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So i've been searching and don`t find how consumable purchases exactly works, i saw on this post that the user could't purchase another consumable if it was not consume (which is what i want to our project) but in the same post someone link a documentation url that is shutted down (so i could't chek it)Can you buy multiple consumables? When you buy one consumable on the store, can you buy more? Is it limited to 1 consumable or is it even posible to configure that on the Add-ons window on the developer dashboard?On the dashboard i can only set the name, the type (consumable or durable), the show in store option, and then the price and the metadata, but nothing about quantities or adjustments on consumables.
Hi,Currently working on some test VR scenes and I want to be able to use the passthrough from the Quest. Although it only works when openxr is disabled and MetaXR enabled, which then leads to my controllers not working. Everything works fine with just OpenXR.
I want to increase the rotate speed on grab using one grab rotate transformer. Any guidance?
In my Project i want to have a floating shelf, with objects in it.The shelf and objects should be grabbable. When I tried to develop such a system i placed the objects inside the shelf as children of the shelf in the unity hierarchy.I can move the shelf and grab objects out of it, but as soon as i grabbed the first object inside the shelf it is not possible anymore to grab and move the shelf.I use a color system where objects appear blue as soon as I hover over them, even that does not work anymore.Blue is shelf, red are the objects inside.Do you have aan idea ho to work with nested grabbables?
If I use the passthrough feature of the Meta Quest 3 along with AR Foundation and the Meta XR All-in-One SDK, is it possible to perform image tracking on images viewed through passthrough?As far as I know, this is not possible because the Quest 3's camera lacks image processing capabilities.
I'm trying to call the attestation api (graph.oculus.com/platform-integrity) but this is the response im recieving {"data": [{"message": "invalid request"}]}
My son build his own VR game called Monkey Adventure and after weeks of building, testing, building and testing again with friends in private with APK builds he's ready to publish his game into the Meta Quest store and bring it to the public. After days of struggling filling the game, he get's stuck at the verification part. Is there a developer path designated for enthousiast kids he can take to make this happen, as he has no developer license (he's 10 years old) or business license at this point. If not, there should be in my humble opinion as these young folks are the future and are very talented and eager to learn at younger age. Thanks in advance!
Page says "Product Id mismatch between product details and package details". Tried on two machines on different places.
Hi! I am searching way to download the room scan model from my quest 3 for unity development also it would really help me know how to contact the model information because I didn't understand from the meta documentation
Hello,I am working with Depth API in UE5.4.3 with Meta Quest 3. When I use passthrough and call Start Environment Depth(Image 1) with Hard XROcclusion Mode, everything works fine (Image 3) but when I call function Set Base Rotation and Base Offset in Meters (Image 2), the Depth gets error (Image 4).In image 4, I set the Base Rotation Offset to 30° and my hand is also offset by 30°. My hand should not be covering the Sphere.Image 11. Depth API CallImage 22. Call Function Set Base Rotation and Base Offset in MetersImage 3Depth API fine before call functionImage 4Depth API gets error after call function
I am using the github fork. My project was made in 5.3.2. Project was running fine on the quests.I have updated the engine to the latest version oculus-5.4 from the oculus github.When packaging I get a lot of cooking errors, for example:UATHelper: Packaging (Android (ASTC)): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.UATHelper: Packaging (Android (ASTC)): Source package: /Game/MSPresets/M_MS_Decal_Material_VT/M_MS_Decal_Material_VTUATHelper: Packaging (Android (ASTC)): Target package: /Bridge/MSPresets/MSVTTextures/WhitePlaceholderUATHelper: Packaging (Android (ASTC)): Referenced object: /Bridge/MSPresets/MSVTTextures/WhitePlaceholder.WhitePlaceholderi found this forum post , and trying to solve it. 😉To get the project working with 5.4.2. I had to (see Notes, has nothing to do with the cooking errors)Note: After migrating to 5.4.2.
Is there a way to trigger the OS Screenshot (similar to the "Take picture" button or the "home menu + pull trigger" shortcut) from code?I'm using Unity and my guess is that it is not exposed through Meta's API, but maybe there is a way to launch the android process somehow?
I don't know if this behavior is expected or if I'm doing something wrong or missing an option somewhere. My issue is that my game appears to be lower resolution when running from the Quest 2 as a built application than when I run the same game in the same headset from the Unity editor. Text, for example, becomes super blurry by comparison when I run the game from the build on the headset as opposed to looking crisp when run from the editor. It's significantly blurrier than the text in the Oculus Dashboard even when the game text might actually be larger on screen. Does anyone know of any settings I should be looking into or options I might have overlooked? Any help would be greatly appreciated, thanks! Edit: I've discovered that games don't run at full resolution by default on the Quest, and the effect can be offset by manually increasing the render resolution. In Unity this can be done by manually setting the XR resolution withXRSettings.eyeTextureResolutionScale = whatever mult
I'm trying to figure out how to do the room scanning on Quest 3 (like in the demo app "first encounter", not the basic plane detection that sets up walls from your room setup). Remap button or something, Phonto also has this feature, but I don't know how it works. While the apk is opening, it asks if you want to scan it the room.
I entered the wrong birthdate when I try to change it says unable to change birthday at this time no matter how long I wait it doesn’t work and because of this I was scammed out of my 6 months of free quest + this is completely unacceptable.
Hello, For my game, Arcade, I would like to detect if the user is currently playing with the latest version of the game.Do you know if there is a way to achieve this?Cheers.
Hello to all. In MetaQuest Dashboard, trying to verify my developer account to create an organization, it asks me to activate SMS as two-factor authentication.When I click on "configure", it takes me to the meta account center and when I try to change the two-factor authentication receiving an SMS, I always get the error "Try to change the settings later".This is a bit frustrating. Is there any solution? Thanks
For some reason all passthrough scenes on my device only let you see this blue background. I'm still getting the room data but can't actually see anything. This use to work until recently.
Hello, I'm trying to implement an Outline Post Processing shader. I've found a simple graph shader that uses "full screen pass renderer feature" and the video is here.In the project I'm utilizing Meta's All-in-One SDK with passthrough and Meta's Depth API. Everything seems to work fine in Scene and Game mode with link. However, when I build the project the objects shift around and go undesired places while disabling the passthrough. I figured that the outlines seem to be in the correct location but the rendering of the red cube is moving around. I have been trying to debug it but could not find the reason causing this issue. I am not sure if these screenshots would help but here there are anyways.
Hi all,I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck. next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?
i meet a weird problem. when i just use default camera provided by Unity, i can load my personal Avatar from CDN.But when i changed to Camera Rig(load from Building Block), i can not load my avatar. Did anybody meet this situation before? THX!
Hello!I want to make a shader that renders greyscale depth of a game object. Therefore, when a player watch a cube with that shader, the cube will change its color based on the distance between the player and the cube. Like a picture below but just one object with this texture. I am not very good at HLSL. How should I do that?
The title pretty much says it, but when using the Leaderboards Client API any test accounts aren't showing up in the resulting LeaderboardEntryList. The LeaderboardEntryList shows the TotalCount correctly, but the entries returned only show actual players. So if I have 19 Total Entries and 17 are test accounts, the LeaderboardEntryList with show the Total Count of 19, but only provide a LeaderboardEntryList of Count 2.This seems to have happened in the recent past so I'm not sure what has caused this issue. Using the Leaderboards Server API gives the correct response.Have settings changed where the TestUsers can't be used for Leaderboard testing? Or is there a workaround until this is fixed?
Hello, I want to use system keyboard to type in unity text mesh pro input field. when i clicked in input field some time it open native keyboard and sometime not (I am using meta quest 3). Is it know bug to meta quest 3 ? In Oculus quest 2 it working fine. I have enabled required system keyboard and set target device to Quest 3 also in OVRManager script.I have also checked my AndroidManifest file and found there is entry of <uses-feature android:name="oculus.software.overlay_keyboard" android:required="false" />My Unity ver is 2022.3.19f1.So what is the problem? Its very frustrating to continue click on input field then some times it only.
Neither "Get VR Focus State" and VRNotifications work in android builds on Quest despite working in editor. Apparently also happens to some people in the Meta fork of UE5. It is mentioned in the screenshot below that someone had solved this but we don't know who has or how. Logic used below , I confirmed this to work in editor but not when launching on Quest shipping build. I have tried with VR notifications by themselves as well as just using Get VR Focus State. Has anyone else encountered or solved this problem?
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