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The Brain Song Reviews: Does This 7-Minute Memory-Boosting Soundwave Support ?
The Brain Song reviews are generally positive. The Brain Song is a digital audio program that claims to boost memory, focus, and mental clarity using sound frequencies.. The Brain Song is a 17-minute audio program that uses soundwave technology to enhance memory, focus, and cognitive function by boosting BDNF. Read the reviews >>@Click Here To Check The Availability Of Brain Song On The Official Website What Is The Brain Song? The Brain Song is a natural brain booster program designed by a leading NASA-level neuroscientist, Dr. James Rivers, who wanted to introduce an easy and non-invasive way to support brain health and cognitive functions. Are Customers Satisfied With The Brain Song? What the customers say about a program can help other customers get an overview of the program and how well it works. Most of the Brain Song customers seem to be satisfied with the program’s performance and its results. Customers have reported seeing changes in the overall wellness and brain functions. >>@Click Here To Check The Availability Of Brain Song On The Official Website Bonus #1: The 1-Minute Memory Saver Learn a simple 1-minute trick that trains the brain to store important information in long-term memory. Master this scientifically-proven trick and use it anytime, anywhere, whenever needed to store something new deep in the brain. Bonus #2: 15 Delicious Memory Smoothies Learn the quick and easy healthy smoothie recipes that claim to boost memory and cognitive health. These 15 simple smoothies can be made easily at home using the ingredients available on the local market. Bonus #3: 5 Most Important Habits For Stronger Memory This is an infographic that can be printed out and hung up in the room to look at every day. This contains the 5 most important habits to follow that help strengthen the memory with age. >>@Click Here To Check The Availability Of Brain Song On The Official Website0likes0CommentsOur game taken down from Meta Horizon Store right after the release. Need help!
Hey everyone, we just released our game Graffism on Wednesday, and 15 mins after release users started to report that they purchased the app but cant access, cant find in their libraries, and many of them also have an error while purchasing and made multiple purchases (some of them charged more than 3 times!) Then we try to get in touch with support, they reply really slow like 1-2 mails in a day, then our game is taken off from the store and now its not available. Our release events cancelled, users are mad (only a few of them has an access to the game and play smoothly), and our reputation is getting harmed badly. So i need anyone who have similar experience to tell me what can we do, how we can get quick help and who we can reach. Any help will be appreciated. Thanksvritelabs2 days agoHonored Guest0likes0CommentsAllow ability to film in both portrait and/or landscape aspect with Ray-Ban Meta Glasses.
Can the developers please create and release a downloadable update that allows creators to film in both portrait and/or landscape modes? Maybe make this a setting we can toggle between in the app. This would be so helpful thank you.Fijibubba2 days agoHonored Guest8likes6CommentsOur forum platform upgrade is complete!
Welcome to our new Developer Forums! The upgrade to our new forum software is now complete, and everything should be working properly on a technical level. Over the next week or so we'll be making other changes to things like the design, layout, and categories of the forums as well. This will also include changes to the forum categories and organization, and will include archiving some of the old content—while older conversations will remain accessible, new replies will no longer be allowed, and new conversations will need to be started in the new categories. We're excited about the cool stuff we have planned for this forum, and we can't wait to roll it out to you. Stay tuned!CaseyAtMeta3 days agoCommunity Manager0likes0CommentsCommunity Upgrade & Downtime: July 9
As my fellow community manager klburns posted on the Quest Forums here, The Meta Developer Forums will be undergoing a major platform upgrade! This change should improve both the performance of the forums as well as the UX, making the forums easier to use and to operate. For convenience, I'll include the key elements of the other thread here as well: What to Expect: Starting at 6 am PDT on July 9: the community will be down for a few hours while we perform the upgrade. We apologize for any inconvenience this may cause and appreciate your patience. After the upgrade is complete, the community will be in read-only mode for a few more hours while we ensure everything is working smoothly. During this time, you will be able to read existing content, but you won't be able to post new comments or create new threads. Once the read-only period is over, the community will be fully functional again, and you'll be able to enjoy all the benefits of the upgrade. Community Structure Changes: In addition to the structural changes being made over on the Quest Forums, we're also planning some changes to the structure of the Developer Forums as well—and like the Quest Forums, this will include restructuring the forum categories for simplicity and ease of use. This will include both consolidating some existing forums to keep conversations focused (don't worry, we're also building systems to make sure that you can always find the conversations you need), as well as adding new categories to expand the types of conversations that we support. These changes are likely to take place over the week or two following the upgrade, and may include archiving or merging some of the existing forum content. Don't worry, all the archived content will remain accessible—new posts will simply be sorted into the new categories. Thanks for your patience while we make these changes! We're excited about the upgrade and can't wait for you to see what we're working on.CaseyAtMeta3 days agoCommunity Manager1like1CommentSuggestion for Developing an SDK for Meta Ray-ban Glasses
Hey everyone, I'm curious: will there ever be a developer kit (SDK) available for Meta glasses? I think the glasses are great, but there's not much to do with them right now. So, I thought, why not build a community around it? If Meta releases an API or something that other apps could call or interact with indirectly (since it seems there's already a service running in the background), this could enable commands from third-party apps. This way, you could allow users to develop their own apps and further customize the experience. For example, let's say I want to do something customizable, like turning on my smart lights using the command "Hey Meta". My own app could register a command (or more than one) so that whenever I say "Hey Meta, [do something]", this command triggers (it could be a post or a deeplink) that my app could receive and then perform the desired action, only for that command. And if this API allows me to use the camera live, like we do in Instagram livestreams, the possibilities would be endless. Think about it, everyone. I really want to build custom experiences with this, so please consider releasing an SDK for Meta glasses. Thanks!Dannark4 days agoExplorer38likes28CommentsDeploying Passthrough App in Shared Mode without Insight SDK Blocking HMS (Horizon Managed Service)
Hi everyone, I’m developing an educational XR application for Meta Quest 3S devices, intended for public use in a science center. I’m trying to deploy the app in Shared Mode via Meta Horizon Managed Services (HMS). My application uses: OVRManager Passthrough API for basic passthrough functionality (showing the real-world environment as a background layer). I do NOT use: Scene Understanding Spatial Anchors Object Anchors Avatars SDK Platform SDK APIs However, when I upload my updated APK to HMS, I keep getting the error: Shared mode: contains Insight SDK I have tried: :white_heavy_check_mark: Removing all references to Scene Understanding scripts (e.g. OVRSceneManager, OVRSceneAnchor). :white_heavy_check_mark: Removing Spatial Anchors scripts. :white_heavy_check_mark: High Managed Stripping Level to reduce unused code. :white_heavy_check_mark: Cleaning up Assembly Definitions. But the Insight SDK warning still appears, even though my app only uses passthrough. And so the app won't update. My questions: Is it possible to deploy an app using the Passthrough API in Shared Mode without HMS blocking it for containing Insight SDK? Does simply having the Insight SDK DLLs present in the Meta Core or Interaction SDK force HMS to block Shared Mode, even if I’m not using those APIs? Is there any recommended way to build a “lightweight” version of the Meta SDK that excludes Insight SDK for Shared Mode deployment? I’m trying to avoid having to abandon Shared Mode because this deployment is for a public science center where multi-user security is important. Thanks a lot for any help or guidance!Addmire6 days agoHonored Guest0likes0CommentsActivating the Controllers of the Meta Quest 3 without touching them
Hi, I'm developing a VR game where we need to track the position of one of the Meta Quest 3 controllers, even when it's not actively held by the user. The problem is that the controller needs to be active (i.e., awake and tracked) for us to get its position. However, it seems the controller won’t activate until the user physically interacts with it — by wiggling or pressing a button. For our use case, this is not ideal. We want the controller to become active automatically when the headset starts up, without requiring any user interaction. Is there any way to wake or activate the controller programmatically — without the user needing to move or press anything on it?Noa.Count8 days agoHonored Guest0likes0CommentsRender to only one eye
Hello, I'm after a bit of information about who I should try contacting regarding making VR less GPU wasteful for my particular situation. I'm blind in my right eye so I was hoping that there could be a driver level option maybe that would allow users to say "hey, as much as I'd love 2 working eyes, it would be real nice if I can just render a black image to the right eye and benefit from better FPS in the left". I get that stereoscopic is better, given the choice, but for me it's not a choice I have so I may as well benefit from improved frame rates or better image quality. I was born blind in one eye so I've had plenty of time getting used to lack of depth perception, however, I can still take visual cues from surrounding environment on a virtual race track to know when to out brake you :wink: Back on track though (pun intended), would it be a driver level (pun unintended) development, or maybe SteamVR? Something where we do not have to rely on every game studio to provide it as an option, instead we can just set it and forget it at lower level. I have a degree in games programming, so I'd be happy to get my fingers dirty if I was pointed in the right direction, if Oculus isn't prepared to implement something like this. Thanks in advance, Kevinkorriss8 days agoHonored Guest0likes3CommentsFOV of tracking cameras (Quest 3)
Is there a way to get an accurate spec of the FOV of the tracking cameras, relative to the player's centerline? In our app we want to render a full-body avatar of the player to be viewed by other players. But there could be times where the hands go out of the tracking camera's view and for that we want to compensate with our own mechanism. We need to get this number for our algos. (the FOV relative to the player's centerline, not the intrinsic FOV of the cameras themselves as they are also positioned at an angle from the player.)eran.kleiner9 days agoHonored Guest0likes0Comments