Event when the Headset is locked/turned off
I needed to run part of a code when the headset is locked or turned off. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button. Does anyone know how to accomplish this?417Views0likes0CommentsUnity Oculus: Avatars disappear/ grabbing doesn't work when the HMD is unmounted and then mounted
The detailed situation is as follows. When I put on the HMD and start the app, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during the app , wait a moment, and then put it back on, the controller and hand functionality doesn't work properly. My app has some objects with grabbing facility, it doesn't grabs properly after remounting again (works properly the first time).466Views0likes0Commentsoculus 2/3 unity app fail to sending email or upload ftp File
I don't know if this is the right place but I need help, I am making an application in unity with quest 2 and 3, the application has several scenes with different tests and accumulates results and saves them in a jpg/png image file and in a PDF. This file must then be sent by email or uploaded to an FTP, or in some cases both. When testing the application at run time from the PC through Airlink or cable the scripts and configurations work perfect, it sends the emails through a gmail service and uploads the files to my personal host through an FTP configuration. But when I compile the app, nothing works, it does not send the emails and does not upload the files to the FTP, in both cases it says access denied. as if it could not read the files inside the data persitency folder or if the app could not have access to the outside through internet I would like to know how to solve this, since it is necessary that the app does what I need it to do. Thank you very much.634Views0likes0CommentsQuestion about Spatial Anchor saving
Hello Everyone, I am currently trying to work with shared spatial anchors, and what i wanted to do is basically understand, when i save a spatial anchor by saving it's Uuid, what information am i actually storing? If i were to provide another device with that same Uuid, what would happen? Would it be able to restore the anchor to its position in the real world? And if not, would there be any data i can share to make that happen? All in all, my objective is to save the position of an anchor (locally if possible) on one device, then restore it on another device when it installs the app (provided the scene is the same OR the scene anchor it creates is similar (not sure that's an option). Thanks in advance to any repliers!1.8KViews0likes3CommentsStuck at Quest Link home view
Hi, quest link is properly connected and running the home view (with infinite empty space and QL panels) but when I hit the play button on Unity the app try to launch since I see a half sec black screen then it immediatly returns to QL home and computer view displaying Unity in play mode. Tested with different apps of my own and other templates. Everything was working fine before last oculus updates. Same issue occurs on Quest2, Quest Pro and Quest 3 headsets. Please help!634Views0likes0Comments[Unity, Bug] TryGetFeature(CommonUsages.deviceAcceleration) returns a zero Vector3
Hi, With both Oculus Quest and Oculus Quest 2n in Unity 2021, 2022 (LTS versions), TryGetFeature(CommonUsages.deviceAcceleration) returns Vector3.zero. It is also the case with all acceleration features (rotationAngularAcceleration). This is the case for both handlers and for the helmet. It works perfectly with Unity 2020 (with the same code), and whatever the version, it works for all other tested features (UserPresence, devicePosition, deviceVelocity, deviceOrientation, deviceAngularVelocity. Please not that I don't want at all to compute it from the deviceVelocity. The information I need is the acceleration measured by the handler accelerometer. Has anybody encountered and solved this issue ? Is this a known bug ? Thank you all Renaud828Views0likes0Comments[Unity] Instantiate prefab while selecting an object
Hi, How can i instantiate a grabbable prefab when i select a grabbable object? For example, i would instantiate on my hand a sphere after i grabbed a cube, without move the cube. The instantiated sphere will be a grabbable object of course, so i can interact with the world or simply throw it 😄841Views0likes0CommentsUnity multiplayer
Hello, I'm Actively working on my university senior project. I planned to make a 3D online virtual classroom ising unity. I have sone questions regarding unity multiplayer. 1- Do I have to use 2 or more headsets to test and run the game? ( I have only one) 2- Does quest 1 will support all the functions and packages supported by quest 2? ( I have quest 1) 3- what advices would you like to give me.774Views0likes0CommentsExternal sensor for Meta Quest 2
HI, I would need to add external sensors such as SteamVR Pro Tracker, "gloves" or other kind sensors for a VR application created with Unity. I would like to know if it is possible to add this kind of sensors and if so which ones are actually compatible with Meta Quest 2, or if Meta has created additional sensors in addition to the native hands tracking. Is it possible to use them without using a computer (Quest Link)? An example would be tracking real objects for their use in VR1.1KViews0likes0CommentsDefault Avatars are showing instead of user's avatar in Rift App
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity. Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID. The same oculus email ID is being used for the login inside Unity as well. I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID. Please let me know if anybody has resolved this issue. Thanks.934Views1like0Comments