Quest microphone, usable in windows
Hi, I would love to be able to use the quest microphone (I'm on quest 2) in windows, straight from startup (Quest Home Screen). I need it for OBS - So I can communicate with my viewers, while streaming (on twitch), without the need to be in any other app. like SteamVR + Stream Link. (Or the oculus web casting) Said in another way: I would like to be able to use the quest microphone in windows, without the need to cast anything. - Also the ability to easily adjust the microphone & headset audio levels independently, from inside the headset, would be awesome. Best Regards JB1.8KViews0likes3CommentsMeta XR Audio SDK multi platform support: Mac, IOS, Linux, PSVR...
At the moment the Meta XR Audio SDK doesn't seem to work for other platforms than Windows or Android. This is very important for multi platform development so that one can use a single spatial audio solution. Because finding the right settings, baking meshes for acoustic ray tracing and so on can take a long time and supporting different solutions is unrealistic. If anyone knows how to use the Plugin on Mac or IOS please share your knowledge. 🙂795Views0likes1CommentIs it possible to build a Quest app with macOS?
With the Vision Pro out I know Meta does need developers and I do see Quest 3 as a better value for money. I am curious to know if it is possible to develop Quest 3 apps on the Mac or is WebXR the only path? Tons of developers that are non-game devs are on Macs so I am curious to know if it is possible or if Meta will issue an update in the future on this!782Views0likes0CommentsGame crashes on startup - Unreal 5.2.1
Hello, I've been trying to get this working for a while now but haven't gotten it to. This happens no matter which project template I use. This time I made a VR project and then just added meta XR and made all the changes in settings that are needed. then when building everything seems fine until I try to open the app up on my quest 2 where it just fades the screen to black and then immediately puts me back in my home environment. I get this in the logs when it crashes. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: === Critical error: === [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Fatal error: [File:./Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 7173] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Missing global shader FHardOcclusionsPS's permutation 0, Please make sure cooking was successful. [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56AFCD0 libUnreal.so(0x0000000013608CD0)!VerifyGlobalShaders(EShaderPlatform, ITargetPlatform const*, bool, TArray<FShaderType const*, TSizedDefaultAllocator<32> > const*, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> > const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56B285C libUnreal.so(0x000000001360B85C)!CompileGlobalShaderMap(EShaderPlatform, ITargetPlatform const*, bool) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1589DC libUnreal.so(0x000000000B0B19DC)!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD141B08 libUnreal.so(0x000000000B09AB08)!AndroidMain(android_app*) [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1504B8 libUnreal.so(0x000000000B0A94B8)!android_main() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077BD1862B8 libUnreal.so(0x000000000B0DF2B8)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2B371DC libc.so(0x00000000000DF1DC)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000078E2AE32F0 libc.so(0x000000000008B2F0)![Unknown]() [] [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [2023.11.08-22.11.57:832][ 0]LogExit: Executing StaticShutdownAfterError [2023.11.08-22.11.57:832][ 0]LogAndroid: FAndroidMisc::RequestExit(1) Sorry if I'm missing something I should know, I'm new to unreal since ive been doing unity forever2.2KViews0likes2CommentsDllNotFoundException: OVRGamepad on Mac / Unity
I'm on an Apple Silicon Mac When hitting play in the Unity editor, I get this error repeating over and over DllNotFoundException: OVRGamepad assembly:<unknown assembly> type:<unknown type> member:(null) I just want to test my game in the editor using OVR Headset Emulator keyboard controls, but it refuses to work due to this error. Tons of other people getting this same error as seen on the Unity Forums: https://forum.unity.com/threads/preview-game-in-mac-m1-max.1250917/1.9KViews2likes1CommentOculus Spatializer on Mac
I love developing for Quest on the Mac, everything works super well except for... Oculus Spatializer. I've been in touch with Oculus support on this issue. Oculus support's reply was that they don't have a mac. Basically it doesn't work on Intel mac and crashes on Silicon machines. Does anyone know how to get the Oculus Spatializer on mac working? If I install "Oculus Integration" from the Unity Asset Store, I get many Spatializer errors but it will build. Oculus Spatializer won't appear in the Audio settings of unity. Unity 2021.3.8f1 Oculus XR 3.0.2 Mac OSX 12.6 Intel Running the bare bones Oculus XR Plugin 3.0.2 & OpenXR plugin 1.5.1 I get build errors about the Oculus Spatializer.1.5KViews0likes1CommentDevelopment on Apple silicon M1 pro/max chips
Hi guys, two questions about development on new Apple M1 pro/max macbooks: Is it possible to connect/detect Oculus and render VR application using internal GPU? Is it possible to remote debug VR application (using Chrome debug or other tools)?1.9KViews3likes1CommentOculus Link for VR Preview - (#feature-request)
Hi there, I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable. I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical. It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App. So can we either; 1. Get an Oculus app/link for mac 2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app) 3. Point me in the direction of a setup that un-greys this VR Button! Thanks in advance to any help, official or otherwise! Thanks! 🙂 Jon1.8KViews0likes3CommentsUnity 2021.2.5 Arrays Uneditable in Inspector [Mac]
I'm following along with the "Build Your First VR App" Tutorial, and I'm running into an issue where an array that I created called "WallMaterial" in a Script is blank uneditable. The code for the script and an image of the inspector are below. Does anyone have a solution? Is it a bug in the Unity version? I am using Unity 2021.2.5 for Mac. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ColorController : MonoBehaviour { public Material[] wallMaterial; Renderer rend; //Appears in the Inspector view from where you can assign the textbox public Text displayText; // Start is called before the first frame update void Start() { //Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = ""; } //Called when the ball collides with the wall private void OnCollisionEnter(Collision collision) { //Checks if the player ball has collided with the wall. if(collision.gameObject.name == "player-ball") { displayText.text = "Ouch!"; rend.sharedMaterial = wallMaterial[0]; } } private void OnCollisionExit(Collision collision) { if(collision.gameObject.name == "player-ball") { rend.sharedMaterial = wallMaterial[1]; displayText.text = "Keep Rolling..."; } } // Update is called once per frame void Update() { } }    835Views1like0Comments