Please have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.31Views0likes1CommentPre-Existing Kotlin Android App - Unable to upload without Oculus SDK
Hi, I have an existing android application written in kotlin which I wish to upload to the quest store. I have built and run the application on a headset locally and it all works perfectly. Upon uploading to the store i get the error "* Oculus SDK not found or older than 1.0." The app does not include the Oculus SDK or similar as it is not needed. It does not take advantage of any headset specific features and is just your standard 2d app. Is bundling the sdk in required to upload to the store? If so is there documentation on how to do so with an existing kotlin app as all the documentation is largely around apps containing native code and doesn't provide clear guidance on this use case. I've considered grabbing the OpenXR samples and smashing that together with the existing app. Is this a reasonable approach? It seems over the top especially for an app that won't require the SDK (for now). Thanks, Nathan946Views1like2CommentsOculus Spatial Anchor drifts in the Passthrough space
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!2.3KViews0likes4CommentsPasstrough over link not working
Hi guys, I’ve been trying to debug unity with meta quest play mode without any luck. I’ve followed the instruction at the webpage https://developers.meta.com/horizon/documentation/native/android/mobile-passthrough-over-link/but still after setting up the link and entering play mode within the app the world around me appears black. Is anyone able to help me? My project has an XR origin correctly set up and all the game objects needed to make it work, If I deploy the build inside the meta quest it works just great but with link I don’t have passthrough. I need it to debug some AR feature that I can't test inside the editor, can anyone give me an hand?319Views0likes0CommentsHow to fix Meta Quest link not being set as the default OpenXR runtime?
Over time I tried to change it, but nothing happened, I tried going into the administrator mode, but it still didn't solve my problem, I tried to watch YouTube videos to follow their steps but it still just wouldn't work. Any ideas on how I can fix this issue?1.2KViews1like1CommentOpenXR's XR_FB_display_refresh_rate extension only returns 60Hz and 72Hz for Quest 2
Built OpenXR SDK 1.1.38 from source, using that for a native Android application using a custom engine. xrEnumerateDisplayRefreshRatesFB only returns 60 and 72 Hz, and trying to request 90Hz using xrRequestDisplayRefreshRateFB returns XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FBSolved1.1KViews1like2CommentsAccessing Player's Oculus Username and Displaying it in-game.
Hello, I'm developing a multiplayer VR game for Quest and Windows PCVR. Unity 2023.2.19, XR Plug-in is set to OpenXR, latest XR plugins, and Meta XR Platform SDK 68.0.0. I've only pieced together loose information online to make this system for grabbing and displaying the player's Oculus/Meta/Account username, but I need help because it's not working. I'm going this route because I don't want to add moderation and check for unique usernames if Meta already has these systems. I made sure that the Meta XR Platform SDK was in my project which is the only Meta package I have: Meta XR Platform SDK | Integration | Unity Asset Store It builds and runs fine, it authenticates successfully thanks to the instructions from here: https://developer.oculus.com/documentation/unity/ps-entitlement-check/ try { Core.AsyncInitialize(appID); //Their docs had "Platform.Core.AsyncInitialize(appID), but their example only had ()" Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } // Called when the Meta Horizon platform completes the async entitlement check request and a result is available. void EntitlementCallback (Message msg) { if (msg.IsError) // User failed entitlement check { // Implements a default behavior for an entitlement check failure -- log the failure and exit the app. Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else // User passed entitlement check { // Log the succeeded entitlement check for debugging. Debug.Log("You are entitled to use this app."); // From https://communityforums.atmeta.com/t5/Unity-VR-Development/How-do-i-access-oculus-username/td-p/889007 Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); } } private void GetLoggedInUserCallback(Message msg) { if (!msg.IsError) { User user = msg.GetUser(); Oculus_userName = user.OculusID; Oculus_displayName = user.DisplayName; PlayerUsernameWeWillSet = Oculus_displayName; } else { setDefaultPlayerNameInstead = true; } } But when I try to use PlayerUsernameWeWillSet, it's not null or empty because I have checks to set it to a generic player name instead. I know it can take a few seconds, so I have logic to rerun a coroutine every so often trying to see if we got the username but it's still not getting it. My PCVR version is working with a username I'm grabbing from a different source, it displays properly in a text field. Maybe you see the problem, but if you don't you can help me know how to debug this and get a log after building it as an APK which I haven't tried yet. Thank you.1.4KViews1like5Commentsv69 breaks OpenXR cubemaps with compressed textures
Our application creates a XR cubemap layer and applies textures to it. The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR. The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format. Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space. This functionality broke also on our *published* version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke on v69, We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer. Some additional observations: Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work. Using PNG files for the cubemap does work (GL_RGBA8). Disabling layers also works. Loading other textures with the same formats works (we do it for the controllers).322Views0likes0CommentsColocation for Mixed Reality
Hello, I'm trying to make a local mixed reality board game between to players on the Quest 2. Currently I am using the colocation building block and Netcode for game objects to achieve this, my players are connecting but they aren't aligned to where they are in space. It's close but they also might be moving on the wrong axis? When the player moved on the x-axis in the room, they are moving on the z-axis according to the headset. In addition, In the NGO Network Boostrapper component of the Colocation object, I have an default sphere as the Anchor Prefab, any insight on the goal of the Anchor Prefab parameter and what I should be putting in there would be appreciated.635Views1like0Comments