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Our organization is looking to develop content for Quest and purchased 12 Quest 3 headsets for testing. Upon setting up meta accounts for each headset, adding each to our developer organization, and verifying the accounts, we are unable to toggle on developer mode for the headsets. The option used to be on the headsets themselves, but we no longer see it at all. The iOS Meta Horizon app shows a link to a guide on getting our organization set up, rather than the toggle-able option to enable developer mode. We've already completed the steps in this guide. Has anybody else encountered this issue? After speaking to two different departments in Meta/Oculus, I was given the link to this forum to receive "further support", I'm not sure if that meant from community members that resolved this issue, or from staff in here.
So i am a vr game developer and i have been making games for 2 years. I am 13 and want to publish my game to APPLAB but im worrying about if would be approved on the admin verification. Any help would help. Thanks!
The app is a media player hosting 5 360 videos. The submission fail is for VRC Content 2. (App metadata must match the app’s in-app content). I'm not sure why though and there is no other feedback on the submission. Might it be that they consider the cover art to be not representative of the 360 video? I'd rather not redisign everything if possible. Is there any way to get more specific feedback from the reviewer?Thanks, ian
I am just trying to use the UE 5.4 Project Launcher to build my architecture project from UE 5.4.4 to my Quest 3. Should I choose Android_ASTC, or the Android_ASTCClient version?I've successfully completed a build and it created pak file. I also have the apk file and obb file.What do I do with these? What are the purposes of these files?I tried deploying to device and it put it on my Q3, but seems to get hung up loading.
Hello,I just updated to SDK v62, and after a little bit of confusion on where to get the samples (find them in the 'Samples' tab, for each package in the Package Manager window - it then adds them to Assets/, not Packages/), it seems that I can't get my controller-driven hands to show up.At first I thought I was using the prefab wrong, but even if I open the official TouchGrabExamples scene, while hand-tracking works fine, if I pick up my controllers, the hand models do not appear. I have got "Controller Driven Hand Poses Type" set to "Natural" in the OVRCameraRig (the default setting in this sample).It looks like the mesh renderer for the synthetic hands in the OVRControllerDrivenHands never gets enabled.I'm using Unity 2022.3.14f1, testing over Quest Link. Am I missing something? If not, will it be fixed in v63?
We're using Unity 2021.3.41 / Oculus XR Plugin 3.4.0 / Meta XR SDK 60. With XR plugins installed the input field on non-VR builds is broken as in the picture (instead a single line, the text area covers the full screen). The same project without XR plugins installed works perfectly. It seems that Oculus scripts are listening to the event of focus on the input field (TextMeshPRO or Unity legacy input field, the bug still persist) and override the dimensions of the text field area. We have already tried to uncheck Initialize XR on Startup when building for non-vr devices, but nothing changes.How can we fix? Thanks,Alexa
That's the issue i am having, i really cant seem to get around it. i want to trigger haptic feedback depending on the controller that hovered or selected a button.
Hi all,Since ~2020, I've been using the Meta (Oculus) SDK tool to create a Virtual Experience on Unity.But recently I had a very frustrating experience. In my development process, I faced some deprecated features which are replaced by another, that didn't work.(E.g. "Throw when ungrab" feature from the Grabbable component)I decided to upgrade my package from the 66 version to the 68.Now I have a lot of errors and warnings. My app doesn't function at all.Why don't you leave some components with the "Deprecated", or "Legacy" tag, and suggest what is better to use instead?I even can't use your own prefab "OVRInteractionComperhensive", as it has broken scripts.Also, the documentation is deprecated, because it is related to the oldest version of SDK.Should I downgrade SDK back to 66? Or maybe someone faced with more nice solutions?Unity version: 2022.3.32f1Thanks in advance and best regards.
Hello community,I'm currently work on a Demo for mixed reality. For my demo I need space setup / room setup being setup correctly to work fine for occlusion but I don't found in documentation how to force room setup to be done before launch the app, verify space setup is present, or force to launch space setup from app like the Meta Demo "space encounters" do.There is any method to do this ? Or documentation ?Thanks you all for future answers.
I wonder what's right way to change system audio volume and how to get current value?How i see OVRManager.volumeLevel is deprecated.
The MetaXR plugin is broken for the latest on ue5-main branch (commit 7b00eca). Some part of the core VR integration was changed by Epic. Even though it should all be going through OpenXR.A beta MetaXR plugin for UE 5.4 would be nice.
Hi guys,I am facing a weird problem. After using my app developed wityh unreal 5.0, I get have some mesh turning black. Not all of them, just some random mesh in my level. Everything is completely baked in the map. I don't have code modifying textures or anything.Does anyone has already experienced this problem?Any thoughts?Thx, Cedric
Hello, when I point into a canvas the rayData.WorldNormal is zero. Then the Quaternion.LookRotation prints this message every frame. How can I fix that? Thanks
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Hello!, i have a new password for My wifi but i can't find anything that can forget My password i need help
Hi, I'm trying to add new users to the ALPHA channel of our Quest store app. When inviting them they are immediately listed as "Subscribed users" but they do not receive a notification and the game does not show up in their library.Is it possible that a recent change has introduced this bug on the dashboard? Other developers confirmed that it happened to them as well in the last week.Thank you for your help.Best,Stefan
Hi,Since the Browser Update from 24.May 2024, the. .mp4 video textures are flcikering live fractals, mostly white.Before the update was everything fine.i have a Meta Quest 3I restarted the VR Glasses and also deleted Browser Cache.
Hi community,I add an LUT for my passthrough and I need to adjust "blend" value of this LUT into a script but I don't found how to change this value in code, while animator seems to be able to access it. How can I change the blend value into code ? I don't found the answer in documentation, I just found that this value is named lutWeight in OVR library. but it's not exposed value.For now I make the transition with an animator, but it's not very flexible. thx you all for future answers !
Hello!So basically, I have started to make an own game similar to Echo VR. But I have a bit of backstory first.I downloaded and played echo vr for the first time this year. It seemed like a very fun game. I played a few games, and got the hang of it. Everything was nice until my little brother told me that echo is shutting down in August this year (in just three days when I am writing this).Of course that was a sad thing to hear. It is a very fun game. I continued to play now and then, but I knew that I wouldn't be able to continue for so long.Now, I happen to be a dude interested in programming. I don't need to go into too much detail, but I have recently programmed a bit in the game engine godot. So I thought, why not take inspiration from echo vr and make my own game in godot? And so, I started developing it. Now, I am a single person (with the help of my brothers though), so I obviously won't be able to make a super fancy game. But, my goal is to make a fully playable game similar
I'm trying to get my app to be submitted into the AppLab, but I'm running into issues where no matter what I try, I always get those permissions active in my build:android.permission.READ_EXTERNAL_STORAGEandroid.permission.READ_MEDIA_AUDIOandroid.permission.READ_MEDIA_VIDEOandroid.permission.READ_MEDIA_IMAGESandroid.permission.ACCESS_MEDIA_LOCATIONandroid.permission.READ_MEDIA_IMAGEandroid.permission.READ_MEDIA_VISUAL_USER_SELECTEDMy app currently does not use any of those permissions, but I am currently using Oculus Interaction SDK (The old integration), so I have two options, to delete all the code that is tied to those permissions, or use another straighter (to the point) solution like modifying the manifest directly, I tried the following code using custom AndroidManifest.xml file checked on Player Settings:<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.CompanyName.MyApp" xmlns:tools
the handtracking works perfectly fine when open palms are facing the headset. but stops immediately when grabbing or rotating the hands. However the Oculus button still shows up and handtracking works normal when pausing the app.I'm switching between OVRCameraRigs by instantiating two prefabs. both have handtracking and controller tracking enabled. The first one I've set up myself and the second one is from the vuplex webviev example scene for the quest.After switching back from the vuplex-OVRCameraRig to mine and loading out the scene with vuplex components the tracking fails and switching back to controllers isn't detected either.At this point I unload everything and make sure that all persistant objects are destroyed, before loading the first scene non-asynch. But the issue still persists. I've also removed the OVRManager from all OVRCameraRigs and added an OVRManager to an empty gameObject that is initiated in the first scene.
Hello,I'm working on pointer events and the RayInteractor -> Data field seems to be exactly what I need.Reading the helper text gives me the impression that I can assign the current eventData to the RayInteractor to identify and match an event with the RayInteractor. Which is what I want.But i'm not understanding how to utilize this Data field.It only takes an Object, meaning it can be pretty much anything from a sprite to a gameobject and I don't see how that works.The documentation doesn't tell me much, perhaps someone understands it better than me.https://developer.oculus.com/reference/unity/v67/class_oculus_interaction_ray_interactor/Does anyone have an idea?
Hey guys. I am currently working on a Side project. My aim is to create a Submarine control expeirence in Unity using the Meta XR SDK.Now I have a prefab of a Cockpit that I spawn using the spatial anchor.I want to have an intractable on it that I can grab with my hand (Hands Controls only btw.) which represents a typical Plane throttle "leaver" which the user can slide forwards and back.Sadly, I have no clue how to do this as I'm not deep into the Meta XR SDK and cannot find any information about this topic, let alone know where to start looking 😕Apart from that, I want to create a a leaver too that can go left and right as a means to Control the submarines Yaw axis. (this I can figure out by myself tho... I hope 😄 )I'd be glad if anyone can help me out and explain it to me ❤️ Thanks a Lot
Hi, I am working on a Mixed Reality, shared spaces/anchors project using Unreal Engine 5.3 but the Entitlement check gives me always error. I have the company registered and approved, and the new project created in the Dashboard, all the checks passed, I created some test users inside and I am testing for now with a QUest3 that uses the Admin's account for the Dashboard. I have the Oculus AppId for the API connection and it is inside the DefalutEngine.ini file of the project, but my project keeps giving me an ENTITLEMENT ERROR in the Quest3 (using the Administrator account of the project in the HMD) .. is there any other step involved to pass the entitlement? As far as I know there is no need to publish the app (not even alpha) to test it. Thank you !!!
I have a PHP based web app launcher for oculus apps which make VR demonstrations way easier. Since you dont need to hook up a monitor each client and no need to run VR demos manually.The main function of this web app is triggering oculus apps through a web browser. Actually, my web app is working well since all the apps start and work except one of them. See the link below. This app is starting but showing a black screen. It's the introduction to virtual reality app (itvr2.exe), which is still my favorite for first-timers. https://www.oculus.com/experiences/rift/1006887936048510/Actually, the app is launching however only shows a black screen. I am not sure if its related to video codecs or not, Here is the message that I see in the readme file of the non-working vr app "This software uses libraries from the FFmpeg project under the LGPLv2.1" Here are some of my attempts which could help you to find out. 1. When I double cli
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