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I ran RecordAutoDriverInputs.bat and recorded some activity in our app. The batch file outputted confirmation that the *.autodriver file had been created, but I couldn't find it in either the folder where the folder where the batch file was run from, nor anywhere on our Quest 2 headset. The *.logcat.txt file was generated successfully. Any ideas of how I can get it to generate the *.autodriver file?
I am very happy about the discover I've just made today, but I feel a bit annoyed about the fact I didn't find any detailed explanations of that over the Meta documentations.I've started VR development for oculus 2 monthes ago. As I didn't find anywhere something giving accurate knowledges about how to align VR scene with real world, I finally passed 2 or 3 weeks building a system using passthrough + spatial anchors to allow alignment setup before loading the game. It works pretty nice BUT it makes the project bigger and slower because not optimized.Today, I decided to start my own investigations about the way the world axis is aligned when drawing a guardian area. Here the happy conclusions:-Erase any Guardian setup previously set.-Define a new guardian area as a clean square or rectangular shape (not millimetric but the overall shape should be an obvious square or rectangle).- Important thing is HERE: when you finish drawing the shape, before to confirm the draw, LOOK into the direct
Hello, I am a developer in South Korea. We have completed the development of the app using third-party BLE equipment using Unity, and the app works normally when debugging. However, when registering an app in the developer tool, a location authority issue occurred, so the app cannot be registered. Is there a vacation to solve this problem?
When turning on the device's power and launching the app, it automatically enters sleep mode within 30 to 60 seconds. I wonder why it goes into sleep mode and how to prevent it from entering sleep mode automatically?
Dear DevelopersIn the process of using MRC: found that correction here has been unable to pass. Tip: there was an error sending the calibration file to your quest: could not write to files access to the path "/storage/emulated/0/android/data/com.oculus.accountscenter/files" is deniedand Why can't the official demo of the application see MRC support in the list after the MRC is enabledHope the official website output of the document more detailed. After all, there are a lot of whites
Try as I might... I cannot figure this out exactly.What I want to know is... if you're starting from a CORE VR project that implements the main XR rig, can I not just change the mesh to a custom 3d model and it show my 3d model instead of the normal controllers?I've tried various different ways... and I cannot get it to work. It keeps showing only the original models Unity started with.What am I doing wrong? I just want to use my custom 3d mesh model as left and right floating in game controllers in the game.Thank you for your time.
Hello all!I'm developing a roomscale game for Quest 2 in Unity using the XR toolkit. It needs the device to be in roomscale mode with a big enough play area inside the boundary. I want it to display an error message to the user if they start it in stationary mode or switch to stationary during play.I've been using the boundaryChanged callback of xrInput (an instance of XRInputSubsystem) to track changes in the boundary polygon, and that works fine. But, to my surprise, the callback is not invoked when switching modes. I tried polling xrInput.GetTrackingOriginMode() every frame but it always returns Floor regardless.So, is it even possible to detect whether it's in roomscale vs. stationary, and if so, how?
I checked everything and still, my device doesn't connect to the meta hub. it proceeds to the last step and says the device is connected, but it doesn't show it in the dev hub. Can someone help me with that please?
I am trying to create in game buttons that will open up a page to my other games in the oculus store. I am building in unity for the Quest 2. Does anyone know how to do this?
When using deferred rendering the camera views are upside-down. Is this a known bug or are there any work arounds?
After Updating the Meta Quest 2 to v55 from v54 the GPU usage has increased from 50-70% to 90-99%. I had to reduce the resolution by 30% to maintain the solid 90fps that I had before the update. I've read online that some people now can't play some games like Beat Saber anymore after the update because it stutters a lot.
I can't get SDK 54.1 to work with Unity at all. Here are my steps:1) Create new core graphics project2) swap to Android3) Install XR integration, set to "Oculus"3) import Oculus Integration SDK 54.1After the lengthy install, Unity re-boots (as usual). When it re-loads, even before entering run mode, about every 15 seconds part of the OVRPlugin script runs a function named "ovrp_QplTrackBegin" (or something similar) and a EntryPointNotFoundException is thrown, like it cant find a function in the OVRPlugin.dll. Nothing VR works from that point forward - even panels with VR settings are blank. I've tried older versions of Unity - going back as far as the last 2022 LTS version and a whole slew of other things - I cant get it to work at all. I've even refreshed my Windows 11 pc and started from scratch. From my point of view - v54.1 SDK doesn't work at all. Is anyone actually using it? I find it hard to believe that would be true. Has anyone encountered this and found a fix/work-aroun
I would like to use a game object (ex. drumsticks) as the representation of Oculus controllers (instead of hands). So, I can control and move sticks using the controllers. The gameobject has a .obj file, but there is no animator or avatar file for that. Please let me know if it is possible and let me know how. Thanks
Hi everyone,I'm a new french developer on quest 2, with unity and open xr, and I try to implemant the paused game when taking off the hmd.This is necessary to be compliant with app lab & meta store ...I succeed to pause game with a button but I'm not able to use the 'presence user' to apply it on remove the hmd, if anyone have the solution ...Thanks in advance 🙂
Hello, I have a performance problem in the game I developed in Unity, so I have to lower the critical values like RenderScale and keep the 72fps value, which is mandatory for Applab. This makes my game look bad.What I'm wondering is, when I use AppSW(SpaceWarp), the FPS value goes down to 35 in OVR Metrics, but the green line continues. In the documentation here https://developer.oculus.com/blog/introducing-application-spacewarp/ it says 36fps is equivalent to real 72fps in AppSW. Does this method prevent me from getting 36fps and publishing my game in QuestStore with VRC.Quest.Performance.1 rule?
how to disable/enable screen recording ability by script on the quest device?
Hello, everyone! I am currently using unity for development,and want to debug my program in unity editor.But with oculus link , I can not see my hand. I just can see the Handle controller,I turned on gesture tracking in the Settings, and the program can run normally after export
Hello there, i was looking for the SDK manual or docs of internal render system of the quest, the fact is that i dont wanna draw triangles and mesh stuff, rather i wanna use a raycasting algorithm and draw each pixel manually, is there a way i can achieve this?
hi everyone, I'm developing a small raycasting test in unity, this works fine on PC and Android, but when I tried to run it inside Quest 2 I got some issues. in fact I'm trying to display my output of the raycasting algorithm inside the screen directly, I'm using a Unity RenderTexture and Graphics.Blit() but this method doesn't work with quest 2, I've searched every possible thread I found on line but no luck I'm following this article I found online: http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ so my question is, is there a way to render things directly to the screen (or just render them without meshing) within quest 2 using unity? I don't want to use mesh because of the inefficiency of running marching cube algorithms and mesh triangulation algorithms
I'm playing around with the Tracked Keyboard example that comes with the SDK and I notice that the 3D model of the keyboard isn't aligned with the physical keyboard (this is very clear when using the key labels view). Furthermore, when moving the physical keyboard, the 3D model doesn't move accordingly and remains still. Is there a particular setting that needs to be enabled to get proper alignment and full tracking beside "tracking enabled" and "remote" in OVRTrackedKeyboard?
I'm trying to implement a locally-saved spatial anchor system, but every time I try to load a saved anchor and instantiate an anchor prefab to the previously saved location it just ends up loading at some point close to (but never quite at) (0,0,0) instead of wherever I actually placed the anchor. Would love some help figuring this out because I have no idea where I went wrong 😞 Save code:// save anchor locally anchor.Save((anchor, success) => { if (!success) { return; } // save anchor to player prefs (persistent) PlayerPrefs.SetString("main_uuid", anchor.Uuid.ToString()); });Load code: var main_uuid = new Guid(PlayerPrefs.GetStrin
Hi:I used to put my Color Correction Lut onto the left and right eye, but this appears to have no affect now? Has anyone experienced the same issue?Regards:John
Oculus Quest 2 connected to PC through link cable. Has been working for over a year. Now run Unity project. On Oculus Screen clears, a box appears. On the bottom it says Loading... Then screen goes jagged. In a second, link disconnects and Oculus goes to home screen. On the computer, a Unity crash screen comes up. Then when I click the Run/Stop button on Unix, the project closed and a crash collection screen comes up. I did submit a crash dump to Unity. Collected Quest Logs but can't figure out whom to email them too.
Hello,I'm having an problem with player rotation. I'm current using OVRPlayerController for player controller. The issue is that when a player turns the character, the charater rotates about the center of the character. When the player is standing on the edge of the play area, rotations are around the vertical axis in the center of the play area, not the players head location.How can I change this to obtain rotations about the players HMD location, even when standing at the edges of the play area?
One of my UVs map is messed up when imported to Unity. Did anyone experienced the same issue?It is a 1 file OBJ export containing submeshes sharing the same texture map, all the submeshes are successfully using their own uv map except one where the uvs are close to expected but messed on some regions...
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