Shared Spatial Anchors - AnchorPersistenceRuntimeIpcServer: Request denied based on storage location
Hello, We are trying to implement the sample scene from this repository: https://github.com/oculus-samples/Unity-SharedSpatialAnchors This way we hope to test the Colocation to ultimately use it in our experiences. However, when creating an anchor and then sharing it, we come across an error on the app logs: "Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors: SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=false SP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554b SP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed! I have tested it on two Oculus Pro and an Oculus Quest 2 without success... Do you have any idea how to resolve this issue (I can't seem to find anything on internet) ? Could it come from a missing Android permission ?3.5KViews0likes7CommentsHow fast "button press" can Oculus Pro Controller track (X,Y,A,B)?
Hi, We are developing a Rocket launcher simulator and we are using a real testing weapon. The firing pin of this weapon is extremely quick and we have registered the pin to hit the button (A button) and retracted within 1/100th of a second. We are experiencing a non-consisting registration of the fire and we are wondering if it might be because of the high velocity of the press. Do you know what the sample-rate for the button press? Do you know if there is a buffer for input?387Views0likes0CommentsQuest Pro passthrough quality considerably drops after some minutes of continuous playing
I'm planning to use passthrough for demonstration using Quest Pro. But there's a problem. The quality of passthrough becomes considerably bad after about 7~20 min of continuous playing. Here's the dropped quality passthrough video, shot with iPhone. https://twitter.com/hammmm/status/1726280296788873293 It looks to me that the latency of chroma channel becomes much larger than that of brightness channel. How to reproduce the problem: * on Quest Pro (firmware v59), enable passthrough at home screen * Don't make the device sleep, or display off. * To emulate this situation, you can put a sticker on proximity sensor, set display off setting to 15min, set sleep setting to 15min. and put device on a table without blocking front cameras. * Wait 7 to 20 min * The quality of passthrough suddenly drops. If the device go into sleep, the problem will be fixed. It's the same on our custom app using passthrough feature. As we're planning to use passthrough continuously for 15 to 20 min, This problem is very annoying.1KViews0likes1CommentPrompt Player Eye Tracking Setup via ADB or API call?
My team is performing a study utilizing the Quest Pro eye tracking feature. Many of our participants are new to VR and we don't want to make them traverse through many menus outside of our experience. Is there a way we can start the eye tracking calibration pop-up prior to starting our demo? It is trivial for us to load our game via an ADB call. Is there a similar method for calling the eye tracking calibrator? Can we otherwise call the eye tracking calibrator via an in-game API call? Are there any options at all to solve this problem aside from manually guiding each of our participants through to start the calibration themselves?1.7KViews2likes2CommentsIs it possible to do teleportation with controllerHands
I'm using InteractionRigOVR-FullSynthetic. I want hands to show even when using controllers. So under LeftControllerHand I have added LocomotionControllerInteractorGroup. I got almost everything working except the Teleport Arc wont update with my controllers position. Thank you so much for anyone who can tell me whether it is possible or not! Thank you!684Views1like0CommentsQuest Pro eye-tracking not working: "com.oculus.bodyapiservice keeps stopping"
I've recently struggled with the eye-tracking function in Quest Pro. Have followed all the suggestions in this forum and still can't have it work. I have downloaded the latest Movement SDK sample, and configured all settings (OVR camera rig; XR plugin management; Oculus plugin setting; Andriod manifest; Oculus App in windows PC). However, I get the app error "com.oculus.bodyapiservice keeps stopping" on the headset. I can either select close app or app info from there. While the "close app" option lets the scene run, the eye tracking/face tracking is not working. Meanwhile there is no error in the unity editor or debug log. I saw people had similar issue very recently and can't to find a solution. I wonder whether more people are experiencing the same and know what might be the problem? Debug and version info: Unity V2021.3.15f1 Oculus XR Plugin V3.2.2 Oculus Integration v46.0 OVRCameraRig - Quest Features (Eye & Body & Face Supported, tried Required too) OVRCameraRig - Permission Requests on Startup (Body & Eye & Face) Thanks, Shu5.3KViews2likes4CommentsLeaving playspace briefly causes Quest Pro body tracking to become EXTREMELY laggy.
I am developing an application for the Meta Quest Pro using Unreal Engine 4.27, and advantage of the body tracking, eye tracking, and facial tracking components. The issue is as follows: When booting into the game, the body tracking works great- as intended. But when the headset leaves the tracking space (even briefly, as long as the 'change guardian' menu shows) the body tracking component becomes VERY laggy. Meaning the avatar is frozen and only updated every second or so. This sometimes will go away on its own, for reasons I'm not sure, but most of the time mandates an app restart to fix it. I know its an issue with the body tracking component, because when I switch the player pawn to the UIController, it has no lag issue (but swapping back to the body-tracked avatar does). I know this is not a unique issue to my project, because behavior is observable in the MovementSample made to demonstrate this technology. I have had a colleague build the engine from github and load the movementsample, and they can replicate this issue as well. Because my application involves using a PC for part of it, stepping outside of the bounds briefly is important- and this issue is becoming a large one. Are there any known solutions?972Views0likes1CommentSharing Anchors failed - oculus_spatial_anchor_cloud=false
Hello, When creating an anchor and then sharing it, we come across an error on the app logs: "Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors: SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=false SP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554b SP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed! Do you have any idea how to resolve this issue (I can't seem to find anything on internet) ? Could it come from a missing Android permission ?1.2KViews0likes2CommentsQuest Pro Controller Art (sketchy looking model?)
Maybe I'm doing something wrong, but I just downloaded the official controller models and the Pro controller is looking kinda wack. https://developer.oculus.com/downloads/package/oculus-controller-art FBX import, basic material using supplied maps. The left side uses normal right side doesn't. Both look really sketchy, especially around the buttons. Any suggestions from anyone who knows what's up?1.8KViews0likes3CommentsQuest Pro getting bluish, washed-out passthrough in Unity app
In my Unity application (built in Unity 2021.3.12f, standard render pipeline, Oculus XR Plugin 3.2.1, Oculus Integration v 46) the color passthrough feed from the Quest Pro comes through with a strong bluish cast, and moderately desaturated. Unless there are strong, well-lit primary colors in the room (like a bright red Solo cup), you could almost mistake the feed for black-and-white. If I double-tap the side to go to general OS-level passthrough, colors come through properly in that mode. This has been the case across multiple Quest Pros, so I don't think it's a hardware issue. And I've used the passthrough in other apps from the App Store and App Lab in which colors looked fine. So I feel like it has to be related to something in my settings in Unity or in the Oculus integration (color space, maybe?). UPDATE: If I set Compositing Placement to "Overlay" instead of "Underlay" then colors come through correctly. But Overlay is unhelpful, because then it blocks everything I'm rendering that's intended to occlude the passthrough. Still not sure why colors are partially desaturated when it's set to "Underlay". Anyone else running into this? Any guidance or suggestions? Thanks!2.7KViews0likes2Comments