Meta Avatars SDK (Feedback/Issues)
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/ Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/70KViews2likes161CommentsSuggestion for Developing an SDK for Meta Ray-ban Glasses
Hey everyone, I'm curious: will there ever be a developer kit (SDK) available for Meta glasses? I think the glasses are great, but there's not much to do with them right now. So, I thought, why not build a community around it? If Meta releases an API or something that other apps could call or interact with indirectly (since it seems there's already a service running in the background), this could enable commands from third-party apps. This way, you could allow users to develop their own apps and further customize the experience. For example, let's say I want to do something customizable, like turning on my smart lights using the command "Hey Meta". My own app could register a command (or more than one) so that whenever I say "Hey Meta, [do something]", this command triggers (it could be a post or a deeplink) that my app could receive and then perform the desired action, only for that command. And if this API allows me to use the camera live, like we do in Instagram livestreams, the possibilities would be endless. Think about it, everyone. I really want to build custom experiences with this, so please consider releasing an SDK for Meta glasses. Thanks!62KViews41likes29CommentsVirtual Reality SDK Oculus failed to initialize.
Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR. the versions I'm using are these: Unity 2017.3.1f1 ovr_unity_utilities_1.24.0 OVRPlatformSDK_v1.24.0 ovr_avatar_sdk_1.24.0 I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/ When I put play in my game the following messages appear in my console: -Virtual Reality SDK Oculus failed to initialize. Attempting to enable None instead. -Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0. UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904) The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing. I've made every step from 'Create an App' to 'Configuring Your App for Local Development', but I get stuck in the 'Initialize the SDK and Perform the Entitlement Check' step, basicly that step asked me to create a script for initialize the SDK with my appID but I have no idea how to use it, or if I have to use it. I created a script like this: using UnityEngine; using Oculus.Platform; public class AppEntitlementCheck: MonoBehaviour { void Awake () { try { Core.AsyncInitialize(); 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(); } } void GetEntitlementCallback (Message msg) { if (msg.IsError) { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Debug.Log("You are entitled to use this app."); } } } Could you explain to me why these error still appearing and if there's a solution? I'll give thanks to everyone who support me in this topic. :smile:36KViews0likes44CommentsCheck if an object is grabbed
Hello guys. I can't find a way to check if an object is grabbed or not, a boolean that is true if it is grabbed and false if it is not. The attached image is the components that the object that I want that variable to have. I'm using Oculus sdk Integration in Unity 2020.3.10. Any help is appreciated. Thank youSolved26KViews1like16CommentsGNU/Linux plans?
So... now that the CV1 release is behind us, it's time to ask again: are there any specific plans for porting the new SDK/runtime to GNU/Linux? I'm still using SDK 0.5 with my DK2, and I don't have a CV1, but it would be nice to get official GNU/Linux support again, and know that we can release VR apps for consumers on the platform.11KViews1like30CommentsAndroid Studio unable to build any projects in SDK/Build instructions incorrect
After spending probably 8 hours trying to install and configure Android Studio I have come to the conclusion that either the SDK or instructions for building any of the SDK samples are outdated. Is there any plan to update the instructions for ones that might work? For example, any instructions related to the NDK or the "Project Structure" window is pretty much totally incorrect. I have had to literally uninstall and re-install Android Studio 4 times today. If I had to list specific errors, there would be at least 10 different mismatches and errors, like NDK is missing a "platforms" directory, Task 'prepareKotlinBuildScriptModel' not found in project, and many other unsolved/undocumented issues.11KViews5likes11CommentsSuggestion: Allow apps to request permission to access camera feed(s)
The developer blog says: "We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases: A camera app for taking pictures/recording video in 3D Mixed reality experiences that implement computer vision algorithms to react to things in the real world A more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filters Trippy effects that go beyond the pre-existing filters in the SDK I'm sure there are many others as well. From my understanding, none of these use cases are currently possible on the Quest, even though there's no reason they shouldn't be with the hardware that's present. I couldn't even code it for my own experimentation unless I find some way to root the headset, which is annoying as I spent $1,500 on a Quest Pro and shouldn't be prevented from using its hardware as I please. So what I recommend is adding an API for accessing this raw image data, which would of course only work if the user grants permission to the app. Apps can already do this on smartphones with no issues, so I don't see how the Quest would be any different. The Oculus Store, of course, can also set policies as necessary, such as requiring apps to keep the image data on device whenever possible, and to never send it to a remote server without the user explicitly giving permission. I'd have posted this in the SDK Feedback section, but for some reason it says I'm not allowed to start a thread there, so I'm posting it here instead.10KViews30likes17CommentsGetting to Android 32 with Unreal 4.27.2
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2 A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some pain Updating to API 32: - using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed) - Tools stay at 29 - we have 29.0.2 and 29.0.3 installed - Use the editor to set your android API to 32 Now problems we had with 32.. -Sideloads of builds installs didn't work, -Dev builds couldn't save logs -We couldn't launch one app from another Sideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs Near the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/"; Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/" Also in that same method near the top.. make this always true.. bool bNeedGrantStoragePermission = true; //bRequireRuntimeStoragePermission && !bIsDistribution; To get logs and general functioning working: Some tags need to be added to DefaultEngine.ini, (..some of the following may not apply to all apps..) [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bUseExternalFilesDir=true +ExtraManifestNodeTags=xmlns:tools="http://schemas.android.com/tools" +ExtraApplicationNodeTags=tools:replace="android:name" (the above is needed if you use Vivox later releases) +ExtraApplicationNodeTags=android:allowBackup='false' ExtraApplicationSettings= +ExtraActivityNodeTags=android:exported="true" ExtraActivitySettings= +ExtraPermissions=android.permission.INTERNET +ExtraPermissions="com.qti.permission.PROFILER " +ExtraPermissions=android.permission.WRITE_EXTERNAL_STORAGE +ExtraPermissions=android.permission.READ_EXTERNAL_STORAGE +ExtraPermissions=android.permission.WRITE_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_MEDIA_IMAGES +ExtraPermissions=android.permission.READ_MEDIA_VIDEO +ExtraPermissions=android.permission.READ_MEDIA_AUDIO +ExtraPermissions=android.permission.ACCESS_MEDIA_LOCATION +ExtraPermissions=android.permission.MANAGE_EXTERNAL_STORAGE bAndroidVoiceEnabled=False Also to get the logs saving on the device, we could not see how to grant permissions to save them where it usually wants to. I think that is truly locked off, but instead change the destination to use "Downloads" instead of UE4Game as the root.. In AndroidPlatformFile.cpp //#define FILEBASE_DIRECTORY "/UE4Game/" #define FILEBASE_DIRECTORY "/Download/" Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the <queries> for ref) Text.AppendLine("\t\t<intent>"); Text.AppendLine("\t\t\t<action android:name=\"android.intent.action.MAIN\" />"); Text.AppendLine("\t\t\t<category android:name=\"android.intent.category.INFO\" />"); Text.AppendLine("\t\t\t<category android:name=\"com.oculus.intent.category.VR\" />"); Text.AppendLine("\t\t</intent>"); Text.AppendLine("\t</queries>"); This lets our app discover and launch other apps. Hope this helps some one else! DR -6.9KViews9likes13Comments