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I am trying to use the Quest Runtime Optimizer (v0.1.0 from the asset store) on an OpenXR project with Unity 2022.3.54f1.I am building and deploying an apk to a Meta Quest 3 (version 79.0).The Scan GameObjects functionnality works fine. However, when I try to "Capture Frame" from the Quest Runtime Optimizer editor windows, I get the following error:MetricAPI: 68946B12.json execode: 0 single positional indexer is out-of-boundsTraceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integerIndexError: single positional indexer is out-of-boundsUnityEngine.Debug:LogError (object)Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/co
We are developing applications that will not be released on the Meta store. These include utilities and tools for other teams to use, as well as games intended for dedicated contests where users are required to remain within the app (and again... I'm not talking about apps available on the store but apps that our final clients will use in they HQ or physical stores to show off their products).Based on my understanding, many other developers are making similar requests. Is there a possibility to hide the system menus for the 'hand tracking' mode? Additionally, are there plans to introduce a 'kiosk' mode?
Hello fellow VR enthusiasts,I wanted to share some insights on how to get the most out of your Oculus Air Link experience. As you know, Air Link allows us to enjoy PCVR games wirelessly on our Quest headsets, which is nothing short of amazing. However, to ensure that you're getting the best performance with minimal lag, your network setup is crucial.Here's what I recommend for the optimal Air Link setup:1. **Wired PC Connection**: Your PC should be connected to your network via an Ethernet cable. This wired connection is more stable and offers higher speeds than Wi-Fi, which is essential for streaming high-quality VR content.2. **Dedicated Router**: If possible, use a dedicated Wi-Fi 5 or Wi-Fi 6 router for your VR setup. These routers are designed to handle high-bandwidth activities like VR streaming. Wi-Fi 6, in particular, offers higher speeds, improved efficiency, and better performance in crowded networks.3. **Tri-Band Router with a Dedicated Channel**: For those who can't have a
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response
There is a need to have "connect" & "subscribe" functionality using mqtt on our oculus native app. We have used M2Mqtt & Mqttnet libraries in our unity c# and developed the test application. It is working as expected in unity on laptop and is able to successfully communicate to mqtt broker with both the libraries.However, after exporting to oculus quest2 none works. M2Mqtt is showing "upLibrary" exception and Mqttnet is showing "Access Denied.. MqttConnectionException". Appreciate some guidance ASAP
Is anyone developing VR applications for the landscape design industry? Existing user platforms include Autodesk products, landFX, SketchUp, and other BIM systems. I’m a landscape architect and see this technology replacing the current 2d 3d presentation norms in this $7 billion industry.
Hello all,I recently purchased a Quest 3S and Unity does not see it. It is in developer mode, I am using a USB 3 cable (passes the cable test) and the Meta Quest Link sees the unit. I'm at at total loss here. I have uninstalled all Unity versions and the Unity hub and re-installed, same with Meta Quest Link. The strange part is that Unity will see my old Oculus Quest 2 fine. I hope I'm just missing something simple. Any help is greatly appreciated.
Hey,Using Unity 2023.2.2.Whenever i call Activate() on the VoiceService (VoiceActivationButton) the app crashes with the following error:Any suggestions? 2023/12/08 18:22:15.037 26663 26687 Info Unity [INFO] [VSDK <WaitForMics>d__71] Found 1 Mics 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.VLog:Log(VLogLevel, String, Object) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:RefreshMicDevices() 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.<WaitForMics>d__71:MoveNext() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2023/12/08 18:22:15.037 26663 26687 Info Unity Meta.WitAi.Lib.Mic:SafeStartMicrophone() 2023/12/08 18:22:15.037 26663 26687 Info Unity UnityEngine.GameObject:Internal_AddComponentWithType(Type) 2023/12/08 18:22:15.037 26663 26687
I am a MetaQuest app developer. When I tried to proceed with the Admin verification process from Meta's Organization Verification the other day, I was instructed to take a picture of my verification documents with a camera. Since I was processing the verification from my PC, I cancelled the picture-taking and tried to complete the process from my smartphone. However, the picture-taking menu never appeared again, and for some reason, it shows that I submitted my verification documents without actually submitting them, completing the application without them. Please allow me to take pictures of my verification documents again. I sent a message to Meta Support, but they instructed me that it would be appropriate to make an inquiry here. Therefore, I am posting on this forum.Thank you.
As a result of verifying the organization's administrator certification with my license, I received an e-mail stating that "The image of your license is not sufficient, please resubmit it".However, when I tried to resubmit the request on the certification page, it said, "Verification request under review." and I cannot resubmit the request.I cancelled the request once, but it is the same situation. Also, when I discussed the above matter with developer support, I was told that I should discuss the account level issue with https://store.facebook.com/help/support/, not developer support.However, even after consulting with the above, I was told that "this is not the place to discuss this issue" and the issue was not resolved. Does anyone else have a similar problem or know of a solution?
Hi im pretty new to Unity development with the Meta XR SDK. Im on Unity 6.2 and using Meta All-in-One SDK version 78. I've been trying to figure out how to launch a Synthetic Environment Server on the Meta XR Simulator and everytime I try to enter play mode using the Simulator and launch a room from the list of rooms, Unity fails to find the .exe file in the directory path above. And sometimes the editor would just crash when I press play. I tried removing and reinstalling the packages but it just won't work. Any solutions or am I missing something? Thanks
I have a question about the Oculus fork of the engine on github. https://github.com/Oculus-VR/UnrealEngineIt is currently on 5.5.Epic has released 3 hotfixes 5.5.1, 5.5.2, and 5.5.3 that contain numerous bug fixes.Are there plans to update the fork on github with these hotfixes?Confused when starting a new project whether it is better to go with Vanilla 5.5.3 and just use the integration or use the 5.5.0 fork?It seems the github fork is the way to go based on https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/.But then are we all supposed to individually try to apply the 5.5.1, 5.5.2, 5.5.3 hotfixes?It would make sense for Meta to update the github release to 5.5.3 - and then everyone would benefit?Are there specific problems with the hotfixes?Thanks for any feedback/advice/tips
Hello, please I really hope to get a quick response to solve this, I added a number to test business account and I can't delete the number or add a new number on another whatsapp account. I can't seem to reach facebook support I would appreciate any guide.
Hi,has anyone ever successfully build AND run the 4.27 branch of the Oculus fork of UnrealEngine? On my Ubuntu machine (Epics favourite distribution), I can check out the original Code from Epic, and then its a simple "Setup/GenerateProjectFiles/make", and we are good to go. Also creating an InstalledBuild is no problem, The editor starts just fine. (BTW, why cant it be so simple under Windows, instead of having to mess around with VisualStudio?!?)If I do the same with the Oculus fork, the system can be build just as well, but as soon as I start the UE4Editor, I get a lot of errors while it is compiling the shadersLogSerialization: Error: Invalid boolean encountered while reading archive TMemoryHasherTemplate - stream is most likely corrupted.and at about 84%, the editor will crash:Caught signal 11 Segmentation fault libUE4Editor-Core.so!FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [/prj/UnrealEngine_ocu_427/Engine/Source/Runtime/C
Hi,I'm coming back to Quest development with Unreal, tinkering around again with my pet-project.When we started that a few years ago, 4.27 was the version one would use, and if you wanted to use things like Application Space Warp, using the Meta fork was a must.(maybe I should say that I'm targeting Standalone VR, not PC-VR.)Does this still hold true, though? Or did the changes Oculus made to Epics source code also find their way back into Epics code? What would I be missing out if I went with "plain-vanilla" from Epic instead of the Oculus-fork? Having to build from source is really a PITA, especially if you want to use Linux as a dev environment and not Windows.Would be happy to hear your comments!Hauke
I'm being asked an authentication code, but the email is only asking whether it was me logging in. It is not going past the code screen
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)
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.
I can't log in my facebook profile, when I try to log in facebook try to send me a code on whatsapp or sms but I did get nothing. Every time write me a message "Please try later." Why my profile was closed? Why I can't log in? Please help me because I need to use messenger!
I have verified myself live numerous times with a chat agent via facebook regarding an old Instagram account of mine, and they refuse to delete it. I don't have access to the old account. It is a dead account that locked me out a long time ago when Facebook integrated with Instagram. I used to be able to log into that Instagram with facebook but ever since then, nope. I have over the last few years needed it deleted for branding but Meta does nothing, 90% of everything goes through AI, and service agents have no power.I would really like someone at Meta to get in contact with me so I can pull the plug on this old account. Any other platform I have had a problem it has been no problem to do this once I verified my identity. Meta's securiy protocol makes no sense and in iinstances like this seem to have put themselves and users at a dead end which is bad policy.
Hello, we've encountered a serious compatibility issue and would appreciate your assistance in resolving it.Problem Description:Meta Quest Link's virtual camera causes third-party applications that use DirectShow to enumerate cameras to crash.Reproduction Steps:1. Install Meta Quest Link2. Launch an application that uses DirectShow to enumerate cameras (such as OBS Studio)3. Delete the camera source in the application4. The application crashesAffected Scope:1. Crash Probability: Nearly 100%2. Affected Applications: All third-party applications that use DirectShow to enumerate cameras3. A large number of our users use Meta Quest Link and have all experienced this issue.4. Well-known applications like OBS Studio are also affected. I've seen users report this issue in the OBS repository.5. This issue severely impacts user experience and product stability.Technical Analysis:The crash occurs when DirectShow enumerates the Meta Quest virtual camera. The IBaseFilter object (the fourth paramet
Hi all,wouldn't it be nice to use a controller within the (IMHO) already great browser? So we can use JS content with it? Like, the "Internet Arcade"... Shouldn't Meta add a chrome add-on like "Gamepad to Keyboard Mapper" to its chromium browser? Or is there a workaraound to archieve this?Cheers, Christian
I have tried creating a developer account through meta to use apis. I attempted to do so by using my personal facebook account. It goes through account verification sending a SMS and email. The SMS worked but when submitting the code for the email I get this message:You can't make this change at the moment"This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while."I've noticed other forums in the meta quest section discussing this. There seems to be no way to contact developer support without having a developer account. Any fix to this issue?
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine.Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture.Any idea what is going on here?
I am making a MR app, that has worked great so far, but suddenly now when I build out I get this:Does anyone have any idea of why this happens?
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