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Hello ! I have a game aproved for Rift, now I developed a Quest version,I want to upload this apk but I don't find the option for apk's combined with windows versionMy questions...Do I need to create a new app?Can I use the same app & metadata? Thanks
Hi everyone, I've been searching around on how to make a design document for VR apps and can't seem to find much resources on how to approach it. Can anyone point me to a template or some personal design documenting so I can get a reference point on what to do. Like a structured Game Design Document for VR
Please help, I integrated oculus account login in my game used Unity.If the oculus app was created by me, I can login with no problem. But the 'developer' members of my organization can't login using their oculus accouts.When I call method 'Users.GetLoggedInUser()' it always return zero.The error log is below:[capi] ovr_User_Get: userID was zero, which is not a valid ID, ignoring request.Unable to find AppId for package.
Hi,I' fairly new to development for Oculus in Unity, but I could already learn how to grab (with hands and controllers) some simple objects. But I face an issue to grab and rotate a door with handles. I use the Oculus Interaction SDK.In my scene, I have a door made of a hierarchy with a main "pane" (the door itself) and 2 handles, like this:- wholedoor (with rigidbody+box collider+grab interactable+handgrabinteractable+Onegrabrotatetransformer+Grabbable)--doorpane--handleinside--handleoutside--doorpivotI tried to set grab features using collider of either the doorpane (as described above) or one of the handles (then removing collider and rigidbody from 'wholedoor' and create that in "handleinside").But in both cases, when I build and upload the Oculus, the door disappears. To be precise, in setup a sabove, the entire door (incl handles) disappear, and if I setup collidr/rigidbody on a handle, then the handle disappears while main doorpane remains, but nothing is grabbed and rotate..I r
Hi, I'm developing an app for Oculus and I need to use full body tracking. I've tested it with the link and it works, but when I build the app and transfer it to the glasses it stops working. Can it only be used with the link? Thank you.
I connect oculus quest 2 device with unity with cable. Objects are constantly flickering after running the scene. On stage, it also strains the eyes. Can't find the reason, can you help? we are connecting oculus quest 2 device with cable. In Unity, we make android application settings . When we operate, fluctuations occur. When we look at the home screen of the device, there are also some fluctuations there. Could we be doing something wrong with this?
I am using photonnetwork.Instantiate to spawn a prefab called VRPlayer. when only one VRPlayer is in the room, it works fine, it can move around and look around. but when two VRPlayer are in the room. both VRPlayer cant look around, the camera just fix in one direction but can move around. Someone please help!
For OVR passthrough, what determines the worldspace "forward" direction? I'm working on a mixed reality multiplayer app and I need to, therefore, have all headsets calibrated to the same worldspace origin and forward direction.I've calibrated the same space on both headsets, even setting up the walls in the exact same order each time. Even then, one headset sets forward as towards my wall, the other towards my desk.In the included screenshot, the red line shows where universal forward is pointing. I want it to face away from my desk, not the wall. I can't seem to change it under my own control and is determined at roomscale setup?
Hello everyone,I'm building an app that 2 person with 2 headset could manage the same virtual object in mixed reality with passthrough and the 2 person are local so the object have to be align and in the right place in real world.The main issue I have right now is that I need the object be in same position referred to the real world because the user are in the same real room in passhtrough.I thought to use Spatial Anchor but I have to do that sharable trough device, it could be possible? Someone have tips or my way to think it's completely wrong?
How can I realize the content in the picture? Hand grip controller model. I didn't find the hand-grip controller model in the OculusInteractionPackage.
I know this has been asked in the past but nothing I've searched has provided any useful information. I like the idea of using Meta Avatars, although there is no documentation on how to combine them with the interaction SDK. I either need some direction on how to do this, or how to only use the interaction SDK and create custom VR avatars and sync them over a network. Any direction would be greatly appreciated!!!
I teach an Intro to XR class and implemented a light framework for replicating multi-player objects such as Bullets. Would be interested in any feedback. Depends on Photon Pun.Unity Package may be found here.using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; public abstract class ReplicatedGameObject : MonoBehaviour { private string owner; private float createtime; private void Awake() { owner = PhotonNetwork.NickName; createtime = Time.time; } protected virtual void Start() { getManager().Add(this); } public string UID { get { return owner + "-" + createtime.ToString(); } set { int split = value.IndexOf('-'); owner = value.Substring(0, split); createtime = float.Parse(value.Substring(split + 1)); } } public string Owner { get { return owner; } } public abstract ReplicatedGame
Hello oculus forum,I am using interaction sdk on my project. I would like to find which hand/controller is grabbing the Grabbable object, in order to use the SetVibration() method. Is there any way to achieve this?
Hello!!I have been having some issues with my oculus in which I can’t toggle the developer mode.It seems to be a problem worldwide. Ive tried everythingI urgently need to test my project because its for an exam. Is there any other way to test it? Like in unity itself?Please help!Thank you in advance ❤️
is there is solution for impostor shader for URP
We are trying to run a Unity project on the Oculus Rift S, but whenever we run the application, nothing shows up on the headset. What could be the problem? We will now describe our setup in detail.PCWindows 10, 64 bitHeadsetThe headset seems to be well connected, the main menu shows up, both controllers are working and the room configuration works too. When trying a demo from the menu, this also works. The headset shows a white light. Unity projectIn general, we followed this guide for the setup: https://circuitstream.com/blog/oculus-unity-setup/ New Project -> 3D (version 2021.3.1f1 LTS)Then, once the project is loaded we go to Edit > Project settings > XR Plugin Management and install that. After which we select "Oculus" from the list of Plug-in providers. We proceed with the Oculus integration installation from the Asset store. We import the latest version (44.0).A bunch of popups show up. -update oculus utilities plugin&
Hey guys, for you that are using XR Interaction Toolkit. For the XR Grab Interactable, is there anyway to only make it grab-able using only specific hand? If yes, how do you do it?
Hello, I'm exploring the Unity Oculus Integration and OpenXR and there is one huge question that I have. When working on a passthrough application, I would like to (my code)be able to create a flat plane mesh collider automatically over a table or wall in the user's real-world environment. Is there currently any way to access data from the Meta Quest Pro sensors in a way that would make that possible? Of course, I would have to actually set it up to create the mesh colliders from the data, but I just want to know if it is possible at all currently, and if not, if there are plans that might make this possible in the future. Thank you for your time.
Hello,I am a masters student and for my thesis we are studying the impacts of fire on individuals. We were hoping to be able to design a VR game to simulate an in fire experience so including increasing smoke, difficulty seeing ect. We have 3D footage of the environment we are hoping to use.I am just wondering, is it possible to turn this into a 'reality' and then upload it to the VR machine so that the subjects could be experiencing the fire environment as they are being tested?Thank you so much, any assistance and guidance is appreciated.
This bug (apparent frame loss or stale frames) is peculiar as it appears randomly when a game is first loaded, or on the condition when the Quest two is woken from standby/sleep mode and loads back into a game. Even more strangely, opening and closing the Oculus menu completely fixes the issue (menu button on the right controller).Specifically, for anywhere from 5 seconds to a few minutes after starting the game, a peculiar frame stutter becomes apparent when the player camera is moving quickly. Opening and closing the Oculus menu makes the bug go away 100% of the time, but putting the Quest 2 into standby mode and turning it back on causes the bug to reappear.The problem appears to eventually fix itself and the frames become smooth again, but it will come back if sleep mode occurs.
Hi all,We are trying to get users to use their oculus account to sign in to the app for Facebook, Instagram, etc.We have been approved for DUC (Data Usage Checkup) for User ID, User Profile, and Deeplink. We are trying to login with oculus account but we are facing the below issues. Please let us know if anyone has a solution to implement the oculus account sign in for our app.Using Code for Account Linking URL:https://auth.oculus.com/sso/?redire...llback.php&organization_id=xxxxxxxxxxxxxxxxxxError:--------This call access the User ID platform feature, which requires certifying through the Oculus Data Use Checkup program. Please visit this page for more detail:https://developer.oculus.com/distribute/publish-data-use/Details:----------- Unity Version 2019.4.36f1- Using Unity XR Plugin for Oculus.- Get Approved from Data Use Checkup for User ID, User Profile, and Deep linking.Error Image :
When meta Android and iOS application will publish
Hello,I am trying to optimize instantiating avatars at runtime using Unity 2021.3.5f1. I am using the GPU Skinning for improved runtime performance.When I create a new avatar currently, there is a few frames where the frame time spikes while textures are created. There are 3 textures created over 3 frames. The three functions that run are:OvrAvatarGpuSkinnedPrimitive.CreateMorphTargetSourceTexOvrAvatarGpuSkinnedPrimitive.CreateJointsTexOvrAvatarGpuSkinnedPrimitive.CreateNeutralPoseTexI have tried reducing the texture precision to reduce memory created but this has little affect. I also looked into pooling the textures but their dimensions are based entirely on the specific avatar being loaded so this was not possible since I do not know the avatars ahead of time.Does anyone have any insights or tips on how I can reduce or mitigate this cost?Thank you
Hi all. I am working on a personal project and i want to use an interactable object like pliers. any ideas will be appreciated, thanks.
I'm finding it difficult to find out the maximum package size for an app published to Oculus Go. I have seen discussion of 4GB and increases possible through downloadable content.The reason I ask is we are creating an app with quite a lot of stereo 360 video with Unity3D. We will have approx 30GB of content and I would like to package this all in one, is that possible? Also even if it's not possible through a release or the store can we do this locally by sideloading? We would look to use a cloud service for downloadable content in the future but obviously this has a cost implication so for the moment for our minimal viable product we will simply sideload content whilst on trial. Is it possible to sideload extra content in this way or to sideload a larger apk containing the 360 video files. Thanks a lot
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