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Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 12th, 2024.Updates:The Platform Abuse Policy has been updated. Please review it so you understand our new rules to prevent platform abuse.The Multiplayer topic Destinations Overview has been rewritten for clarity and updated with new guidance (Unity, Native, Unreal).The topic Getting Started with Webhooks has been updated with a new table for the order_status event. This event is sent to your server when a user has completed a purchase for any add-on content, or if any existing add-on purchase has been updated (Unity, Native, Unreal).The Add-ons topic Add-ons Integration has been updated with a new best practice: Don’t hardcode your app’s price into your app. Instead we recommend that you use the localized price returned by the API endpoint (Unity, Native, Unreal).The Meta XR Simulator getting started topic Simulate a VR Environment with Meta XR Simulator has been rewritte
Posting here as it has to do with Quest devices with developer mode/usb debugging enabled to sideload files.When sideloading videos to a Quest device, a video is not accessible to apps like Meta Quest TV or others (Skybox, Play'a, etc) until after the device is restarted. Further, files/images, are not accessible on the Meta Quest Files app as well initially after sideloading. The only resolution is to restart the device to make the files appear.Device details:Device: Quest 3Quest OS version: 68.0.0.596.362System version: 50111700065800510Device: Quest ProQuest OS version (PTC): 69.0.0.303.335System version: 50436710027900330 I'm able to replicate this on Quest Pro and 2 as well.
Hello, I work for UbiSim, a nursing VR application on AppLab. We typically send our clients release channel invites via the https://developer.oculus.com/ page. Recently, I've noticed that there is a new field in which we are required to select 'Consumer' or 'Business' before the release channel can be created: Am I right in assuming that we can select 'Business' if the client is using a device manager such as Meta Quest for Business, Arbor XR, etc.? Or, what would be the difference between the two?My other question is more about giving our employees access to the developer page. Are users required to have already paired their Meta Quest headset with a Meta account before they can have access to the developer page? Or, can they just have access with only the Meta account and aren't required to set up a headset? Thank you, and let me know if I should be reaching out elsewhere about this.
i'm using the quest 3 to development now ,but after install my Apk, the game often lose the controller ,I tried changed the tracking to high,controller pose alignment=grip(This method obvious reduce this problem but it's still happen).I use hand tracking version to B2.Enabled Openxr Eyestracking and Openxr hand tracking.then i tried changed the XR API to epic native Openxr with vendor extensions,still not working ,does anyone stuggled with this problem?plllllllllllllllllllllllls hellllllllllllllp meeeeeeeeeeeeeeeeeeeee
I had a question regarding poke interactions. From my understanding you apply poke interactions to a surface. How do I make 3D object, let's say a sphere, pokeable(regardless of which direction it's poked from)
Hello together.I'm experimenting with a training app in MR with the Quest 3. I use an authoring app for this, I'm not a real programmer who can write code... 🙈My problem is, I want to project a real sized helicopter onto an empty landing pad or into the hanger in MR. However, the limitation of the range of motion is so small that I cannot walk around the entire helicopter or move far away to position the helicopter correctly as a 3D object (because for this, i have to stand outside of the "box" of the helicopter). I need space of around of 100m².I found instructions on how to deactivate the field limitations (boundary) in developer mode, but this option seems no longer available (developer mode is active). Is there any way to deactivate the field limit on Quest 3?
Our dev team are trying to integrated "Invite to App" feature functionality into our application, but they have noticed that they are no longer receiving callbacks, which was working fine in the previous version.Destination was created, user age group confirmed (13+), build uploaded, and data use checkup are active. Cannot figure out what's wrong.Could anyone please provide some insight into why this might be happening?
We wanted to release our game to the Meta Quest Store, but we didn't know the rendering frame rate requirements on different quest devices。please help us,thank you!
For example:1 Apps must maintain a rendering rate of at least 60 fps. for a Meta Quest app, how many rendering rates(fps) at least are required on quest2 and quest3? 2 Interactive applications must use a refresh rate of 72 Hz, 80 Hz, 90 Hz, or 120 Hz. (120 Hz not available on all devices)What's the difference between the refresh rate and the fps here ?Is it the same meaning?
Hi thereI am currently trying to create a VR based glove using an Arduino and the Meta SDK. So far I have managed to get the Arduino working and get detected by Unity. I tried altering the handgrabinteractor script on the Meta Quest SDK to see if it works in VR. Did not alter the script, just basically said that if my hand is near the object, it will grab. Did not work. Please can anyone assist me in how to get my arduino working with the Meta SDK or an example on how to do it? Thank you
Hi I am using oculus interaction sdk. I have added grabbable and lifting the object with two hands. My issue is about the weight i have to lift it according to the weight of the object. Is there any way to lift the object which feels realistic. Can anyone help inthis,Thanks
I am currently experimenting with the Oculus Quest implementation package and Unity. I have some questions regarding the following points: All my game and data retrieval methods run on Android on my Quest 3. I would like to find out during gameplay which devices are connected to the USB-C port (the only port it has) and also via Bluetooth. By devices, I mainly mean batteries and haptic suits. For example, I want to know which batteries are being used when they are connected to my quest headset, and in case a user connects a haptic suit to the Quest 3, I also want to know in-game which haptic suit is being used.
We are making the game Iron Rebellion for Meta Quest. We were under the impression that as the store merged with app lab we would remain in early access, yet there is no option for this in our app meta data as the documentation suggests. We want to be marked as early access, any help with this is greatly appreciated!
Developing XR apps on macOS is currently hindered by the lack of Quest Link compatibility.The XR simulator now offers 2 eyes display and controller data forwarding. How about streaming the 2 eyes content from xr simulator to a Quest headset via type-c cable?This might improve development experience for macOS users, bringing it closer to parity with Windows development.
Can't hear well Tamata 3 Oculus can you help
Hello, I bought the plugin "UniversalNativeTTS" from UE market place. The test on android phone is good. I can get any wanted TTS in several languages (English, Chinese, French, etc.). But the test is bad with my Meta Quest 2. Does we need a specific configuration to get this TTS work on meta quest 2 ?
Hi I'm a game developer for the meta quest store and I made a game with IAP and idk how or when ill get my payout I've filled out all payment details and its been over 30 days so idk what's happening can someone please tell me.
ChatGPT is a large-scale language model developed by OpenAI, and can generate natural dialogue with humans. It supports Japanese and is free to use, so it has attracted a lot of attention. In this article, we will introduce what you can do with the Japanese free version of ChatGPT, along with specific dialogue examples. Chatgpt is free, secure and available at: https://chatgptjp.ai/ What you can do with ChatGPTChatGPT can perform a variety of tasks thanks to its high language processing capabilities. Text generation: Writing sentences, translation, summarization, code generation, etc.Question answering: Fact checking, knowledge search, explanationCreative expression: Poetry generation, story writing, script writingLanguage learning: Vocabulary learning, grammar check, conversation practiceSpecific dialogue examples1. Text generationWriting:"Plan your summer vacation trip.""I'm having trouble with my programming assignment. I want you to write me some simple code."Transla
Hi! I made an IAP for my game engine, and when I test the game engine it says it says it costs $0.01, however I set it to $9.99 on the dashboard.I thought maybe changing the price to $8.99 and then back to $9.99 might fix it, but now when I press the save button this happens:
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest.I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS.So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?
FL studio should be available for the meta headsets standalone it would be a great addition to the apps that are on the headset. Not the mobile version the actual full app which would need porting over from pc but it should be possible and would bring alot of producers over onto the meta platform you should work with image line the FL software developers to make this happen.
I am building a game the leverages navmesh in multiple rooms but no matter how many things I change the SDK doesn’t seems to generate more than 1 room navmesh at the same time. The Scene Navigation component is set to ALL ROOMS. I can provide any logs necessary. The project is using the latest v65 SDK and is running on the latest unity 6 preview version.
@ links to membersHi MetaQuest developers! Have you been able to add keywords tags (metadata) to your app since moving from the AppLab to the horizon store? In the Meta Horizon email we received, they say we should be able to do it once on the store but this is not the case for me. Thanks in advance for your invaluable input.
I'm currently trying to get some haptic feedback when grabbing an object in Unreal, but so far no result, no matter what the controllers will simply never vibrate. Here's the blueprints currently used to get the rumble effect :Hope someone will be able to find a solution.
Hi,I'm working on a game, and in the tutorials we would like to show the players what can they do with the buttons of the controllers, and in some cases we are waiting until the player press the correct button.I can't find any way to figure out if a player enabled or not the Switch Oculus and Menu option in the Hands and Controllers setting menu on a Quest, so if he did, the game will highlight the menu button on the wrong controller, and it confuse the players, because if they press that, the Oculus Dashboard will pop up instead of the in game menu.My question is, how can I check which button is the menu button?Oculus integration package is already added to the project, but I didn't find any reference to this.
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