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Hello everyone, I recently created a demo of Quest 3 local space anchor using Meta XR SDK. Everything was normal when creating the space, but after turning Quest 3 off the screen for 20 minutes, when I opened the demo again, I found that there was a significant offset in the space. I tried restarting the device but it didn't work.What is this problem? Have any developers encountered it before.
Will you ever look into allowing users to create custom Heads-up Displays for the Passthrough feature? I think something cool, since Meta partnered with Microsoft for the Game Pass, would be to include some HUD displays/themes from some Microsoft games(Like Halo) in the Passthrough. It would be awesome to have a Halo helmet display in Passthrough when playing passthrough games, and such.
my mic doesnt work on airlink before i deleted meta quest link my mic worked fine but i downloaded again (because gtag audio is slowed on vitrual desktop) but i check the the meta quest link app on pc and it says no microphone detected how do i fix? (my mic worked fine when i tried virtual desktop)
Hi, After running the automated VRC tests in the oculus debug tool, i'm growing concerned about the ability to accurately test my framerate for oculus rift s.The vrc testframerate fails, giving me an average of 67.5 fps (I should be hitting 80 for this oculus rift s). if I enable the performance hud and run the app again, i see conflicting statistics. Application GPU/CPU render times are about 3ms each, but the "app queue ahead" time is around 30ms? App framerate is shown perfectly locked at 60fps. If my total frame time is somewhere around 6-7ms, why am i getting a framerate at half that? The first scene in my unity build is a nearly empty menu scene, just a skybox and a simple menu. This runs perfectly fine in the unity editor, and usually a non-editor build will always run a little faster. I've tried changing vsync settings, running the app with nothing else open, restarting my computer even, nothing helps me hit the required 80fps in a near empty scene! Edit: I've upgraded from ocu
Hello,I have some questions regarding the "Meta Keys" distribution option:How long do keys last for? Can they be infinite?When a user has gained access to the app with a key, do they always stay updated to the latest build on the production channel?For a keys-only app, is it possible to push minor updates without needing the app to be reviewed each time?Is it possible to see which Meta account redeemed which key?Is it possible to revoke a key?Thank you so much for your help!
We have a Build that has passed submission. We are about to submit a new one but would like to generate some keys. Can we specify which build the keys will download or will this always give the user the latest submitted build to get approval? If the keys are build specific are these no longer valid when the new version is approved? Also if a game is on applab but moving to the store, would the game need to be moved over before you are able to generate the keys?
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool.We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again.Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can
Issue with UI. I have this virtual hand block colliding with my canvas and poke blocks. Also, my canvas, panels, and buttons become translucent for some reason though they appear opaque in editor view I don't know why. It would be helpful if someone could let me know what I am doing wrong. Thanks.
In Unity, I've been using OVRHand.PointerPose.position to get the pointer pose position. In V65, it works as expected and gives the correct position.I recently updated to V66 and noticed that this position is now completely wrong. There is a significant offset to the generated pointer pose gameobject. I found this by turning the pointer pose's hide flags to none.As you can see in the above image, the pointer pose is somewhere else. The prefab used is OVRCameraRigInteraction and is directly dragged and dropped from Meta SDK package with no changes. Any advice on how to fix this?
Hi,we are building an MR/passthrough game meant to be played outdoors in large open areas. We found out that boundaries are limited to 10m by 10m which is hugely insufficient, as our game requires the players to move around a lot (easily in an area of a basketball or even a football field). We found out that we can disable the boundaries with the permission: <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true" /> but when we try to publish the app, it gives an error: This APK includes experimental APIs (com.oculus.feature.BOUNDARYLESS_APP in AndroidManifest.xml).... APKs with experimental APIs cannot be pushed to public channels.how can we publish the game on Meta Quest store without the boundary limitation? PS: Arkio doesn't seem to have any boundaries so there must be a way. We are putting in place solutions to enable awareness of obstacles and hazards so it's not like we don't take safety seriously
Hey,I'm trying to build an interaction where I can use one hand to rotate a knob. Any resource or guidance is appreciated. Thank you
I have tried a few different events in VR now (I'm stuck using standalone for now but will upgrade soon) but I'm not sold on any of the event spaces. For comedy, concerts, etc. I love attending in VR, but the actual getting there seems wayyyyy harder than it needs to be for most events I find. Which apps have you used to attend events and which ones do you like the most?
Initially my simulated was usable. But when I moved the path of my unity project, I found that it started to report errors.I'm guessing there might be something wrong with the path to the files, but I don't know how to change it.
Hello,I've recently encountered an issue that's essentially breaking VR for me because I can't launch or play any game at the moment. It started when I switched my Oculus Runtime to Steam's Runtime to primarily play SteamVR games. Since then, my runtimes have been somewhat broken. When I launch a game, it only opens on the PC and not inside the headset; I'm basically stuck on the "next up" screen. It definitely has something to do with the runtimes because, for example, Bonelab says:"OpenXR loader failed to initialize. Please verify your VR Headset is connected with the correct XR Runtime."Since then, I also can't launch ITR anymore or Onward on the Oculus app. What I've already tried:Reinstalling both SteamVR and the Oculus App.Performing an offline uninstallation of the Oculus app.Reinstalling all the games I tried to play.Adjusting the runtime settings (switching to Steam and back to Oculus).I'm also 99% sure it's an issue with the Meta Link App.Thanks in advance!
hello,i am having problems with the MetaXr plugin for unreal engine 5.3.2 the app crashes me when i call the openLevel node so i try to do the level change.I tried to see the logs but there are no errors, I also tried two different versions of the plugin the v65 and the v67, what can I do to fix it?Thank you very much
I dont know why but i cant see my game on the store but some people can
Hello. I recently deleted a Meta App due to it not being able to continue with development. But in that app, I had IAPs setup with around 4 purchasables. I went to the Payment Info page today, and I saw that it still shows those purchaseables linked to it. Is this a bug? Or is it meant to be there?
As Meta Staff has stated, there will be no more difference between former AppLab Titles to Horizon Store Titles in the future. However when I try to activate Ads in the settings on my former AppLab Title and try to connect the App to my Meta Business Portfolio, the Website tells me, that App Ads are not supported for App Lab Titles.I do not expect to experience the same error when I create a new App for the Meta Horizon store now and I guess that there is some deprecated logic or code somewhere on the Meta Business Portfolio website, that is blocking the Ads request for former AppLab Titles here.I am either willing to await a bugfix by the Meta Team or create my Title from scratch in the Meta Hoizon Store. What would you recommend?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 5th, 2024.Updates:The monetization topic Subscriptions was updated with new guidance and screenshots for the updated Meta Horizon Store.The monetization topic Pricing was updated with new guidance and links to related resources, including how to adjust the price of your app in different countries, how to run pricing A/B tests, and information on platform safeguards.The topic Submitting Your App has been updated with new guidance for the updated Meta Horizon Store.The Haptics topic Haptics Studio has been updated with guidance on how to export for iOS (Unity, Native, Unreal).The following Unity specific Meta XR Simulator topics have been restructured for clarity:Zero-code Automation Testing In ActionHybrid Automation TestingThe Unity specific Meta XR Simulator topic Mixed Reality Utility Kit Features has new screenshots.The following Unity topics have been updated with impr
I'm building an MR game using dynamic room from MRUK. Is it possible to generate a acoustic geometry/map at runtime using MRUK rooms?From what I understand it is all pre-baked in editor?
I'm having the issue of distortion curvature changing the resolution unnecessarily.I have the encoding resolution set to that of the panels in the Quest 3, and the rendering resolution set to native of the Quest 3 as well.Distortion curvature is ruining my pcvr experience by not giving me native resolution at all.I would like to see an update that allows users to disable distortion curvature, or if this is already possible please tell me how.
Lets say that you're playing a game, and a hacker/developer added a system that allowed back door access to your headset's diagnostics (CPU/GPU levels, Framerate, Refresh Rate, Average Prediction Rate, etc.) Would that scenario I just described possible at all? Please let me know!
want to activate developer Mode on my meta quest 3.
Today I was testing some optimization settings and ran into this error while compiling UE5.4 project, MetaXR plugin v67LogOVRPlugin: Display: OVRPlugin 1.99.0 ... initialized LogOVRPlugin: Error: CreateFoveationProfile() failed: required extensions not enabled: XR_FB_foveation 0 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11158)its related to this setting:this is called in my game instance on init,removing that allows for successful compile,what am I missing?Plugin - OpenXR = EnabledPlugin - MetaXR = EnabledPlugin - MetaXR Platform = Enabled
I am using Meta Quest 2 headset to track my hands with XR Hands 1.4.1 package. Is it possible to get indexes of joints that are currently unavailable for tracking (due to partially covered hands, hardware on hands, etc.)?I tried using XRHandJoint.TryGetPose() but after initial hand detection it always returns true with a Pose containing predicted position and rotation (or identity Pose filled with 0s if whole hand tracking is lost). My plan was to detect currently covered up joint and do predictions using other joint positions manually. I know there exists events that can be subcribed to when whole hand tracking is lost, is there something similar for specific joints? Any suggestions are appreciated.
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