Developer Forum [Archived]
Recently active
Hello, this bug is almost like these ones : https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1196812 and https://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/td-p/1137807 The wireless debugging prompt shows a black screen or passthough after accepting. It should show the Meta bar and opened apps. This is new to the last september's v69 versions and affect all the people I contacted. Version 69.0.0.576.352.641228209 Runtime 69.0.0.570.355.641203395 OS SQ3A.220605.009.A1
I'm currently having an issue in Unreal 5.2 with the virtual keyboard for the Meta Quest 3. Using an editable text box and selecting it will bring up the virtual keyboard. However upon closing the virtual keyboard all widgets lose any sort of interaction, buttons will not allow clicking and the text box cannot be selected again so the virtual keyboard will not appear again. Has anyone had any similar issues or know of any fixes for this issue?Thanks
I'm trying to develop these features using Unity VR Oculus Meta Quest 3. Does Oculus provide these features? 1. Sharing media playback screens 2. Monitoring other users' play screens I want to implement these features, but I don't have any reference materials, and I wonder if the Oculus Unity package supports the implementation of these features.
I am developing in unity a game in which I implement the Meta XR All-in-One SDK and to an object the building block grab interaction because I want it to disappear when I grab it but I can't find how to do it, could someone help me?
Hello, I have made multiple ui toggle and by clicking on any toggle button perform some action. I made it clickable by Meta quest 3 Controller Ray Interactor. but toggle is not clicked every time when i pressed the trigger button. some time it clicked and some times it not. What could be the issue ?
Hi, Newbie here,I have this low poly mesh that i animated in c4d. I wanted to take it unity to build for quest pro. I was hoping that I would be able to import it as an alembic into unity and eventually use it in a scene to build it for quest pro.Is it possible to do so? I read somewhere that alembic is not supported on android. Is there an alternative to alembics?Thanks in advanceI am using unity2021.3.21 right now.
Hi, I'm making a local multiplayer app for meta quest 3 and I'm using meta avatars. The movements of the avatars are doing well on the conection host/client. But if I'm with 3 players in the room, the client players are able to see the movements of the host avatar, but the other client avatar stay fixed in the "T" position with the open arms and the movements dont update. Any solution?
My Quest 3 headset.. in the oculus app on my phone, "Headset settings" is greyed outand I can't put the device into developer mode. Note it used to work. I can't connect this headset to adb or MQDH anymore either.The settings on the quest itself show developer mode 'enabled', but apparently it's not.I'm at this form from this post (same issue) https://communityforums.atmeta.com/t5/Get-Help/Headset-settings-greyed-out-mobile-app/td-p/1070584How can I fix this? Thanks
I am currently working on an application that uses a specific document on the users device to transfer information and records between itself and different simmilar applications made by my team (imagine Game A storing its highscores in a shared document so Game B can read those same highscores and incorporate them in Game B).This methodologie allready works on the Hololens 2 which i have also developed for so i assumed it would work on the Quest 3 aswell. After doing some research i discovered that my best bet would be to try to get All File Access letting me access a shared directory between my different games.I found some code online that should help me ask for All Files Permission Access, as that isnt natively supported by unity itself.using var buildVersion = new AndroidJavaClass("android.os.Build$VERSION"); using var buildCodes = new AndroidJavaClass("android.os.Build$VERSION_CODES"); //Check SDK version > 29 if (buildVersion.GetStatic<int>("SDK_INT") > buildCodes.Get
Hello. I do not manage to launch Meta XR Simulator in the new 68.0.0 version of the SDK. I use the same project and build settings that work correctly in versions 59.0.0 - 66.0.0, where the simulator functions properly. I set "Oculus" option for both PC and Android in "XR plug-in Management". I set "Meta XR Simulator" to "Activate". I tried launching both with and without synthetic environments, but the Simulator window does not show up. Does anybody have the same issue?
Hi,guys. I have made a Quest VR apk that is able to install and play on quest3, then i tried to upload apk to MQHD for revview, nomatter i use MQDH , Oculus Platform Utility or unity plugin, There are always say "The build you were trying to upload has failed, spawn EPERM". my organization is verified in MQDH, I use unity 2022.3.2f1c1 to make apk , then use VPN called "ASTAR" to upload apk to MQHD 4.9, is the VPN problem ? or anything else , please help, i am looking forward to hear from you. thank a lot. below is the error on my laptop .below is the error on my PC .below is the error in unity .
I am using the Meta XR interaction Toolkit and its Components.My Problem: I am in Playmode on my PC and have a Oculus hooked up via Link.I have 2 Displays.Display 1 (VR) Where the the Player is in a room with an interactable Panel. (Grab, Point, Select works)Display 2(PC) I have an UI Button. When its clicked something should happen.As far as i know the Meta SDK needs the PointableCanvasModule for the Events to work.But then my Mouseclick on Display 2 doesnt register.When i have the Standalone Input Module active, my mouseclicks works, but i can't interact with the Canvas anymore.Video that shows the Problem: https://streamable.com/uin4ms How can i use my Mouseclick and the VR Hands at the same time?Big_Flex I read that you work on the Interaction SDK team, so i tagged you 🙂Thanks for the help
I would like to have some information about viewing (video)content en making (video)content for the Quest 3.In the Meta TV app I watched some video's that where very close in view. When I upload a 16:9 video to the Q3 and watch this in the Meta tv app there is some "distance" to the video, like cinemais there a possibility to watch this closer, like video's I can see on Meta TV, or do I have to create a different video?It looks like a curved rectangular video, or is this 180 degree video?I want to create (video )content with a more "In your face" experience than the cinema experience. Is that possible with flat content?
My App submission currently failes the review on the VRC.Quest.Performance.1 reqiurement.When observing the frame rate in MQDH I do see the low frame rate of 18 even in the starting window. When properly entering the application, I see the framerate quickly switching between 18 and 72.When using the OVR Metrics Tool, it show me a constant framerate of 72. Even from the users perspective, I do not see the beginning low framerate in the starting window or the quick switches of framerates in the main part of the application.This requirement currently fails during my app submissions. Does someone have an idea how to fix this or how to properly debug this behaviour?I am using UE5.3.2 and the latest MetaXR plugin version for UE5.3.2.Thanks!
I have a question, i want to use preset avatar, and i extracted the zip file to get GLB, but it can not drag into scene.I also download GLTFUtility that can be used in Loading GLB in UNity, but it not work with preset meta avatar.do you guys have solution about that? i just wanna use Local Meta Avatar in Unity
Headset shows locked (quest2)
Hi everyoneI have a problem with the "Meta XR SDK" package!Now I have installed "Meta XR SDK" and "Meta Avatars SDK" packages for my Unity project and there are currently no error messages.But when I run the program now, this message appears: "Help to Improve Meta SDKs"And every time I click on the "send usage a statistics" button, but this message appears again the next time I run it.I go to Edit > Preferences > Meta XR > Telemetry in the main menu and want to check the Telemetry option, but it cannot be selected!How can I fix this?
I'm trying to use a multicast dns library (zeroconf protocol) to register the quest 3 device in the local network.I've tried the following methods in Unity:Importing this library: https://github.com/jdomnitz/net-mdns; seems to work on the editor when hitting the play button, but not when building the app on the quest 3.So I thought maybe it was that the library not being compatible with Android, so I implemented this other library as a java plugin: https://github.com/jmdns/jmdns.This plugin seems to execute correctly looking the logcat, but it wont publish the service even though I don't get any errors, using this code:public void startService(String serviceType, String serviceName, int port, String serviceDescription) { try { InetAddress address = InetAddress.getLocalHost(); jmDNS = JmDNS.create(address); ServiceInfo serviceInfo = ServiceInfo.create(serviceType, serviceName, port, serviceDescription); jmDNS.registerService(serviceInfo);
I have met a problem. In a game packaged by UE5, if i remove HMD from head and put on again, the HMD will Recentered automatically (like press and hold button Oculus Home in a while). I see it happened on the lastest update v57 yesterday. How to turn off the automatic function above so that the HMD don't recenter when putting on head again or have a setting on UE5?
I am experiencing a problem with my APK upload from Unity. I upload the APK from Unity just fine, but when I open the game in my headset to test, all movement is delayed, on top of that it is laggy. You cannot move anywhere, my game uses the Gorilla Locomotion System. There are no errors in the Console. The file is only about 200 megabytes. My headset is a Meta Quest 2, so it should have enough processing power to run the file. My headset has run a game the size of a gigabyte before, so it should be fine.Thank You so Much for Your Time, I greatly appreciate it.-RomanEmpire
I am experiencing a problem with my APK upload from Unity. I upload the APK from Unity just fine, but when I open the game in my headset to test, all movement is delayed, on top of that it is laggy. You cannot move anywhere, my game uses the Gorilla Locomotion System. There are no errors in the Console. The file is only about 200 megabytes. My headset is a Meta Quest 2, so it should have enough processing power to run the file. My headset has run a game the size of a gigabyte before, so it should be fine. Thank You so Much for Your Time, I greatly appreciate it. -RomanEmpire
Hi, when using Unity 2022.3.42f1 and Oculus Link with Meta Open XR feature sdk (com.meta.xr.sdk.core@68.0.2) , I get hundreds of log messages spamming the console similar to: [MetaXRFeature] OnAppSpaceChange: 144292415606376081 UnityEngine.Debug:Log (object) Meta.XR.MetaXRFeature:OnAppSpaceChange (ulong) (at ./Library/PackageCache/com.meta.xr.sdk.core@68.0.2/Scripts/OpenXRFeatures/MetaXRFeature.cs:228) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) In general there is no way I see to turn off these kinds of logs from MetaXRFeature.cs which is very annoying. A few would be ok, but I'm seeing hundreds
I'm struggling with displaying stereoscopic (left/right) imagery in combination with geometry in the Quest.Basically the setup is two spheres with the normal pointing inwards, one is on a left layer, the other on a right.The camera rig has two cameras one targeting the left eye the other the right. Also the culling masks of cameras set accordingly.(as an alternative I tried the Unity Skybox panoramic shader)All this works great on a Rift and Quest.However, if I add 3D geometry to the scene (on default layer), things get weird. On the Rift it is ok, stereoscopic video in the background and 3D geometry in the foreground.On the Quest, the geometry is only visible in one eye. I tried everything I think, any ideas?
The qustion may appears stupid, but I wonder what exactly means the "use per eye cameras" in OVRCameraRig.Since it is not enabled by default, I can't imagine the game will use only one camera for both eyes, because it would not be stereoscopic view and the VR experience would be out ouf interest. I did test with an without use per eye option, I can't see any difference. Anyone?
Hello, I am trying to use the following code to retrieve the UserID (i should preface this by specifying that I have tried in a variety of ways, including the use of coroutines and asynchronous methods).Users.GetLoggedInUser().OnComplete(message1 =>{Debug.Log("oid: "+message1.Data.OculusID);});My problem is that this code never gets executed.It is as if it is not there; it does not hang, it does not return any null/0 values, it simply does not execute at all. I have googled this ad-nauseum and everyone else's problems are related to null values or a zero for the ID being returned, but my problem does not seem to come up. I have the platform installed, signed in, I am waiting for Oculus platform to be initialised and I have filed (and had approved) my DUC. What am i missing?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.