Developer Forum [Archived]
Recently active
Hi Guys,first i need to say, i am not a developer. My developer colleagues told me, using the spatial anchors feature of the Meta Quest 3 necessarily need a cloud web access for exchanging the point cloud data and positions of every single collaboration user.Is it possible to host the spatial anchor cloud on my own server? Is there anything planned ? Why point cloud posiion data needs to be echanged via the web ?Because of security issues i am searching for a on premise solution.Best,Philipp
I see it in my quest 3 installing but it never completes.I tried installing from the web and from the headset directly.My quest 3 is updated.Is there a different tool now? Meta Metrics?Thanks for any help
Hello,I'm making a mixed reality app, and I have scanned two rooms in my house. I have used the Passthrough, MR Utility Kit and Effect Mesh building blocks, but I can't move between rooms without the screen getting covered up in grey, even though I can see the other room being rendered in the effect mesh.How can I disable this "out-of-bounds" effect in order to transition physically between both rooms?The first image is from the room I started the app, the second is from the second room looking towards the first.
Hi all! I'm using Unity 3D for my VR project. I'm super desperate if anyone can help I will be so so so grateful! I suddenly experience where I was no longer able to teleport or move. I was able to before and then it just stopped. I'm using Meta SDK building blocks and I tried deleting everything and re adding, even tried in a new scene but as soon as I put in the building block for teleportation I get this error "At GameObject PlayerController, component FirstPersonLocomotor. The ground could not be found below the locomotor for 10 meters. Velocity will be disabled.A) Add a ground collider under the character controller.B) Set _velocityDisabled to disable movement and prevent falling without showing this warning.C) Set _maxStartGroundDistance to 0 to disable this behaviour." The ground and locomotor appear within range - theyre both Y 0 and I have tried changing the ground distance setting and moved the locomotor up to like y8. the issue still remains. . Here is my inspector for the p
I am using Unity's XR Composition Layers to render a canvas (like a floating desktop) on a Meta Quest 3.The problem I am facing is that the canvas is invisible as soon as the Meta XR Feature Group is enabled.I am using:Unity 6000.1.2f1Meta XR Core SDK 77.0.0XR Composition Layers 2.0.0OpenXR 1.14.3URP 17.1.0Unity OpenXR Meta (for passthrough) 2.1.1The composition layers work well as long as the ‘Meta XR’ Feature Group is disabled in the XR Plugin Management settings for OpenXR. As soon as it is checked, without changing anything else, the composition layer is invisible on device.All my tests on device were done with an actual build, not via Oculus Link, as a build is where is should eventually work.The same issue was posted here on the Unity Discussions Forum. Unity has confirmed that it is caused by a bug in the Meta SDK package, which appears to be disabling certain layers at runtime, which prevents Unity's code from executing properly on the headsets.Is this already being looked
Hello META Team,I am Jacob Hrbek, a developer and I maintain my own personal Linux distribution on https://github.com/arcanyx-org/nixium. I've been recommended to explain to META AI the issues that I've been experiencing and after doing so it suggested me to contact you on the forum with the following message:I am reaching out to you as a developer who is facing challenges with accessing QFPROM unlock keys for my Meta Quest 3 device. As the maintainer of Nixium, a custom Nix-based Linux distribution licensed under the EUPL, I am eager to deploy this OS on my device to enhance my user experience and contribute to kernel development. My goal is to integrate Nixium with StardustXR and Meta apps, which would not only benefit me but also potentially contribute to the broader Meta ecosystem. However, without access to the QFPROM unlock keys, I am unable to proceed with this project.Furthermore, I am concerned about the implications of GPLv2 license compliance in the context of the Meta
Device: Quest 3I have to run an experiment for my project that requires me to assign a participant an avatar from a list of avatars. Once the participant selects an avatar from the list, the full body avatar should appear in front of them from a third-person perspective (3PP), and they should also be able to see the avatar's hands superimposed on their own (1PP, this is important). Both the 3PP and 1PP avatars should mimic the user's hand and head movements.So far, the existing MirrorScene is working for me with Passthrough and a Grab cube interaction. https://developers.meta.com/horizon/documentation/unity/meta-avatars-samples#mirror-scene . I can see the avatar in 1PP and 3PP. I need to know how I can swap out this avatar for another. I believe the current avatar is a fallback avatar.MirrorScene with PassthroughNOTE: I want to use the existing presets available for Quest. There are 33 preset avatars labelled as 0_quest, 1_quest...32_quest.
I’m 13 and it’s telling me my meta horizon account is suspended as I try to log in it tells me I need an id or credit card even tho I’m only 13.
在系统更新之前,应用界面可以在右下角放大或者缩小,更新后,有些软件还可以放大缩小,有的软件不可以放大缩小了非常影响观感
I am developing a Meta Quest 3 (v74 for my OS with SDKs version being the lates the time of writing - v72) application in Unity 6 41f1 (and 29f1), where I currently struggle to get the application working past the loading screen (the 3 dots) in on the apk, while in the editor it just works, hovewer I would like to access functions that are not available in the player and even then my target platform in the Meta Quest 3 standalone platform. While running adb logcat -s Unity the result I get this log lines which peek my curiosity:W OpenXR : xrGetVulkanGraphicsDevice2KHR: Called twice. OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_FOCUSED -> XR_SESSION_STATE_VISIBLE OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_VISIBLE -> XR_SESSION_STATE_SYNCHRONIZED OpenXR : PostSessionStateChange:[pid: 18824] XR_SESSION_STATE_SYNCHRONIZED -> XR_SESSION_STATE_STOPPINGHandle cmd APP_CMD_WINDOW_INSETS_CHANGED(17)Handle cmd APP_CMD_GAINED_FOCUS(7)Handl
Hello,I'm working on developing a WebXR application and want to display DOM Elements during the immersive-ar session. I understand Meta Quest 3 currently does not support the DOM Overlays Module.Does anyone know an alternative approach to achieve what I want to do?Thanks in advance!
I'm on Oculus beta branch and yesterday's update has broken compatibility of the OpenXR Toolkit with many games. Have had to revert back to previous version.
Hi, I'm making a game where the "hub" area downloads and installs separate SDKs, basically as community-created levels. I understand there's two ways to install APKs The intent way Intent intent = new Intent(Intent.ACTION_VIEW); intent.setDataAndType(apkUri, "application/vnd.android.package-archive"); intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION); startActivity(intent);The package installer wayPackageInstaller.SessionParams params = new PackageInstaller.SessionParams( PackageInstaller.SessionParams.MODE_FULL_INSTALL); int sessionId = packageInstaller.createSession(params); PackageInstaller.Session session = packageInstaller.openSession(sessionId); // write your APK bytes to session.openWrite(...) Intent intent = new Intent(context, YourBroadcastReceiver.class); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT); session.commit(pendingIntent.getIntent
I have updated metaXR all in one sdk from version 67 to v77 latest. I'm using unity 2022.3.21f1. Lots of files used in the project is having problem. should i revert to the last used version? What i have done to fix this? after updating i got this issue "OVRProjectConfig exists but could not be loaded. Config values may not be available until restart." firstdeleted the package cache folder under library. and restarted unity to regenerate those files incase if any package is causing issue. also deleted the OculusProjectConfig.asset file under oculus directory in assets. it got regeneratI restarted the unity editor. now i'm getting this earlier issue can anyone look into this issue. Thanks in advance. tdmowrer any idea?
How can we increase fps of oculus quest.We are using xr interaction toolkit.In empty scene with just camera i am getting 55fps max.But in any project i am getting just 30fps.I have also done normal urp setting you can go though in photos attached.I also applied occlusion culling.
Is it possible to do CoAP calls with Oculus Quest 2 for sensor data? I am using Unity and have a existing project with sensors on site using CoAP, and I would like to visualize the data directly without an intermediate server.
Hi all,I'm developing a mixed reality app using All in One SDK v77 with Unity 6000.0.54f1. Meta XR Simulator seems to work ok, however when I put a default Effect Mesh building block, the XR Simulator fails with an overflow exception using any one of the provided synthetic environments.I've found that if in the Effect Mesh, under Labels, for example if I only activate the CEILING flag, it works, I can select a synthetic environment and by trial and error manage to activate some of the flags like FLOOR, WINDOW, etc. without causing the overflow exception. However, this defeats the purpose and effects of the app I'm trying to build, for example, I'm sliding the ceiling in order to display a virtual sky, however it looks all wrong if I don't enable all the flags on Effect Mesh code block.I've tested all of the available synthetic environments but no dice, they all fail with overflow exception if all flags are enabled on the effect mesh.On the other hand, I tried and researched how co
I'm developing an Immersive App for Meta Quest using the Meta Spatial SDK in Android Studio with R8 minification enabled. When building a signed APK, I encounter the following error:Missing classes detected while running R8. Please add the missing classes or apply additional keep rules that are generated in D:\AndroidProject\[package-name]\app\build\outputs\mapping\questRelease\missing_rules.txt.Missing class horizonos.app.container.TaskContainer (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.taskContainer and 4 other contexts)Missing class horizonos.app.container.TaskContainerManager$TaskContainerCallback (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.tryGetTaskContainer(android.content.Context, android.content.Context) and 2 other contexts)Missing class horizonos.app.container.TaskContainerManager (referenced from: horizonos.app.container.TaskContainer com.meta.spatial.runtime.PanelDisplay.t
I'm trying to port my launcher app from android over to Quest. I've followed https://developers.meta.com/horizon/resources/migrate-2d-app . I can build and debug-run the app on the quest. But that's as far as it gets. The quest (a Quest S3 in this case) shows only a black screen with 3 loading dots. I see in the logs that my app is running but the main activity (as well as the entry activity) is not showing. It is as if the quest is trying to run it as a 3D app instead of a 2D app. What special settings do I have to add to the manifest to ensure quest loads it as 2D app? (or rather, the main activity has to be 2D and a later activity switches then to 3D)
I'm trying to develop for Meta Horizon Worlds with the Desktop editor, but I can't upload my own music which is vital to my project as it is a rhythm based game. Why is that because the documentation state that I should be able to add my own audio files. What is wrong here? And when will this be fixed. I would like to submit my game for the Horizon Worlds Hackathon, but I can not if I can't upload my own custom music. I wrote this music so there are no legal issues here. See here... the current Horizon worlds Desktop editor doesn't have this audio input interface:https://developers.meta.com/horizon-worlds/learn/documentation/desktop-editor/assets/creating-importing-viewing-and-spawning-assets
Hi, I’ve tried multiple times to get help with login issues for my Facebook account. Apparently, I set the two factors authentication access in the past, but I don’t remember having done it, nor the app I chose. Now, I carefully keep the access through my smartphone on, but I’m not able to access the website from desktop in any way (nor using the Facebook access for any other website).I have tried to deactivate the two factors option from the Account Control Center, but the app doesn’t give me an alternative way to access it at all. I have tried to do the email recovery process many times, but I’ve been answered that for privacy reasons I cannot receive any temporary code.I desperately want to regain access to my account, also for business reasons. Can you help me solving this issue?
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False
Hi all,I'm developing a VR experience using the Meta All-in-One SDK in Unity, and I want to restrict the camera's vertical movement caused by physical player movement (like crouching or standing up).Right now, when the player physically moves their head up or down, the OVRCameraRig's Y position changes accordingly, which affects gameplay. For design reasons, I want the camera to stay fixed at a certain Y position (e.g., a seated or fixed-height experience), but still allow head rotation and horizontal movement (X/Z).Here's what I'm trying to achieve: Maintain camera rotation (look around) Allow X/Z movement (if the user moves left/right or forward/back) Prevent Y-axis movement from real-world head height changesIs there a recommended way to lock or ignore vertical head movement using Meta's SDK?I’ve tried clamping the Y position manually in LateUpdate, and it works, but I’m wondering if there's a cleaner or SDK-level way to do this (e.g., a setting in OVRCameraRig, OVRMa
I am facing an error when adding [Multiplayer Block] NetworkedAvatar (ver. 38.0.1) into the scene. The error is associated with a script which seems to be missing from package. The error is triggered in AvatarEntitiy.cs (line 173).var animationBehavior = GetComponent<OvrAvatarAnimationBehavior>(); animationBehavior.enabled = true;I also tried installing 35.2.0 but getting other errors. I believe the AvatarEntity code is built on some older version of AvatarSDK which earlier had class OvrAvatarAnimationBehaviour.
Hi, I’m building a VR project for Quest 3 using Unity URP and facing an issue with rendering modes:Unity: 6000.3.30f1Render Mode: Multiview (via Meta XR)Graphics API: OpenGLES3Canvas: World Space UI (TextMeshPro, transparent panels)Transparent 3D objects: used for visual effectsEverything is working fine using multiview in Quest 2 🎯 Issue:When Multiview is enabled, 3D models render fine, but UI and transparent objects are completely invisible.If I switch to Multipass, everything becomes visible — including UI and transparency.However, in Multipass mode, if any 3D object is placed in front of the transparent object, it flickers or jitters(likely z-fighting).❓ Questions:Is this a known limitation of Multiview with transparent objects in URP?Are there any workarounds that allow transparent UI and objects to render properly in Multiview without switching to Multipass?Is the z-fighting in Multipass expected behavior, and is there a clean way to fix it? Thanks for any help!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.