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Neither my desktop MQ Developer Hub app nor my iPhone MQ app will let me enable Developer Mode. In the same spot where the toggle for Developer Mode is supposed to appear, a link to verify my developer account is provided, but when I follow the link, the website says I am verified.I've posted about this in the forums. I've followed all the recommended steps many times over, and described all the steps I've tried. I opened a support ticket (that still hasn't received a response) ten days ago. I can't test my Unity app if I can't connect to my headset, and from what I understand, the key to connecting my headset is enabling Developer Mode. Please direct me to active support, if this is not the correct forum.
Hi everyone.I'm developing a game that require ultraleap motion sensor .In your opinion will you buy the game even if it doesn't give the same experience if you have the motion sensor.In short term do you think I should stop developing the game or there is many people who already have or would buy the motion sensor and then buy the game.Thank you.
Hello everyone!I'm with a problem related to accesing Oculus account information and using it in my game. The problem is that when I try to get the user info, they all return empty and this happens to all of the users, even if I’m using an app Apk intalled on Oculus, or downloading the game from the store in Beta release channel. The only way I was able to make it work was with a test user, but I would like to try with my own account.Notes:I’ve done the Entitlement Check and it’s passing successfullyI’ve already requested the features on the Data Use Checkup in the dashboard (User ID and User Profile) and they are approvedAs mentioned, I’ve created a Test User and it’s inheriting my organization entitlements and, for some reason, only this user works.I’m not sure what the problem is, the code seems ok (since the test user works), but I don’t know how to make it work with other users (such as other developers in my organization). Any toughts? Here is some of my codeIn the image abo
I just started a new unity project, and after importing Oculus utilites I'm met with 2 errors.The first is "AssetImporter is referencing an asset from the previous import. This should not happen." which occured prior to importing Oculus utilities, and I can't seem to find any info on this online.The second is "Assets\Oculus\Avatar\Scripts\OvrAvatarSkinnedMeshRenderPBSV2Component.cs(4,23): error CS0234: The type or namespace name 'Policy' does not exist in the namespace 'System.Security' (are you missing an assembly reference?)" Any suggestions as to how to fix these error messages?*EDIT:* Updating OVR to latest settings (1.32) after a screen prompt saying I was at version 0.0.0 seems to have fixed this I guess.
Hi, https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/Unity keyboard overlay is placed in the center of the screen in vr. Is there a way to configure the positioning to be more in the bottom like in the case of the system browser for example?
According to the docs, everything related to the outer boundary, like getting the points or even just showing it, has been deprecated. I tried and indeed when using the openXr plug-in, none of these methods work. So is there no way to get any info about the outer boundary when switching to openXR? I'm aware that I can get the play area, but for example I can't show the outer boundary like the quest does automatically when the player physically gets too close to it. That would be really cool if we could at least have the option to show it from within Unity, because the info still exists somewhere. Working with the legacy plug in doesn't work for me because I also want to use passthrough, which seems to require using the openXR plug-in.
I want to track the unity environment with the real world and go for a ride in a car by wearing a quest2 headset. is there any possibility to track the scene without jerks in car?
Hello!I am trying to open Oculus's Avatar creator from a link in my game. I have it detecting whether you have the default Avatar or a user created avatar. However, from what I've found searching on the net I have only seen a deep link as a way to open apps. However, that requires an appID and if Avatar Creator does have one I can not find it. Is there another way to handle this? Or an appID? Using Unity game engine.Thanks!
Hey guys I'm facing a weird issue when everytime I transition from one screen to another the whole screen seems to be turning blue. I've attached a video to give you an idea of whats happening. The image below will also help you understand what's happening.
How can I have hand tracking for one hand and controller tracking for the other? Is that possible? It seems that once a controller is picked up, hand tracking for both hands is switched off. I want it to switch off only for the hand that picked up the controller.
Not sure why this is happening. OVRDisplay.velocity returns the correct values, but OVRDisplay.acceleration always returns (0, 0, 0)? Angularacceleration seems to also return (0,0,0)
UPDATE (01/03/2023): As of January 3rd 2023, Loading avatars with federated app ids simply doesn't work. Instead I get an error log saying 'Spec Request Failed'. UPDATE (12/22/2022): I've managed to narrow down this issue to something to do with the way avatars are loaded using federated app credentials. I've made a new post about this here: https://forums.oculusvr.com/t5/Unity-VR-Development/Loading-Meta-Avatars-With-Cross-Play-using-Federated-App-Are/m-p/1010823/highlight/true#M21422 As of the 16th December 2022 we have started seeing incompletely constructed avatars. The Meta Avatar SDK version we are using is 18.0. I have tried updating to 20.0 but still see the same problem. Here are some additional observations.:This does not occur on a Quest build. It happens in the Unity Editor or in a Desktop build.The problem sometimes resolves itself after I make a change to my avatar's look in settings, save the changes and then try reloading the avatar.The problem does not r
Meta's DevTech Showcase Team created a multiplayer project to demonstrate how to build an ESport game using key features of the Social API.The project highlights how to use Group Presence, Destinations, Invites, Join, Roster and Blocking. It uses Netcode for gameobjects and Photon.Includes useful scripts to help accelerate development of VR projects.Available on AppLab and Github.
whats this error, it showed outa nowhere followed by another **bleep**ton of erros on the same script
I added the OVRHeadSetEmulator component to an OVRCameraRig, but when I press play, nothing happens, things just work as normal like I never added the component. Has anyone gotten it to work? I'm on Unity V2022.2.0f1.
Hi I'm trying to link the account from my game to the Oculus account. I'm reading the documentation fromhttps://developer.oculus.com/documentation/native/ps-account-linking/The problem is that i could not get email id of the signed oculus user, only allowed values are id and alias.is there any option to get user email id with access token from the following URL:GET https://graph.oculus.com/me?access_token=some-access-token&fields=id,alias Thanks in advance.
Hello,With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button.I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings.My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything. I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work.I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far.Do someone have found where he is generated in Unity and how we can customize it ?Have a good day everyone
I have a note in OVR Manager that I should install it for Quest Pro (Which i'm using...) but i can't find anywhere how to install it - i'm in Unity 2021.3.6 - do I need Unity 2022 ?
Hi, just started very basic scene (URP) - Oculus Integration - (v47?).Created the ground, directional light with shadows then OVRPlayerController/OVRCameraRig with OVRControllerPrefabs - left and right.I see the shadows of the controllers on the ground but no controllers showing.Tried them on HandAnchor and ControllerAnchor - also tried the OVRHandPrefabs - nothing.Any ideas?
The reason i'm asking is that we have lots of prototype scenes that require different OVRCameraRig setups - and i'd like to be able to move through these scenes in a single application. The easiest way would be just to load a new scene completely - but it seems to freeze the VR - as in the whole scene gets stuck to my face - hasn't crashed - it's just stopped being VR.... any insights out there?Thanks!
When I’m trying to upload my game on AppLab, it’s saying that I need to enable Focus Aware in manifest file. How can I do that?
Hi! 👋I have a Unity VR application added to a Windows PC's Oculus application displaying on a Meta Quest 2 headset via Quest Link cable. The Unity application runs all day in a Museum exhibition environment and shuts down overnight.To enable Quest Link in the PC Oculus application you manually select:Device → Device setup → Select a Connection Method (Link Cable)To enable Quest Link on the Quest 2 headset you manually select:Quick Settings → Quest Link → (select PC) → LaunchWhenever you restart the PC or the Quest 2 headset, both PC and headset require you to go through their menus again to enable the Quest Link connection. Even if you leave the headset on standby you need to do the PC setup again.After a PC or headset restart, is it possible to automate the enabling of the Quest Link connection on both the headset and PC without having to manually go through their setup menus every time?I reached out to Oculus support who pointed me to Meta Quest Developer Hu
What I'm trying to do is develop a Game/App and have a VR avatar walk around.. and they can sit at a computer that can open a web browser and/or have a projector/tv like that can do the same thing. The browser could either hit local web servers in the IP range and/or real interwebs
I need to enable the following "Oculus" Plug-in Provider in order to use the Avatars SDK and use Meta's avatars:But I'm also trying to use the XR Interaction Toolkit because I find it better than the Oculus Interaction SDK and I want to make it easier to support other headsets in the future. I can get Device Based XR Controllers to work fine but Action-Based Controllers aren't tracked unless I use the OpenXR option above, but that causes the Meta Avatars to not work. It's recommended to use Action-Based so I don't want to put Device-Based Controllers in.Does anyone know if it's possible and what steps to take to use XR Interaction Toolkit Action-Based Controllers and still have Meta Avatars work?
Hi everyone,I am trying to load the SceneManager Scene over PC, everything works except no passthrough video is shown, just a grey background. I followed all instructions over the documentation page but nothing seems to work. If someone has any idea please share it here, thanks.
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