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i was wondering when you guys can review my app submission because i need it done as soon as possible this is for the Meta Horizon Store Review Team
How can I query the latest version code of the builds I have uploaded to the Oculus Store page channels from the Unity Editor?
Hey there. I'm trying to get a value out of the Unity XR Input System that represents the force (pressure) a Player is pressing a button on a Quest 3 controller. Especially the Side-Grip and Trigger Buttons. Did someone ever do something similar and has a hint if this is even possible? Thanks
We are using a sample of Shared Spatial Anchor provided by Oculus.Pressing the anchor share button results in -1006 error.Can you tell what this means?
Hello. I have two organizations on my developer account. I have an app on one that is approved but not released. I want to move it to the second organization. Any help is appreciated.
We are developing a game that utilizes room scan data from Quest 3. Since the depth sensor of Quest 3 is essential, we intend not to support other devices in the store. However, I'm not sure where to set this preference. Should we simply select only RoomScale in the Supported Player Modes? Currently, all options are selected.
Hello,I am building an architectural visualization app for meta quest devices using Unity 2022 and Meta Interaction SDK v68. I am using realtime lighting where the user is able to manipulate the time of the day using a slider in real time to see how their apartment would look under different light conditions. No matter what light / shadow setting I set, in the headset build the shadows look blocky and pretty hideous. I made sure to:- Remove the window glasses with transparent material which could have affected the quality of the light coming through,- Adjusted URP settings to have highest resolution shadows, adjusted the cascades to make sure highest quality shadows within 25 meters, - Adjusted the light / skylight settings to make sure I have highest shadow quality and soft shadows.When I manipulate the direction of the directional light in the editor, I get flawless shadows: But as you can see above, the build one suffers from blocky, glitchy looking light.I would be g
Our application creates a XR cubemap layer and applies textures to it.The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR.The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format.Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space.This functionality broke also on our *published* version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke on v69,We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer.Some additional observations:Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work.Using PNG files for the cubemap does work (GL_RGBA8).Disabling layers also works.Loading other textures with the same formats works (we do it for the controlle
I followed the official instructions for setting up Unity for Quest development.I tried to build using the included example scenes. The build works fine, but when it runs on the quest, it stays stuck on the animated 3 dot loading screen.The ADB logs show no errors, and even show various Unity logs while stuck, such as the focus gained and lost events. So I'm pretty confident that the build is running, just stuck behind the loading screen.I've tried from scratch several times, factory reset my Quest, messed with all sorts of build settings, but can't make any progress.I've attached the compiled APK in case that helps, and the full ADB logs.Any suggestions?Running on Unity 2019.2.21
Our application creates a XR cubemap layer and applies textures to it.The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR.The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format.Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space.This functionality broke on our published version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke with v69,We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer.Some additional observations:Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work.Using PNG files for the cubemap does work (GL_RGBA8).Disabling layers also works.Loading other textures with the same formats works (we do it for the controllers).
How can I get if the user is playing on a quest 2 or a quest 3 in a unity script? I have Platform SDK installed if that matters.
Over a year ago it was said that Meta Avatars would be coming to UE.https://developer.oculus.com/blog/meta-avatars-highlights-update-connect-2022/Does anyone know if there is a release date for the SDK?
I am implementing a PCVR project, and everything seems to work almost perfectly. However, one of the remaining issues I need to solve is related to passthrough.When running the project from either the editor or an .exe, passthrough works correctly, and I can see my models, etc. However, if I take off the headset and put it back on, as soon as I move my hand in front of the cameras of my Meta Quest 3, the passthrough breaks, showing me distorted images of my surrounding environment.Has anyone else encountered this issue? Do you know how to fix it?For now, I am using Desktop Maximum as the Target Hardware and in PC preview D3D SM6 (I also tried with Vulkan as recommended by Meta, but the result is the same. Side note: the result is the same, but there are no shadows!).I am also using MRUK to instantiate a model on top of my real table.
I'm working on a cross-platform VR/PC/mobile application, and I'm considering using the Meta Avatars SDK to implement user avatars. For non-VR users, I would use avatar presets. Does the Avatars SDK require being built on a VR platform?
I am reaching out from China as a developer facing a persistent challenge with the organization's admin account verification process. Despite adhering strictly to the provided instructions and ensuring that the photo submissions of my ID are of high clarity, my attempts at verification continue to be unsuccessful.I made many attempts, but I have no idea what I should change. Because from my point of view, it seems that my picture already satisfied all the requirements.I hope someone can give me a helping hand. Thank you!
Hi,I have an application which is a MR/VR application where I have a robot in my application.I have the room setup in Unity and can get the AR planes from the AR plane manager and use these to relocate position of the robot to a fixed place in the room given the AR planes.However, when I take off the headset and put it back on, or would to give it over to another, the origin of the application changes and all my GameObjects are somewhere else.My work around so far have to be using the AR planes with a measured offset to place the robot, but doing this for all objects (menues, etc) feels like it's too much of a work for a developer. From my understanding the application always sets the scene origin to the floor AR plane origin the first time the application is started.When you take off and on the headset the application sets the scene origin to the origin of the headset(note that here all the AR planes are relocated and placed correctly in the scene).Every time forward from this, t
Just that. So that people could record themselves playing instruments. Simple as that. Thank you.
With UNITY 6 being released last month, we've gone in and logged some critical bugs that are preventing smooth Quest development on the new engine. If you find any bugs or, especially, find solutions let us know and leave them here!----------------------------------------------------------------------------------------------- BUGS:#1: Disabled HeadTracking on play leading to stuttering and extremely low refresh rate Notes:- When playing preview with Questlink, it appeared that head tracking wasn't working and as a result the scene was refreshing in the headset and in the preview game view at extremely slow rates. Unplayable bug. SOLUTION: (Credit to LuffyYu ) - Uninstall OculusXR plugin and enable MetaXR within OpenXR plugin & enable "HandPoses" within MetaXR options. Solution notes: - Solution seems to have fixed refreshrate on start UNLESS hand tracking is enabled -- results in same drop in refresh rate. - Minor stuttering still
Upon trying to remove this plugin, I get an error saying "Some assets could not be deleted. Make sure nothing is keeping a hook on them, like a loaded DLL for example." How do I delete it?
The data statistics we applied this week show a significant discrepancy compared to Metadev's backend statistics. Has anyone else experienced the same issue?
Hallo. I hope you or anybody else can. It’s regarding my Facebook account. My account is suddenly been deactivated for 2 weeks ago I have tried Facebook help center. But nothing is working. Does anybody a solution for me?
Hi, After upgrading a Meta Quest VR project from Unity 22.3.44f1 to Unity 6 Preview 6000.0.17f1,I get problems from the Meta Quest Dashboard.After uploading to the store it fails in the security test/validation and app cannot be started in the headset.It seems Meta Quest Dashboard considers Unity 6 preview old, unsafe and exposed to DoS attacks. Version 6000 > 2022 so I don’t understand what could be triggering this.I tried several times to switch between 2022.3.44 and Unity 6 preview and the result is always the same.With 2022.3.44 it always passes and app starts normally, with Unity 6 preview, it always fails and the app won’t start. (Though it updates like normal in the headset). So I don’t know for sure this is causing the app not to start in the headset, but the security fail should definitely not be there. Anyone have an idea around this or if a fix is coming?
Unifi login refers to the process of accessing the Unifi network controller. The controller is a centralized platform that allows users to configure and monitor their network devices. By logging in, you can make adjustments to your network settings, add devices, and monitor performance.Why is it Essential?Unifi login is crucial because it serves as the gateway to controlling your network. Without proper login credentials, unauthorized users could compromise your network, leading to data breaches or network downtime.Common Use Cases of Unifi LoginNetwork Configuration: Adjusting device settings like IP allocation and SSID names.Monitoring: Checking the real-time performance of your network.User Management: Adding, modifying, or removing users.3. Steps for Unifi LoginHow to Access the Unifi InterfaceTo access the Unifi controller, you need to navigate to the default IP address or the Unifi cloud URL, depending on how your system is set up.Login Requirements (IP Address, Credentials)You'l
[edit] ignore this, can't delete the post so editing - something else causing a slowdown that's beyond GPU or CPU usage
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