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257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)VR.Anton21212 months agoHonored Guest17Views0likes0CommentsQuest Pro EyeTracker sampling at higher rate.
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.FrantisekHolubec2 months agoHonored Guest20Views0likes0CommentsSo are there really no portable plug and play 6e routers?
I'm really trying to avoid traveling with a giant router. I know many recommended the Kevin minions router but that thing is not in a easily packable shape. From my research there is basically no portable 6e router that allows me to just plug it in, go to web interface, and setup from there. I don't want to install any android apps or give any personal info. I'd basically never connect it to the internet. Maybe once for any software update. If there are no portable ones what's a recommended one that almost easy from travel?wukantu12 months agoHonored Guest13Views1like0CommentsMeta Quest Pro coordinate system conflict with external motion capture - origin reset issue
Problem Summary We're developing VR applications that integrate Meta Quest Pro with external motion capture systems(Nokov). The Quest Pro's automatic origin reset mechanism is causing severe coordinate system misalignment, making it impossible to maintain stable synchronization between headset tracking and external mocap data. Technical Details Core Issue Automatic Origin Reset: Quest Pro automatically resets its tracking origin to the current virtual node position during runtime Coordinate System Conflict: This conflicts with our external motion capture system's fixed coordinate system Cannot Disable: The automatic correction mechanism appears to be hardcoded and cannot be disabled Current Behavior We successfully calibrate and align Quest Pro tracking with external mocap Quest Pro automatically resets origin after some time/movement All previous positioning/calibration becomes invalid Hand tracking and head tracking become desynchronized Code/SDK Observations Positioning logic is encapsulated in Meta's DLL Hand tracking code is also sealed in the SDK No apparent API to control coordinate system behavior Impact Professional Applications: Unsuitable for commercial VR experiences requiring precision User Experience: Significant hand-eye coordination problems Development Workflow: Requires complex manual recalibration for each session Questions for the Community Has anyone encountered similar coordinate system conflicts when integrating Quest Pro with external tracking systems? Are there any undocumented APIs or workarounds to: Disable automatic origin reset Override hand tracking coordinate system Access lower-level tracking data Alternative Solutions: What approaches have worked for professional mocap integration? What We've Tried Researching SDK documentation (limited info on coordinate system control) Attempting to override both head and hand tracking with external data Various calibration approaches Looking For Official guidance from Meta developers Community solutions or workarounds API recommendations for professional mocap integration Similar experiences and how others solved this This appears to be a fundamental limitation for professional VR development. Any insights, experiences, or official responses would be greatly appreciated! Has anyone successfully integrated Quest Pro with external motion capture systems? What approach worked for you? Thanks for any help! 🙏zhou.1322 months agoHonored Guest18Views0likes0CommentsMeta XR Simulator Physical Controller Issues
Hi, I have begun using the physical controller connection in the Meta XR simulator to test more complex controller gestures but have immediately run into issues. The forwarding server is running on the headset, and the simulator successfully connects, but the controllers do not move, and just sit at the origin motionless. If I restart the Unity editor, the physical controllers will work once, but the next time I enter play mode they will not work until the editor is again restarted. There are no error logs or other obvious reasons for this failure. I am on Unity 6000.0.55f1 using v77 of the Simulator and the Meta SDK.white4862 months agoHonored Guest26Views0likes0CommentsWrong Thumb Placement for Meta Avatars after Update to v38 and v40
Hello everyone, we have been using the Meta Avatars in our projects for the last few months now and after putting in some work we were quite happy with the results. However since we recently tried to update from v35.2 to v38 or now even to v40 we noticed a weird displacement in the Avatars thumbs. The thumbs or joints of the thumbs seem to be shifted towards the palm of the hand somehow ( see images for comparison) . It does not hinder the grab functionality - but it makes all hand grab poses look wrong, which renders it unusable for us. I could not find any indication where this is coming from or any way to fix this. Does anyone have an idea or a tip on how this could be solved? Additional Information: Unity 6.2 All-in-One-SDK v78 XR-Plugin: Open XR We are using an OVRCameraRig with Hands and ControllerDrivenHands. Hand Skeleton in OVR Manager: Open XR Skeletondev.x.sandra3 months agoProtege45Views0likes0CommentsAdd extra thermal camera layer to Quest 3
Hello everyone! I would like to know if it is possible to add extra cameras to the Quest 3. The idea is to add two small thermal cameras to the front of the headset, to obtain a passthrough with night vision. It would be an extra layer of information that helps RGB cameras see in complete darkness. Initially I think of gluing the thermal cameras to the front of the viewfinder, and connecting them by cable to a cell phone, where it obtains electrical power and image processing. Then that image should go from the cell phone to the Quest 3 wirelessly. I was analyzing the documentation, and I think this could be done through the Passthrough.API, Android Camera2.API, your opinion on this would be very useful. I am a person with a visual condition called retinitis pigmentosa, which causes night blindness and decreased peripheral visual field. Therefore, it would be miraculous for me (and for many others), to be able to have night vision, but also assistance for low vision, such as contouring people, objects, steps, obstacles and all kinds of dangers. Thank you very much for your time.julian.almendra.ocampo3 months agoHonored Guest19Views0likes0CommentsError when using Meta Core SDK
I'm new in Unity and VR Development. I was trying to implement passthrough by following this tutorial https://developers.meta.com/horizon/documentation/unity/unity-passthrough-tutorial/ However as soon as I installed the Meta Core SDK via the package manager, I'm constantly receiving the following error about every 5 seconds. The error disappear if I remove the Meta Core SDK. I'm using Unity 6.2 (6000.2.2f1) on Ubuntu 22.04 NullReferenceException: Object reference not set to an instance of an object OVRProjectConfig..cctor () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectConfig.cs:104) Rethrow as TypeInitializationException: The type initializer for 'OVRProjectConfig' threw an exception. OVRProjectSetupSettings.GetOculusProjectConfigAssetPath (System.Boolean refresh) (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupSettings.cs:126) OVRProjectSetupSettings.GetProjectConfig (System.Boolean refresh, System.Boolean create) (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupSettings.cs:137) OVRProjectSetupSettings+SettingBool.<.ctor>b__0_0 () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupSettings.cs:33) Meta.XR.Editor.Settings.CustomSetting`1[T].get_Value () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/Utils/Settings/Setting.cs:161) OVRProjectSetupUpdater.Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupUpdater.cs:90) OVRProjectSetupUpdater.WatchdogUpdate () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupUpdater.cs:77) UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at /home/bokken/build/output/unity/unity/Editor/Mono/EditorApplication.cs:384)lts04293 months agoHonored Guest125Views3likes0CommentsPoint of view issue. Visualisation shift while turning head.
If I turn head left-rigth - virtual gun is shifting relatively controller. it's impossible to make aiming points same in real and vitrual gun. see attached video and objects hierarchy p.s. I'm using Gun Stock. turn head leftuDezimiro3 months agoProtege32Views0likes0CommentsHow to Set Up Meta Pay for In-App Purchases in the Store
I’m currently figuring out how to integrate Meta Pay into our game’s in-app purchase (IAP) system within the Store from the Developer Dashboard. I’ve reviewed the docs here: https://developers.meta.com/horizon/resources/add-ons-setup#creating-add-ons-and-adding-store-assets and the YouTube tutorial here: https://www.youtube.com/watch?v=Fefo_s8BUS4&t=5s, but I’d like to confirm the correct process for configuring Meta Pay. My main questions are: How do you connect Meta Pay to an IAP setup in the Store? What steps are required to enable payment settings, including linking Meta Pay (e.g., binding credit cards or bank accounts)? Is there an official tutorial or guide that explains the full setup process? Any guidance or resources would be greatly appreciated!mohan.highstreet3 months agoHonored Guest21Views0likes0Comments
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