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Hi everybodyI use Quest 2 devices that interface with HM10 Bluetooth component.As of a few days ago, my Quests no longer have the ability to interface with it. - Restoring factory settings in Quest does not help.- The HM10 is working (pairing with other devices works).-Side-load through Oculus Developer Hub does not solve the problem.I strongly suspect there was an online Oculus update I'm not aware of, that caused the issue.I would love to know if anyone has knowledge about the causes of the problem,and of course how to solve it (preferably, of course, without replacing a component) Thank you very much 🙂
Hello,I am trying to open the Oculus Quest 2 browser from my Unity application, to display a web page.This was working reliably, but suddenly stopped with no app changes. We believe it could be due to a software update on the Quest.We do:Application.OpenURL("<url>");And that used to take the user to the browser page and leave the app. This was exactly the flow we needed. Now, the app flashes black for half a second, and quickly comes back in focus. And when the user eventually quits the app manually later, then only does the browser open.From Android Logcat, we are getting:Error SecurityUtil Failed to verify identity of calling application for app launch flow. Bundle is missing handshake binder! Now, it sounds like there's a solution! Bundle is missing handshake binder, that sounds promising. But I can't find what a handshake binder is or how to add one. Anyone would have any hint?Thank you
My problem is how can I get rid of jagged edges in my scene, especially with UI elements.HDRP is not supported for oculus quest apk. I have tried the following things but neither solves my problem:quality setting anti Aliasing set tp 2X multi-samplingCenterEyeAnchor Camera's rendering path to forward, turn on MSAA.Here is the script i have attached in the scene:using UnityEngine;using UnityEngine.XR;public class VRRenderScale : MonoBehaviour { void Start () { XRSettings.eyeTextureResolutionScale = 1.5f; }}
I tried to use Quest Pro with Unity via Link, but when I imported Oculus Integration, the following error occurred. "DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null) ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:50)"I used the Unity Editor version 2022, Oculus Integration version 51, and Windows 11 x64.Please let me know the solutions to fix this error.Thank you in advance.
is it gone has it been replaced?
This pop-up dialog box won't stop appearing after the latest update! I do not need MetaXR features in my project and my project works just fine with the Oculus Quest 2 through Steam. But this pop-up keeps stopping me in my tracks every time I start up my project and EVERY TIME I play test through the editor. It's extremely annoying. Please disable this!!!!!
For context, I'm using Unity Editor Version 2020.3.1f1 and XR interaction toolkit 1.0.0-pre.3 (as suggested in the Create-with-VR tutorial). How do I allow the user to use the controller's joystick to rotate an object in all 3 axes (like a circular rotation) instead of only being able to rotate left-right and up-down? I tried tinkering with the settings of the toolkit but it gets corrected by Unity editor itself. Any help will be appreciated!
Here I have developed a car simulator game that can be played with logitechG29 in unity Windows but when tried to build and run a game in oculus quest2 the build has successfully completed but I cannot play the game in oculus quest2 using logitechg29. please provide me a way to play my own game in oculus quest2 using Logitech!!
To give some background, Android introduced file storage access restrictions with Android 11. This has presented a problem with some Unity apps I've been working on as they are currently set up to function like so:1. A launcher app downloads AssetBundles to a particular location on external storage.2. The launcher app launches another Unity app based on user selection. This app then loads the AssetBundle files from the location that the launcher app downloaded them to.With the new restrictions, this doesn't seem to work at all regardless of where on external storage I try to download the files. Either the launcher app can't download the files there or the launched app doesn't have access to open them.As a workaround I'm using the MANAGE_EXTERNAL_STORAGE permission as detailed here: https://developer.android.com/training/data-storage/manage-all-filesI'm aware that this is a restricted permission, but I'm not intending to distribute these apps on the store, so that
Hi everyone,since last past days Im Trying to upload an apk in my ODH but the upload fails and I received a strange message:any ideas?thx
Hi, I am trying to implementent IAP in a Quest 2 game but it just won't work. All I do is calling the initialize Methode and then try to get the purchasable items that are already set up (but not in store yet). The GetProductsBySKU Method gets called but it never triggers the OnComplete Method.
I'm trying to integrate a reporting system from the meta, and I'm doing everything as in the example. But when I click on the Oculus button and select a report, no callback, and also when I fill out the entire report form and click on a report, no callback. What am I doing wrong?
I am exploring the interaction SDK, and I am trying to mimic a behaviour from "First Hand" where the player's hand pose gets locked on the lever or wheel. When I use the OneGrabRotateTransform, while the grababble interaction still happens, the hand can still be moved around. Using poses helps with the hand shape but not the position.Is there anything built-in to achieve this?
hey I am having trouble finding out which event I need to catch from the HandgGrabInteractable to then from that event call a function. In my case the Photon.RequestOwnership(), on the grabbed object. Here is what I have until now, with help from ChatGPT, and my own research as to what exists and what it just made up and trying to adjust it acordingly:What it should do is, using the PhotonView component and the Hand Grab Interactable, catch the grab event and then get the target of that grab event (being the object being grabbed) to then find the Objects PhotonView component and then call the RequestOwnership() method on it.Alternative Solutions to come to the same result or advice for it is also welcome.
Hello,I would like to have RayInteractable and, if possible, PokeInteractable?I don't see a possibility to create a Surface for it.Thanks and Regards,Torsten
I am using unity 2021.3.16f1 using oculus voice SDK for unity and i found that the voice that has been spoken by the Voice SDK does not speaks more than 140 Character.Can anyone help in increasing this limit to 500 or even greater than that.Any help will be appreciated.Thank you.
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deleting the full oculus integration? Ex. Build WebGL -> Exclude Assets/Oculus/*
Hi,Text to speech using meta voice sdk give me error if the text is grater than 280 characters. Can anyone tell my the reason or solution for the same?
Our application depends upon attaching objects to each avatars hands and head. Unfortunately this means we can't use LoadUser() to update an avatar's appearance if they changed it because there seems to be a bug where the critical joint transforms just fall to the local zero position when LoadUser() is called.The first time a user is loaded the critical joints are in the correct place as shown by the red cubes.However after calling LoadUser() again the transforms get zeroed. We cannot know where the users wrists and head are now Here are the steps to reproduce:Create a barebones scene with a single SampleAvatarEntity. Also add a Sample avatar Attachment component to the entity.Add the joints that you want to track. In my case I need to know where the head and hands are.Add a Tracked Pose Driver to the Camera.Add this snippet to the Sample Avatar Entity code to allow you to manually reload the user.Run. As you can see the joint transforms are in the right place. Now click the
Hi I made anti-cheat for a few games on app lab and recently one of them got modded, I know that if you install a app with the same package name but with a different signature then the quest will tell you that it's a unofficial app and you should restore it, Is there anyway to do that check in unity (not an app entitlement check)
Hello,I have been using Unity for a few months, I am currently in the process of creating a tech demo for the META quest pro, I am using hand tracking and controllers for the room setup process. Currently the desk is just spawned into the scene within the guardian, boundary data. I have managed to call the room setup process but could not find anything in the Oculus documentation and pulling the desk position data from the room/desk setup process.Could anyone provide any tips or suggestions as to how I could get the desk position data and ensure my desk game object spawns at that location?Thanks !!
hello i hope you are doing well i trying to read images and text files from local storage. it reads the images but cannot read text files or any other type of files "Note: it works on editor but on headset don't work."here is the files on the directory on headset. the result on headsetthe result on editor i don't know what the problem is, it was working well and suddenly it stop works.
Hi,I am facing a latency in text to speech oculus.Does anyone know how can I reduce it or make it more like real time text to speech?
Seems to have happened in a recent update, if you're using Oculus link with Unity and hit play, the OVRManager script is deleted from your main camera. This means you're left with nothing but head tracking, controllers don't work, and you get a bunch of errors.I've tracked it to this line in OVRManager.cs, line 1721 private void InitOVRManager() { // Only allow one instance at runtime. if (instance != null) { enabled = false; DestroyImmediate(this); return; } Commenting that if statement out, I came to find another camera with an OVRManager on it is created at runtime before also being deleted by its own DestroyImmediate() callI have no idea what OculusMRC_BackgroundCamera is, where it came from, or why it's breaking everything.
I've logged in successfully with my credentials in the platform settings, it always fails the entitlement check.It works fine in a build on the quest, so I know the app ID is fine.I've tried my own credentials (which worked for my last game), and test credentials created for the app.I was using 2021.3.9 with an older version of the oculus integration and openXR, I have now upgraded to 2021.3.23 and updated all plugins (oculus integration 51.0), and still have the same issue.I need to test the leader board so I really need this to work. Any ideas?
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