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I have a 360 VR movie in MP4 format that I’m trying to package into an APK file with an integrated 360 video player using Unity, so I can publish it on the Meta Horizon store. Does anyone have recommendations for a plugin or template that I could use to avoid building everything from scratch, especially the UI, as I’m fairly new to Unity?Additionally, can you recommend any tutorials or best practices for this process? Comprehensive tutorials for creating this type of app seem to be scarce.The specifications for my 360 VR video file are as follows:Monoscopic 360 VR video at 8192x4096px, 30 frames per second, with a runtime of 7 and a half minutes. The video is in MP4 format (H.264 and H.265 codecs) and includes first-level ambisonic spatial sound in four channels.I also believe the refresh rate in the manifest file should be set to 60Hz for compatibility with the 30FPS video. Since many Quest users might not have sufficient internet speed for streaming 8K video files, I plan to package
I have been having problems implementing passthrough, so I thought that updating the sdk version would help. The core and interaction sdk's update just fine, but the all-in-one completely breaks the player controller and hands. The scripts turn into (Script) and when I try to reattach them it gives me an error popup so I can't fix it myself. It seems other people have had this same problem but I haven't found any solutions yet.
Has anybody had any success with accessing the Quest mic to grab audio data?On 5.2 and I've tried AudioCaptureComponent and using the voice module FVoiceModule::Get().CreateVoiceCapture ... but so far no luck.Trying to feed the audio back into a submix, which I know is working because I have a generated sound wave using USoundWaveProcedural going into the same submix that comes through fine.And I am checking and acquiring android permissions for RECORD_AUDIO ... I know that the mic works because we use Vivox for grabbing mic input for VOIP.Any thoughts? Feels like this *really* shouldn't be this hard ...
Is anyone else having problems updating a project to v67? My project used building blocks to set up the basics and now is completely broken. Looking at the scripts on the blocks there are a lot of script components that had their name changed to just "(Script)." I really want to use some features added in v67, so I just want to confirm that this is a building block issue and not a version issue before moving forward and rebuilding everything without the building blocks.
I am building a custom training app for a client and looking for the best way to launch this on Quest headsets globally. Do business apps get approved if I upload it to the Quest store or is there a better way to approach this? Links, recommendations and documentation welcome! I can't find anything online at the momennt
If I could improve one thing about my VR setup, I wouldn't choose a new PC or googles - I would choose a bigger room 😛 But that's hard to organise, so what games can you recommend that are NOT seated but designed for a small room?
We all have that one VR moment that left us speechless or completely hooked. What’s yours? Whether it’s a game, a feature, or something unexpected, I’d love to hear about what’s got you coming back for more!
Hello,When I run the mixed reality template from Unity in the Unity Hub I can display 7M poly 3D model but when I use oculus sdk I can only display 1M poly.Does anyone know why ?Thank you.
Had after a VRC update stick drift when i use Virtual Desktop with SteamVR easy something what i can fix in SteamVR no problem. But today when i started my Quest 3 and started VRChat in Virtual Desktop Y Button had delay and acted like input lag now it does not Work anymore on my left Controller. Even more strange is that Button on the Left Controller that work in Virtual Desktop like the Trigger,Y and X Button will not work in the MetaOS or Quest3 System. (tested it in Standalone VRChat and other games) I did repair my Controller and Factory reset it still same issue and my Quest 3 is only a few month in use less than 5 month. 😞 If anyone knows what problem I have pls let me know. 🙂 and have a Good Morning/Day or Night
I am simply trying to open the sample scenes that originally came with your now deprecated "Meta XR Interaction SDK OVR Samples". The README that is one of the three files I am given when trying to download that package says all the scenes were simply moved over to the Meta XR Interaction SDK.Ok, so surely when I import the (freshly updated, not deprecated) Meta XR Interaction SDK package all the scenes that originally came with the now Deprecated package (that you could once upon a time just click on the scene and have everything loaded and ready), will be available there for me to easily access and open as YOUR documentation suggests, right?Nope!Instead ALL of the scenes have been broken down into their smallest parts, so if I wanted to recreate the experience I had before I would have to go about wiring EVERYTHING together on my own to even have a semblance of the Scenes your team originally developed. (Reminder, you used to be able to just click on a scene from the package, and boo
hi, as a final user i can use the developer hub? or is intended for real org's only? i want record my gameplay and cant do it with any app, the recordings FOV on the quest 3 is too near and make bad videos, in dev mode people said you can make it 16:9 cinematic and use both eyes instead of only one... just wondering if i can use it as a final user... i dont knnow how to make app,etc hahah, thanks.
I'm one of the Godot XR developers, and for licensing reasons we have to consume the OpenXR headers from the official Khronos release (https://github.com/KhronosGroup/OpenXR-SDK - Apache-2.0 Licensed).I believe XR_META_body_tracking_full_body is the only Meta extension that hasn't been published through the official Khronos headers. Is there any plan or schedule for publishing this one?
Hi, team! I'm using Create Federated User API but i can't find the API rate limits, where can I find that information?Thx in advance ^^
got one of those late night, should solve it in the morning problems but I might need a lead.if I want to implement a player locomotor, that is remarkably similar to the default current one, just needs a bitta something something. I'm in all sorts of hell.inheritance isn't an option, because it's a full out monobehavior, no abstraction.I can't make a "clone but different" locally in my project's namespace because some of its necessary callbacks are internal classes in the package.I can edit the one in the package like a maniac (which I am doing, it's why I am here) but then I can't get classes from my project's name space. and I need those.I'll probably figure a really terrible way of avoiding the whole problem using an intimate layering of prefabs and get children. but in the mean time, without going down that gross assembly reference path. does anyone have a big ol' clue for me?thank you kindly.
Hey All, I've been trying to get the Oculus Spectator mode (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) working, but I can't even get the example scene to work. The switch between first-person view and spectator view does nothing for the 'cast view'. I've tried with multiple unity versions, oculus SDK versions, cast devices, and HMD's (Quest 1 and 2).Development build is off and experimental features are on, am I forgetting something? Has anyone ever made this work? And if so; how?Thanks in advance!
I can't create a developer account. It is required that I have a F2A by text message, but is not working.This is the error I'm getting:{"data":{"xfb_two_factor_sms_add_phone":{"__typename":"XFBFXSettingsTwoFactorSetupMutationError","client_mutation_id":"280019fa-47ed-484d-a6bf-94e397907cc0","success":false,"__isFXCALSettingsMutationReturnData":"XFBFXSettingsTwoFactorSetupMutationError","error_message":"El n\u00famero no contiene suficientes d\u00edgitos: El n\u00famero de tel\u00e9fono proporcionado no contiene suficientes d\u00edgitos."}},"extensions":{"is_final":true}}"The phone number doesn't have enough digits", in Spanish.This is a screenshot of the error: I opened a ticket under https://www.meta.com/es-es/help/support/?b=quest, and they closed it saying is not their business and that I should seek help on https://developer.oculus.com/support/.There is no way to open a ticket in https://developer.oculus.com/support/... So right now we are all in dead ends.
I am using UE 5.4.3 Meta Fork and have completed all the setup steps as in the instruction. When I edit the code in the project source and build the project, it builds a lot of actions (more than 3000) and takes a long time to complete. While if I use UE 5.4.3 downloaded from Epic Launcher, it only builds about 100 actions. What is the problem?When building by Meta Fork.When building by Epic UE.
Hi, I might be wrong but as I see there is no option to filter out certain objects from being accepted by the SnapInteractor. I have not yet found a simple and elegant solution to implementing this. I saw SetComputeCandidateOverride but found it a bit confusing and not very ideal for my usecase. Anyone has any ideas?Thank you!
A few months ago my Oculus Quest 2 stopped connecting to the internet. It will let me put in the password then it will load for a while then shows up with a message that says "failed to obtain IP". I have tried restarting it and factory reseting it. Nothing has worked so far. I had to connect it to my personal hot spot just set it back up. If there is anything I can do to fix this. Please don't tell me to go to the Meta Quest Wifi troubleshooting page. I have tried everything there and nothing has worked.
I'm using Unity for development, and I can't get OVR Headset Emulator working, I literally trying to use one sample scenes and can't get to work. The project works fine on Quest and using Editor Mode "Any Android Device" with Quest plugged, but without, it simply doesn't do anything.
Hi Guys,I am trying to get the Gaze Interactor to work in the Interaction Toolkit Demos: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples/blob/main/Documentation/Gaze.md and getting Cannot Find Device error (full message below). I have a Quest Pro and using Unity 2022 - I'm only interested in PCVR via Quest LinkXRI Toolkit 3.0.3OpenXR 1.11Developer Mode = ONEye-tracking over Quest Link = ONEye-tracking in headset = ONFall-back to Head Tracking works OKCould not find a device that supports eye tracking on Awake. Gaze Interactor (UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager) has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets.GazeInputManager:Awake () (at C:/Users/User/Desktop/XR-Interaction-Toolkit-Examples-main/Assets/Samples/XR Interaction Toolkit/3.0.3/Starter Assets/Scripts/GazeInputManager.cs:5
I have added Grabbable,GrabFreeTransformer,Rigibody,Collider to an Object . I made it as two hand grab. Grab is working fine with two hands but it is disappearing when i click one hand two times on the object without using the other hand. What is the reason can anyone help. I am using meta xr interaction sdk
Is there a way with OVR to disable a UI Poke Interactable button (Disable the events, change colour to disbaled state)?The Toggles have a check box for "Interactable" but there seems to be no such thing for a PokeInteractable. There is a Disabled Color State in the Interactable Color Visual but no apparent way to trigger this.
Hi, I got the Meta XR Simulator working a few days ago, but now it crashes Unity every time I enter Play Mode. I have not changed anything significant between the time it was working and not working, so I don't know what could have caused the sudden change. General Info: - Meta Packages being used: Core SDK, Interaction SDK, Interaction SDK Essentials, MR Utility Kit, Haptics SDK- OpenXR version 1.11.1-exp.1- Oculus XR Plugin 4.2.0- Unity version 2022.3.30f1- Meta XR Simulator installed through Homebrew because I am on a MacEditor Log:Link to Google DocIf anyone has any ideas as to what the problem might be, please let me know.
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