and take care582Views2likes0CommentsHand Tracking Bone Position
I need to be able to access the hand tracking bone ID data and save it for offline analysis. I have seen that it can be retrieved from the hand information as an OVRSkeleton list but I would like to extract that information to use later on. So, I need to be able to read and store all the hand position data in a Unity scene... Anyone has been able to do it? I hope someone can help me out here... Thanks 🙂1.7KViews1like0CommentsOculus screen casting in custom web application
I'm trying to create a web application (for PC) that will display the screencasting from Oculus Quest. I don't want to create any native application for oculus to catch the stream, so I tried 2 approaches: Create a webpage for Oculus with screencasting option and then using webrtc stream it to the browser on PC - but this doesn't work I cannot get the screen stream - Oculus browser (based on Android Browser) doesn't support Screen Capture API - Use Oculus Casting (this which works with oculus.com/casting or mobile Oculus application). Still, I cannot find any API documentation for that. I've tried to check how the oculus page works - it uses the webrtc under the hood, but when I tried to use the webrtc offer taken from graph.oculus.com/graphql - I get the following error: ERROR Error: Uncaught (in promise): InvalidAccessError: Failed to execute 'setRemoteDescription' on 'RTCPeerConnection': Failed to set remote offer sdp: Called with SDP without DTLS fingerprint. Error: Failed to execute 'setRemoteDescription' on 'RTCPeerConnection': Failed to set remote offer sdp: Called with SDP without DTLS fingerprint. that means that the sdp from Oculus API doesn't contain the fingerprint. I tried to find a way to disable this chrome security check using the --disable-webrtc-encryption , but it doesn't work.. Have you any other suggestions or hints?2.7KViews1like3CommentsCan the Login with Facebook function be used in the Oculus Quest?
I have to use the Login with Facebook function using the Facebook SDK in Unity3D. It works normally on Android phones. But in the Oculus Quest, the loading indicator is loading infinitely where the FB module should come out. Does the FB SDK work in the Oculus Quest? I want to know how to use Login with Facebook function in the Oculus Quest.2.2KViews1like4CommentsIs it possible to have 2 people playing in the same VR Coaster instance?
Good Morning everyone, i'm Gabriel from Tech-E Simulation Company and recently we've started a project that consists in a motion plataform with 2 seats for a Roller Coaster simulator, using 2 Oculus Rifts/2 Computers (as we already know that 2 Oculus doesn't work on 1 Computer). The thing is, there is a way to put these two computers in the same instance of a VR Coaster game? Because the ideia is to have them experiencing the same Coaster/Motion Plataform, but each one with your own Oculus Rift, just like this one on the following video: https://www.youtube.com/watch?v=LRAMJljonfs For now i've found out only 1 software with multiplayer support called Epic Roller Coasters, but it doesn't have a lot of content, it's limited to 4 coasters only... So this is the point, first, can we achieve this idea of 2 Oculus on the same Motion Plataform/Instance of the game and second, wich softwares would support this? Thanks in advance, a nice day for you all. Att, Gabriel Almeida590Views1like1CommentRemote Meta Avatar Loading with Invalid Access Token Locally
Hi, when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck). That thing should not happen because the remote user has an avatar and has a valid token as well. Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken). I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution. Has anyone faced this issue? Thanks in advace for any help.1.1KViews1like0Comments3 yrs off "Oculus" - Return to this "Meta" dystopian corporate platform.... help!
1 - Why do I have to create a Nintento Mii mandatorily before just getting to the basic menus, I'm not 12. 2 - Where is my library I built when Oculus was good? Or is that just.... "gone for my benefit of experience?" 3 - Is Oculus Lounge still a thing, do I have a cool customizable home that feels warm and inviting and has a few mini games to reacclimate to VR, or is Home just that endless, empty, soulless void now? 4 - Have you guys considered building a help + support system UI for ease of use by humans, or..... ?933Views1like0Comments