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[Unreal engine 5.2]I need to only one anchor to 5 of quest 3withouth using cloud, can i share the local anchor? If it's possible, can you inform me the way?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 26th, 2024. There was no update last week because I was on vacation.Major Updates:A new Analytics topic Metrics Benchmarks is now live. Benchmarks allow members in your organization with access to analytics to compare your app’s metrics with those of other apps on the Meta Horizon Store to identify areas for improvement.The Unity topic Body Tracking for Movement SDK for Unity has been updated with new prerequisites. Meta XR Core SDK for Unity v67 or newer is now required.The following new Unreal topics have been added:Getting Started with Controller Input and Tracking - A getting started topic for controller input and tracking, the most basic input format for any XR application.Controller Input and Tracking - An overview topic on controller input and tracking.Creating a Distance Grab Interaction - A guide to create a basic interaction that enables the player to grab
For my quest app I want to connect with an online database, for example mongodbWith windows projects I use MongoDB driver . Although the documentation tells me it can work with android, the reality is that it is not working with android.Does anybody has some expierence with a database connector plugin which works with the quest android?I am using the engine build from source from oculusGreetings from the Netherlands
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs.So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes?Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of
I am developing a PC VR application using UE5.3.2 and MetaXR Plugin 1.95.0.I do not want the application to terminate if QuestLink disconnects and lets it return.Does anyone know how to do this?When using the OpenXR plug-in, this can be achieved by ExecuteCommanding the following.xr.OpenXRExitAppOnRuntimeDrivenSessionExit false
When I build and run my game in Unity it is about 200MB of apk and successfully builds. In my meta quest 3 I waited around 30 minutes but still it does not load (only shows the three dots of loading). What would be the best way to compress. Any suggestion is appreciated. Thank You
Hello, I have been working on a project using Unity 2022.3.7f and Meta All in one SDK 59.00 with passthrough. Everything in development has been fine and passthrough worked perfectly up until a few days ago the passthrough with no changes now is pixelated and slow. I have tried multiple headsets(2x Quest 3), link cables, ports, reinstalling meta quest link, reimporting all assets. I believe that this is because of a update with meta quest software so I updated the All in One SDK to 68.0 and am getting this error stuck at this point. Tried it additionally on a blank project with the 68.0 MAIO working and it still gives the poor passthrough performance. I AM BEGGING FOR HELP.
Hi All.I am creating a simple interaction where the user uses a brush and pan to sweep up some rubbish. I say simple but i'm not quite getting the interaction to work. I have the pan and brush working ok using Oculus HandGrabInteractable and managed to fudge a bit of rubbish getting swept onto the pan. I really think it's very crude though and am looking for any tutorial that you (the masses!) may have seen online which may be of help to get this into a much slicker execution.Many thanks for your time.
Hi Meta-team,I work in sales and came up with the idea to develop software that allows a salesperson to select videos and then remove the headset and place it on their customer's head. However, with the new update, there is no permanent way to turn off all notifications. The only options currently available are to turn off notifications for 1 hour, 2 hours, or until midnight, with no other choices.I plan to have other salespeople use the software as well, and for them, it needs to be as simple as possible. They shouldn't have to disable notifications every time they use the headset. It seems logical to me that there should be an option to turn off ALL notifications permanently. Whenever one of my salespeople removes the headset and puts it on a customer, there's always a risk of a notification appearing, which is not acceptable. The customer should only be able to view the selected VR videos without seeing any irrelevant notifications.I would really appreciate a feature that allows all
Hi Everyone,We have an experience in which multiple people HAD been able to slowly walk through an orchestra as the sound changed. Worked very nicely for a large public.BUT: we had been using Space Sense to give people a sense of the others in the environment (which was being monitored), but it seems to have disappeared or failed last year. Sometimes one sees a bit purple throughput, like a ball of tumbleweed, but basically it's not working. This was essential to our mode of presentation. Does anyone have any idea 1) what happened to space sense or 2) what is the most simple, robust replacement? Am I missing something simple?
Hi everyone!I’m having issues with my VR build—there are ZERO shadows on Quest 2 and 3! When working in the editor, everything works as intended, but when the build is generated, there are no shadows, not even baked ones.Are there any settings I should adjust? The project was started with the VR Template.Additionally, Post Process does not work in the build.Any suggestions on how to fix this?Thank you!
Good morning,I have been trying to update my payment information for 6 days now without success. The response from the update form is "We're having trouble completing your request. Please try again."When creating the account, I already had this type of problem which resolved itself after 3 weeks.After speaking with a chatbot for 3 days so that it did not direct me in any way and did not resolve the problem in any way, the ticket was purely closed without providing a response.It is also now impossible for me to repost a message because it detects that an identical message has already been posted.I can only try again every day to update my IBAN.UPDATE : I don't know how but my iban was changed. It therefore appears that an error message was sent but that the modification was made.
Has anybody tried yet to use Application Spacewarp from Unity 6? This would require reworking the forked version of URP that Oculus offers, which only supports up to Unity 2022.3 as far as I know. Has anybody given it a shot yet?
Current SituationCurrently, panoramas on Meta Quest are displayed against a plain background, which doesn't take advantage of the device's mixed reality capabilities.Proposed ImprovementI suggest implementing a new viewing mode for panoramas that combines passthrough technology with the wall-locking feature seen in YouTube VR's mixed reality environment option.Key Features Passthrough Integration* Allow users to view panoramas with the real-world environment visible in the background using the Quest's passthrough technology. Wall-Locking Option Implement a feature similar to YouTube VR's mixed reality mode, where users can "lock" the panorama display to walls or surfaces in their physical space.Flexible Viewing Give users the option to switch between the current plain background mode and this new mixed reality mode.Adjustable Opacity: Allow users to adjust the opacity of the passthrough background to find their ideal balance between the panorama and their real environment.Ben
Hi! I need to know what exactly element hovered on canvase. I listen WhenStateChanged of RayInteractor but Interactor in the field Interactable alwase has canvas. And how to understand what button or slider hovered now i don't know.Also i tried use PointableCanvasModule.WhenSelectableHovered but in this case i can't determine what exact RayInteractor (left or right) hovers.Can you help me find solution how to determine canvase object and what controller hover it?
I installed Meta's Movement package and immediately hit an error:Library\PackageCache\com.meta.movement@3224be0f12\Runtime\Scripts\AnimationRigging\RetargetingLayer.cs(329,33): error CS0115: 'RetargetingLayer.InitializeBindPose()': no suitable method found to overrideFWIW, I'm running Unity 2022.3.33f1 on Android, package version is 6.0.0, and I imported the project via git in the package manager:`https://github.com/oculus-samples/Unity-Movement.git`UPDATEResolved: I upgraded Meta XR Core SDK from 65.0.0 to 68.0.2 😅Note to self: RTFM
I have a simple script that plays an audio clip when the OnPointerEnter event fires and stops when the OnPointerExit event is firedIf I hover over and then off of a UI element, like a toggle or button, the audio plays / stops as expectedIf I pull the controller trigger while hovering over UI and release, the OnPointerExit & OnPointerEnter events fire, even though I never moved the pointer from the UIThis only occurs when in VR, not in a desktop scene, and is feels like a bugUnity 2022.3.20f1Meta SDK v62
I can't seem to get my UI resolution to stay crisp when at a distance. Up close it is great but when you take a couple steps back it's hardly readable and images are terrible. This only happens in the build, in editor/runtime it works fine. Final product is for a stand alone build not PCVR. When bringing up the Quest menu from a distance it is crisp and clear next to mine. I've tried scaling the canvas, messing with Dynamic Pixels, not using mit maps, anit-aliasing is 4x, and a bunch of others suggestions I ran across online with no luck. Textures on models look fine, it's only on UI. I've used the Meta XR Project Setup Tool Checklist to make sure everything is good for that. I've tried in different versions of Unity (currently using 2022.3.35f1). Is there a template, or sample project somewhere that has everything working as supposed to that I can look at and compare what I am doing wrong?
I'm trying to upload my apk through the meta developer hub and im getting the errors The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/Missing <category android:name="com.oculus.intent.category.*> in AndroidManifest.xml.The <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> attribute is required for this platform in AndroidManifest.xml I have looked into the project settings and inside of the meta xr plugin I have focus aware checked but its greyed out and not pushing to the manifest, I also dont understand why the headtracking feature is no longer pushing to the manifest either as It should.I am on the new oculus 5.2 branch and the newest meta plugin, any help or ideas would be greatly appreciated.
Good morning developers staff.I've some questions I would liketo ask you.I've both Oculus Cv1 and Job Simulator software. I still have to buy Oculus touch:-I don't consider it a reliable hardware for Jacob Nielsen checklists-.I'm wondering if perception neuronwould be better for hands tracking in Vr Job simulator.I've in fact saw that Job Simulator has been developed with Unity, compatible thing with Perception neuron, which has compatibility for Unity.Does someone knows if Perception should works with Job Simulator?I'm asking this cause Job Simulator staff said me, they don't supply support for -any- peripheral -at all-. They also said methat they provide support only for Official commercial technologies -Oculus Cv1, Oculus touch and Htc-Vive-.Does anyone could help me to understand if Job simulator and Perception would works together? what should be the reason of theseanswers?.In case they should works,could someone tell me the proceduresteps to make them works together?Thank you aga
Using Unity 2022.3.4f1 LTS with the updated packages for OpenXR (1.8.1) and Oculus XR Plugin (4.0.0) and v54.1 of the Oculus Integration SDK, enabling the `Meta XR feature group` under XR Plug-in Management/OpenXR completely stops the controllers from tracking. The controllers are not visible in the Analysis/XR Interaction Debugger/Input Devices and no device connection events are raised from InputDevices. Disabling the Meta XR feature group fixes the behaviour. I have tried earlier versions of the integration SDK but anything < v53 yields a compile error with the new OpenXR and Oculus plugins. Is this a known issue?
Where are the software AI tools developers were supposed to start using to create higher fidelity games? Where's this 350 to 400 percent performance boost from supersampling???!!Enhance! Neural Supersampling is Here! 🔎 (youtube.com)www.youtube.com/watch?v=OzHenjHBBds
I used unity's package manager to download the all in one sdk and I am using the oculus xr plugin.I get all these warnings on the console and the simulator just doesn't open.Can I get some help on this? I am just learning unity vr and I followed the documentation from meta, still I am a bit lost.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 26th, 2024. There was no update last week because I was on vacation.Major Updates:The August 2024 edition of Fixing Your Flow is live with 5 new important fixes and updates to improve your Meta Quest developer experience.A new Analytics topic, Analytics Alerts, has been added. This page provides an overview of the alerting feature on the analytics Overview dashboard within the Developer Dashboard. It enables organization members with analytics access to set up alerts for exceeded metric thresholds, facilitating timely actions through data-driven notifications.A new Design topic, VR App Localization Planning and Execution Guide, has been added.A new Haptics Overview topic has been added. The Meta Haptics Studio and Haptics SDK (Unity | Unreal) are tools enabling you to quickly design, test, and integrate best-in-class haptic experiences into your apps.The following new Unit
It is known that the chips powering Quest 3 supports H265/AV1 hardware decoding (SNAPDRAGON® XR2 GEN 2 ). For web platform development(Browser Video Support for Web Platform), the official document states that Meta Quest and Meta Quest 2 have hardware support for video decoding too. And the codec includes H264/H265/VP8/VP9. Now my question is if the hardware decoding for H265/AV1 is supported on Meta Quest 3 when using the WebRTC for video streaming on the native Browser application.If the browser does not support, what other platform I could use to develop a WebRTC video streaming service with H265/AV1 hardware decoding
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