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We are developing an architecture application for our final project. Crucial part of this project relies on loading room setup that user made (I am talking about the experimental scene features). I experimented using the OVRSceneManager prefab, which uses OVRSceneModelLoader script. It works perfect using Unity play button with Link, however after build&run, following problem occur:1- Script tries to load the room setup, but fails to find2- Script triggers the room capture process, which makes user to select walls etc.3- User finishes the room capture process and clicks Done4- Script detects succesful capture and tries to load again, but fails to find again.If room capture process is done before running application, it stills fails to load and starts room capture process as usual but from the last step (Everything is selected but asks to press Done).I couldn't figure out the problem here, any ideas? Headset : Quest 2 (v49)Unity version : 2021.3.19f1Oculus Integ
HI,I made a side-loading build of an oculus app with meta avatar feature. I am able to load and see my avatar, but the other users that are part of my organization can't.They got that message "Failed Entitlement check 7 - user doesn't have app in library".Is there any solution? Thanks in advance.
Hello! 🙂 We are creating an application that requires the scanning of a QR code for login information.We would like to use the Quest Pro because of all the new features, and we are wondering if there have been any changes to the access of the passthrough feed from the camera's Thank you for your help!
Oculus Integration 49 gives errors when importing (of one which doesn't disappear whatever we tried), using Unity 2021.1.21f1Assets\Oculus\Voice\Lib\Wit.ai\Lib\Conduit\Editor\Training\EnumSynchronizer.cs(303,57): error CS1061: 'List<WitKeyword>' does not contain a definition for 'ToHashSet' and no accessible extension method 'ToHashSet' accepting a first argument of type 'List<WitKeyword>' could be found (are you missing a using directive or an assembly reference?)Anyone else experiencing this?
Hello, I am currently using a framework for VR interaction that gives me hands that can interract with a lot of objects. After i initialized the avatar i noticed it comes it its own hands that are on top of the current hands which have a lot of physics in them. I woulld like to disable the mesh rendering of the hands so i can use my own hands. I see there is one big mesh that is being created and i have no access to the hands, is there an option i can use to disable the hands rendering? Kind regards,Alexandru Buzdugan
Hello everyone and thanks in advance for your help. I'm having a lot of problems with the URP integration in Unity version 2021.3.- (currently 18f, but I've been testing since 15F with the same results and Oculus Integration v48 and v49 version). I also have the same problem in 2020.2.- The most striking and strange is when I launch the compilation sometimes the images go to jumps. A simple scene, a plane and a cube without textures, and moving the scene seems to not get you to the FPS. The strangest thing yet is that if I turn the viewer off and on (not restarting, just pressing the off button and turning it on immediately) the problem is resolved and I stop seeing "bumps" and everything is fluid. It also stops giving problems by pressing the Oculus button and in the menu instead of leaving I press resume. I say sometimes because launching the build sometimes looks good. If I exit and reopen the application from the Oculus menu, I have problems again. In
When I build an empty scene with URP setting to Quest, I get GPU Level 99.I have tried with unity editor version 2021.3.1f & 12021.3.18f1.Is URP still unstable "GPU-wise" with Quest?
Add test user account to release channel on app dashboardSign in to Oculus Home with test user accountDownload and run the appCreate a new build of the app in UnityRun the newly created .exeExpected: the entitlement check succeedsActual: the entitlement check fails with error OVR76444553It was working correctly until yesterday. The same thing happens with several user accounts. I have tried uninstalling and reinstalling the Oculus software.This is a CRITICAL problem which is preventing us from developing our app. Please help!!Attached: logs from OculusLogGatherer.
Hello,I'm currently trying tu use Normcore for a multiplayer game with Meta Avatar SDK.Is it possible to implement my Meta avatars with Eye and Face tracking with Normcore to a network (I'm using a Meta Quest Pro) ? Or should I use a different solution like Photon instead ?
Hi, I have been having a problem trying to get the username of a user in a Unity Quest app.I followed the instructions and filled the DUC to get access to the user's information. I also invited my dev account as a tester, and I was able to install the app within the Quest and pass the entitlement check. However, when I print out the username of my account it is always empty.I found that other people had the same problem, but they solved it by filling the DUC. However, I have already done that, and in the dashboard it says "Approved". I requested access to the UserID and UserProfile, and I am trying to get the data using the GetUser().DisplayName fuction in Unity.
Am working with oculus integration package with Unity and for some reason if you make the Camera Rig the child object and change the position of the parent object. The Camera Rig position changes as well but is different from the change in the parent position. Anyone knows why?
I lost my keystore file it’s there a way to update it still
Now I can't do anything it all just shows up in the grey pass through, I've tried double tapping the side, I've tried moving out of my boundary and seeing if I can reset it but nothing works and I think I just ruined my quest 2 please someone help me or let me know where to get a replacement because I still have warranty for it
Can someone please help? I'm building a VR game with Unity and trying to implement the same type of player controller (Using ONLY the grip buttons to grab the "air" to move, rotate, and scale the player, while any other forms of locomotion are disabled (No joystick controlls or teleporting at all) that is used in:1. Demeo2. Spacefolk City3. Gravity Sketch4. Horizon Worlds (Build Mode)5. DeisimI cannot find anything online that explains how to do this, or even hints at it. Every tutorial and any documentation I've read all say the same thing. They all only reference player movement and controls by use of the joysticks or teleportation. Arm Swing and Gorilla Tag movement are the only other alternatives out there, or at least that I've been able to find. Please Help! I'm getting desperate at this point, and becoming very discouraged. 😞Thank you in advance.
Working on Unity 2020.3.39f1, I updated to the latest Oculus Integration to try to fix this issue (but no luck). When setting levels inside the Application with OVRManager.foveatedRenderingLevel only level 2 actually works (Medium), and I can see it working in the periphery. The Metric tool does however show all changes from 0 to 3 but only level 2 actually shows anything in the screen. For some reason level 4 never gets triggered. Any ideas?
I'm trying to get shadow cast against the passthrough image. I have a transparent shadow shader (attached to an invisible floor plane) that works fine against a UI Canvas/Image in 'Screen Space - Camera' (see screenshot). When I remove that UI image though, I was expecting it to render that shadow over the passthrough image on the headset, since the passthrough image is at the back. However, no shadow gets rendered. Has anyone done this sucessfully?
Every time I upload a build I get the error “android:installLocation should be ‘auto’” I already set it to auto. I am really confused and need some help.
Is there anyone working with games or apps with multiplayer face-tracking or eye-tracking features using meta quest pro?
Hello everyone! I wanted to create a two handed grab pose using Interaction SDK for holding the weapons like AR, Sniper etc for my FPS game. I've searched this a bit but can't find anything useful. I know how to record a hand pose and already managed to record two handed grab pose but whenever I put my hands as in the recorded pose, it grabs the object with one hand only. Things I did so far :Added the object to the HandGrabPoseTool sceneGave it according scripts (Rigidbody, Grabbable, Physics Grabbable and Two Grab Free Transformer)Recorded poses
I'm hitting a major blocker that's stopping our development. The problem is we are using Unity's addressable asset system to load important content for a game (a list of models, our game is a sandbox game of sorts). When we try to load the asset in the headset, the app will crash 3 seconds in or it will just completely freeze up indefinitley. It works perfectly fine if we take out a lot of models and the obb file is only 200 mb but when it is 1 gb, it will just stop working. It also works perfectly fine locally.Any idea why this would be the case or what we can do to debug this? We've been working on this app for a year and a half and right now it feels like we are never going to publish it with this issue. Some help would be greatly appreciated. Thanks!
Hi, I recently tried uploading my game to AppLab for review but received a security vulnerability error: Application allows backupThe `allowBackup` setting is enabled within the app's Android Manifest via the `android:allowBackup="True"` entry. Problem is, after reviewing the Android Manifest, this entry doesn't exist anywhere. Where can this entry be found?
Hello,In our game we're trying to open up the oculus store page (in headset) and have it point to another game's page. I understand there is the "oculus.Platform.Application.LaunchOtherApp" method, however there are several issues we're experiencing:- When using a Rift, and the user doesn't have the game, it simply throws an error. From the deep linking documentation it seems to me that the store page only opens up if the user is on the quest.- This method still wouldn't work as we don't actually want to launch another app, but simply pause the focus of the game being played, and show an in headset overlay that displays the store page for the other game.Is this possible?
Hi, We want to build a application which will work with oculus quest 2 and have a cross platform feature. Users can enter either with Windows, Android or IOS and can control their character in third person view controler. Can we use Meta avatars with all other platforms?
Hi, does anybody have information about the experimental Meta XR Simulator that shipped with Oculus Integration v49? It sounds too good to be true. But how will it work? will it simulate an actual Quest app, or run as Rift? I made a small test with it, entitlement check works, but trying to set group presence gives error an "There is no running app"I know it is experimental but any kind of info or documentation would be appreciated 🙂 thanks!
I am currently trying to use interaction SDK + stereoscopic video to work together through the Unity game engine. Rendering a stereoscopic video requires using multi-pass rendering in Unity. In the OVR camera rig, I already enable "use per eye Cameras" and set up the render target display accordingly for each eye. But any virtual object displayed just looks like there is a projection error -Does anyone have an idea what other settings I need to do to get multipass + Oculus integration to work correctly? I am using a Meta Quest Pro, Unity 2021 LTS, and Oculus Integration 44 with OpenXR backend. Please anyone knows what I could
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