Additional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.933Views2likes1CommentQuest pro eye tracking vergence
Hi all. I finally got Eye tracking to work on my unity project (after updating my developer account on the phone app). Now I'm rendering the gaze rays from my eyes and testing eye independence and vergence. In all of my testings the vergence is nearly constant, regardless of whether I'm focusing on an object one inch or many feet away. However, gaze rays should be nearly parallel when focusing on very far away objects, and almost 90 degrees from each other when focusing on very close objects. That doesn't happen at all. The two rays are correct in that they both point in the direction my eyes were looking, but it seems Meta is not using each eye's data independently to determine the eye object rotation even though that's what the gaze script implies to be doing. My hypothesis is the algorithm uses something like a cyclops eye gaze calculation and then points both eyes towards a pre-established focal point on the cyclops ray. If that's the case then that's a problem because I'm using eye tracking precisely to discriminate between the user focusing on nearby or far away objects that may be aligned with the cyclops eye ref. I need the vergence angle for that, but it seems to be constant.3.8KViews4likes7CommentsCustom Android Manifest doesn't allow game to open
Hello, I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers) I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers) So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do? <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.mycompany.myapplication" android:versionCode="1" android:versionName="1.0" android:installLocation="auto"> <uses-sdk android:minSdkVersion="29" android:targetSdkVersion="32" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="true"> <activity android:screenOrientation="landscape" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode" android:launchMode="singleTask" android:resizeableActivity="false" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.ossplash.background" android:value="black" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" tools:replace="android:value" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> <!-- Added metadata lines --> <meta-data android:name="com.oculus.dualcorecpuset" android:value="true" /> <meta-data android:name="com.oculus.trade_cpu_for_gpu_amount" android:value="-1" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> </manifest>1.3KViews0likes3CommentsCrash When Creating Spatial Anchors on Meta Quest Pro
I've been working on a project with Unreal Engine5.3 and the Meta Quest Pro, focusing on implementing spatial anchors. However, I'm encountering a consistent crash every time I attempt to create a spatial anchor. This issue is critical for the functionality of my project, and I've been unable to find a workaround. Here's a brief overview of the problem: Device: Meta Quest Pro Engine: Unreal Engine 5.3 Issue: The application crashes when attempting to create a spatial anchor. Error Log: Attached file I've ensured that all my software is up to date and have followed the official guidelines for implementing spatial anchors. Despite this, the issue persists. Has anyone else encountered this problem or have any insights on what might be causing the crash? Any suggestions on how to resolve this would be greatly appreciated. Thank you in advance for your help and suggestions. <log Shortcut> 00 pc 0000000010eea470 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchorManager::CreateAnchor(UE::Math::TTransform<double> const&, unsigned long long&, UE::Math::TTransform<double> const&)+104) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #01 pc 0000000010ee684c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (OculusXRAnchors::FOculusXRAnchors::CreateSpatialAnchor(UE::Math::TTransform<double> const&, AActor*, TDelegate<void (EOculusXRAnchorResult::Type, UOculusXRAnchorComponent*), FDefaultDelegateUserPolicy> const&, EOculusXRAnchorResult::Type&)+724) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #02 pc 0000000010ee64d8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UOculusXRAsyncAction_CreateSpatialAnchor::Activate()+212) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #03 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #04 pc 000000000a06499c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::CallFunction(FFrame&, void*, UFunction*)+5012) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #05 pc 000000000a071eb4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessContextOpcode(FFrame&, void*, bool)+156) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #06 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #07 pc 000000000a0652f8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*))+864) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #08 pc 000000000a06721c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*)+2624) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #09 pc 000000000a065e78 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (ProcessLocalScriptFunction(UObject*, FFrame&, void*)+888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #10 pc 000000000a065a0c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessInternal(UObject*, FFrame&, void*)+340) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #11 pc 0000000009dbdae0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UFunction::Invoke(UObject*, FFrame&, void*)+124) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #12 pc 000000000a06ba5c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UObject::ProcessEvent(UFunction*, void*)+6376) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #13 pc 000000000e670994 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AActor::ProcessEvent(UFunction*, void*)+764) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.755 DEBUG #14 pc 000000000aa32d88 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (void TScriptDelegate<FNotThreadSafeDelegateMode>::ProcessDelegate<UObject>(void*) const+248) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #15 pc 0000000010b1b7b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEnhancedInputActionEventDelegateBinding<FEnhancedInputActionHandlerDynamicSignature>::Execute(FInputActionInstance const&) const+276) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #16 pc 0000000010b00d6c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UEnhancedPlayerInput::EvaluateInputDelegates(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool, TArray<TTuple<FKey, FKeyState*>, TSizedDefaultAllocator<32> > const&)+6880) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #17 pc 000000000fea2258 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UPlayerInput::ProcessInputStack(TArray<UInputComponent*, TSizedDefaultAllocator<32> > const&, float, bool)+404) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #18 pc 000000000f7ca09c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::ProcessPlayerInput(float, bool)+2092) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #19 pc 000000000f7c80c8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickPlayerInput(float, bool)+1216) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #20 pc 000000000f7c7ad4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::PlayerTick(float)+96) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #21 pc 000000000f7d3a00 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (APlayerController::TickActor(float, ELevelTick, FActorTickFunction&)+2888) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #22 pc 000000000e66db40 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+1840) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #23 pc 000000000fd714a4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+480) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #24 pc 000000000fd70e90 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool)+912) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #25 pc 00000000093b7ff0 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+2128) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #26 pc 00000000093b63b4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+272) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #27 pc 00000000093b5168 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type)+1188) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #28 pc 000000000fd69900 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool)+2608) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #29 pc 000000000fd6459c /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FTickTaskManager::RunTickGroup(ETickingGroup, bool)+204) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #30 pc 000000000f2592c4 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UWorld::Tick(ELevelTick, float)+9192) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #31 pc 000000000ef5dee8 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (UGameEngine::Tick(float, bool)+4304) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #32 pc 000000001089d244 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (FEngineLoop::Tick()+21932) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #33 pc 0000000010896074 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (AndroidMain(android_app*)+3852) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #34 pc 00000000108a5584 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (android_main+232) (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #35 pc 00000000108cdf58 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRTemp53-Aa1pJpQXVOuElQ4lM8tNGw==/lib/arm64/libUnreal.so (BuildId: 4a680e4d1dae0f0486f7e2feaab372578d2672d0) 18:17:01.756 DEBUG #36 pc 00000000000df308 /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+132) (BuildId: def68bb84eb5640b420d532997403718)25KViews1like2CommentsError on Live Link | Body, Face, Eye Tracking not working
Hello there, I am trying to get live link to work. I am working currently on unreal engine 5.2.1. I keep getting these errors when trying to connect my quest pro with link link: Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Can't evaluate frame for 'Body'. No data was available. I know the first one is expected and you're supposed to run VR Preview, but I can't explain me the second error. Also there are supposed to be three subjects: Body, Face and Eye. But as of now there is only appearing Body. As source machine is states: 'Oculus Qeust2'. Shouldn't it be something like 'Oculus Quest Pro'? In the Output log it is recognized as the correct device: LogOVRPlugin: Display: OpenXR system properties: venderId [*], systemName Meta Quest Pro, maxSwapchainImage(4096, 4096), maxLayerCount 16, orientationTracking 1, positionTracking 1 LogOVRPlugin: Display: OpenXR hand tracking system properties: hand tracking supported 1 LogOVRPlugin: Display: OpenXR simultaneous hands+controllers system properties: hand tracking supported 1 LogOVRPlugin: Display: OpenXR face tracking system properties: face tracking supported 0 LogOVRPlugin: Display: OpenXR eye tracking system properties: eye tracking supported 0 LogOVRPlugin: Display: OpenXR body tracking system properties: body tracking supported 1 [...] LogOculusXRMovement: LiveLink subject Eye is not supported. LogOculusXRMovement: LiveLink subject Face is not supported. LogOculusXRMovement: LiveLink subject Body became valid. Live Link: Error: (01) Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Live Link: (01) Can't evaluate frame for 'Body'. No data was available MetaXR Plugin is obviously installed and Body, Face and Eye Tracking is enabled. Permissions in the Oculus App are also set. Why is this occouring and how can I fix it? Help is much appreciated!1.7KViews0likes1CommentShared 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?1.7KViews2likes2Commentsquest pro bad graphic quality from distance
Every object has extraordinary sharpness and that is specifically compromising the quality of the overall quality. Look at the bookshelf lot of Sharpening from a distance. using Unity Version 2021.3 URP after applying all optimization render setting also like Anti-aliasing x4 render scale > 1591Views0likes0Comments