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It's 2024.. Can we get Stereo? Not MONO? Please consider this feature request..When users want to input audio via Quest Link Device under Windows I believe it utilizes the only Windows Device on the Recording Tab called "Headset Microphone / Oculus Virtual Audio Device" to do this.Alot of users using Horizon Worlds want to DJ Music via Spotify etc. This is how its done.Yet what most don't understand is its being sent through a Mono 1 channel 16bit 48khz Device Driver?(correct me if I am wrong)After years of testing this it appears it definately MONO as playing any Beatles Stereo panning song results in not ever hearing 1 of the LEFT or RIGHT channels eg. voice of singer.OPTIONSAdd a second device "LINE IN" for this which is 2 channel stereo for audiophiles.Add 2 channel stereo to the exiting "MICROPHONE" device.MOST URGENT give us an option to toggle any Noise Cancellation that is done on this device.Most of the quiet parts of music becomes rather GLITCHED lagg sounding most likel
Hi everybody,I am trying to implment an interaction where the user (1) grabs an Interactable object and snaps it to a predefined position and then (2) has the option to translate transform that same object to a specific position. I did encount a few problems/question that I couldn't solve yet. 1. How can I check, if an object is snapped to a predefined snaplocation? I want to achieve, that I then can deactivate and activate the relevant Grab Transformers and maybe snap locations2. How can I check, if an object is transformed (through one grab translate transformer) to a specific position and then lock it there while still active? I want the object to be able to be translate-transformed again, but only on a release and grab, not while keeping it grabbed (active). Any help is greatly appreciated. I suppose I have to code a little bit which I don't have a big problem with, however a starting point would be of great help to me.Thank you 🙂
I’m contemplating blowing some more cash on my VR setup and I’m curious what others would spend their money on. Personally I have a kitted out Quest 3 (wifi 6e, boboVR S3, controller grips, etc). Given the number of headsets available and that the Index is quite dated, I’d love to hear what everyone else would get!
Hello everyone I've had a problem with my Quest 3 and the MQDH since today. When I start the casting everything is still OK. But as soon as I start the cinematic mode there is no passthrough in the Quest 3 anymore. Then I have to restart the glasses and even in the games when I'm in cinematic mode I only hear the sound but no longer see any picture.. So every time I start the MQDH and want to record with the cinematic mode.
Hi everyone,We're currently developing a mixed-reality (MR) game for the Oculus Quest 3, which involves physical movement within a real-world space. To enhance immersion, we utilize the passthrough feature extensively and need to disable the Oculus Guardian boundary system.Currently, the only way we've found to disable the boundary requires players to activate Developer Mode on their accounts, which isn't ideal for general users. We're looking for alternatives that allow us to disable the Guardian boundary without requiring users to change their account settings.Additionally, our development process involves recording gameplay, for which the boundary needs to be enabled, but we would like to maintain passthrough vision. Is there a way to enable just the passthrough and disable the boundary for recording purposes?Has anyone here worked with similar settings or encountered these issues? Any advice or suggestions would be greatly appreciated.Thanks in advance for your help!
I'm attempting to show and hide the OVRVirtualKeyboard Building Block Prefab in Unity 3D. Setting the gameobject to active or inactive either doesn't work, or it will produce Null Reference errors, depending on when the operation is performed. Commands are obviously controlling it from outside of unity, how to I interact with them? Is there an easy or proper way to hide and show this asset on command? I have resorted to essentially gluing it to the back of the user's head when I want to hide it, and putting it elsewhere when I don't. Any advice is appreciated, thanks in advance.
A critical issue has arisen with the recent update of the Meta Quest Link application to version 68.0.0.433.361. In summary, all of our applications based on Khronos OpenXR and Unreal Engine 4.27.2 can no longer be run via Link. This means that the vast majority of our customers can no longer access our applications. Additionally it prevents our Unreal Engine developers from being able to use tethered Meta devices. This issue has been confirmed for Meta Quest 2, 3 and even Rift S devices.This issue has been confirmed in vanilla Unreal Engine projects also. We have traced the failure to the OpenXR runtime layer. OpenXr API calls such as xrEnumerateInstanceExtensionProperties fail to return any valid extensions, which prevents the Unreal Engine being able to communicate with the headset. We believe that other people may be having the same or similar issues with the recent update:https://steamcommunity.com/app/1849250/disussions/0/4515506358400756962/https://www.reddit.com/
Is it at all possible to apply multiplicative effects to the passthrough layer? Currently working on a toon water shader. In this case we need to be able to apply a blue filter to the passthrough for areas that are underwater. Having the effect mesh use a multiplicative shader material has no effect as it appears the passthrough is composed with the scene rendering after the full unity render is complete. I suspect this means it is impossible to do multiplicative blending with the passthrough unless some additional feature exists to explicitly do so. Does anybody know of a way to achieve this effect?
Hi, guys. I wonder if we can connect or feed customer list data using amazon S3 as found in google ads manager. In google Ads manager, there is an option to connect to the data source, namely amazon s3 so that we don't need to upload 1 by 1 csv file as is done in the meta ads manager.
Hey nice to meet you, actually im doing some experiments with a oculus Quest 3 and i wonder if i can get a list of each hardware conected vía Bluetooth and the Port c of the head set, this with code c# in unity. That Is possible ?
It seems that Meta introduced an API allowing the mashing and combining of separate rooms from the Scene API.While I have seen this in action via the Building Blocks such as the "Find Spawn Position" block which accurately places game objects in ALL rooms. I'm having huge problems with Nav Meshes and the Nav Mesh Example scene. The project I'm developing requires an NPC to wall all around the space. Problem: Even after setting the RoomNav Mesh component to "All Rooms", It does not accurately link them together.I disabled the Scene Obstacles Door_Frame etc. so they should be able to walk through and the nav mesh to generate.Whatever I do the Nav Mesh never connects with the others from the other rooms.I guess the Discover API is a bit hidden behind MRUK. If anyone knows of a possible solution it would be greatly appreciated. Sorry for the tag neurodivrgent ! Any clue who I can ask for this?The only reference to this is a full Blog Post from Meta about the v
Since the last Oculus PC app update a few days ago I can't launch Horizon worlds through the PC link cable. I click the game (either through the quest or on screen with the mouse) and the launch screen opens but a second or so later it closes with no error message.I can still run the game on the quest without PC link and if I go to the PC Horizon worlds folder I can launch the game in pancake mode but for some reason it won't play in VR through the app.I've updated windows 10 and GPU drivers to the latest versions.Any ideas how I can overcome this?Alternatively, as it only occurred since the last update and is limited to the Oculus PC app I'm guessing the issue lies there, but is there a command I can add to the Horizons.exe to force it to launch in VR mode rather than pancake?
Hi there,so right now I am using several objects in my MR-Scene that are based on the NetworkGrabbable-BuildingBlock.They work fine so far, but when I try to release them from my hands, it feels “sticky”.The object has, similar to the cube that it's based on, a Box-Collider as “Trigger” and a Mesh collider.But, as seen in the image, the Box-Collider is larger than the object. Is that Boxcollider responsible for the “grabbing” and “releasing”-Area, and could it be that I just need to make that smaller? Or am I possibly **bleep**ing something up here?Anyone experienced in that?
This feels like a question that must have an obvious answer, as I have found no one else who seems to have this problem, but as I was attempting to work on an A-Frame project I was really confused why I couldn't get my controllers to give me movement in Immersive. After beating my head against the wall for a while I decided to go look at working examples and see what I was doing wrong. In every A-Frame project I went to, the controllers did not work. Even in Stemkoski's Quest Controller Data example. There was nothing.I tried my Quest 2. Works just fine. I factory reset my Quest 3. Nothing. I tried non-A-Frame WebXR experiences - they all worked fine. For some reason when I take my Quest 3 into Immersive on an A-Frame project it just doesn't seem to register the controllers. I feel like there must be a setting or other strange condition I'm missing, but I'm at a loss. Any ideas?
Hi, I am an Italian teacher. We purchased 20 Oculus Meta Quest 2 for teaching. We created an account and used the APP to pair all 20 Oculus. However, we would like to give students the opportunity to create an Avatar for each Oculus, but we are unable to. How can we allow each student to manage the avatar independently? Is it possible? Thank you Michela
Hi, I just did a fresh install of the Oculus UE build 5.1 and the new SS release to see how it worked, and I'm getting an error when trying to install the packaged project to my Quest2.db: failed to install SharedSpaces-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1751123627.tmp/base.apk (at Binary XML file line #8): Requires newer sdk version #33 (current version is #29)]It appears to be an SDK issue, I have 33 installed via android studio, but I'm not sure if there's something I need to do via unreal/ the SS project ?? Any feedback would be welcome since this appears to be a new issue with this particular setup.SharedSpaces4x + OculusUE4x works by default without this error.
Hello,I had this case where the parent has the HandGrabInteractable component and then add some children colliders at runtime, they are also HandGrabInteractable.Now if I delete those children at runtime (which I need in the game) it doesn't remove those children colliders from the parent HandGrabInteractable.Colliders[] and as soon as you put your hand inside that parent colliders you get missing collider error. so it didn't update the Colliders[] when destroyed.The only fix I found was to add:public void RefreshColliders(){Colliders = Rigidbody.GetComponentsInChildren<Collider>();}in HandGrabInteractable.cs and call it in my fixedUpdate in the case a children collider has been deleted.But I will need to change that each time i update the sdk so it's not ideal.Is there a cleaner way that I missed to achieve the same result? Right now the Colliders are only set in the Start() function of HandGrabInteractable, in my opinion it should subscribe to those children
Greetings,I ma starting off as a Unity VR Developer and am situated from Nepal. I am trying to enable subscription in the Platform Services. However, there isn't a Subscription option in the All Platform Services section.I have updated my payout information and have just created a sample app as of now. The IAPs are enabled. No builds are pushed either. Is there something I need to do in order to enable Subscription in the developer dashboard?
So as we probably all now AppLab is getting abolished tomorrow to make way for the horizon store. Which is super nice and will make all games more accessible and findable for VR users. The only worry I have is the huge amount of Gorilla tag copys/fan games. So here's my idea to make them not take up 30% of the quest store.So the idea is basically have a separate sections for the, like when you first boot up the horizon store is shows all the category's like: Shooting, Action, Simulation, Arcade, etc. So what if we just have a sperate one of those called "Fan Games" that has all the gorilla tag fangames/copy's. Now to make sure they still get promoted maybe do like: Shooting, Fan Games, Arcade, etc. This makes it so that people who don't want to play fan games don't have it taking up a lot of the store space but the people do want to play some can quickly find a huge list of them. I feel like this could be a win win and make the store likes cluttered up with fan games. What ar
He creado otro proyecto desde 0 y sigue dando error con tan solo hacer las instalaciones del SDK... No sé qué más hacerrrrrrrrrrr HELP!!
Hi , I have been working with Immerse and Quest 2 for a while. Whenever I enable the voice feature through Gradle (Custom main grade template & Custom Base Gradle Template). Apk getting rejected and showing error stating three permissions CAMERA, READ PHONE STATE and RECORD AUDIO needs to be removed.I have followed the below documentation. https://docs.immerse.io/docs/gradle-template-unity-20203 The voice works fine when I publish from unity3D to Quest 2 via cable. But when I tried to upload the apk via oculus HUB/ Oculus developer portal store. Its showing error stating below permission needs to be removed to get it uploaded. <uses-permission android:name="android.permission.CAMERA" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.BLUETOOTH" />
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 29th, 2024.Updates:Most references to App Lab have been removed, except for links to existing terms and policy content. Apps can no longer be submitted to App Lab, and all new approved apps will go directly to the Meta Horizon Store.Almost all of our VRC topics have been updated to reflect new requirements and recommendations.We have newly redesigned navigation for the Developer Dashboard, and all topics with steps on how to perform tasks within the dashboard have been updated.The Meta XR Simulator topic Capture a Meta XR Simulator Session has updates for the new session capture UI. (Unity, Native, Unreal)The Unity topic Spatial Anchors Basic Tutorial has been improved and updated.The Manage Your Financial Account topic has been updated with new instructions, guidance, and an example image of our updated Monthly Remittance Report (.pdf).The monetization topic Custom Promo Co
Hi. I have an app in app lab that's never been released in app lab, i.e. there's no builds in the Production (App Lab) release channel and Release Status is "Not Released". I have other channels I'm using for dev and testing and beta users.Do I have to do anything for the coming App Lab transition to the Store? I have had my business verified and my admin verification is pending.If I look in the App Manager in the Overview section (see below), the 'Remove app listing' button/option is greyed out, and hovering over it says 'This application is not approved'. So I'm assuming there's nothing to Delist and I'll be transitioned into the Store with just the existing Private Release Channels as described in the transition documentation? Will my channels remain as-is and my test users remain as-is or will they need to be re-added and they'll have to reinstall?Thanks
alr so basically i didnt get payed at all yesterday which was the day i was supposed to get payed like the money went into my cashapp and showed as pending and it then said Direct deposit failed money returned to originator is there anyway i could contact meta and see if theres anything on their side thats going wrong?
Hi everyone,I'm writing this in the hopes it proves useful for someone who may be having issues removing unwanted android permissions from their Unreal engine project. This is something I've struggled to do for a number of days and I've seen a lot of other people struggling with it, so I want to get this down for anyone with the same problemIf you look at Meta's developer page here: https://developer.oculus.com/documentation/unreal/unreal-unwanted-manifest-permissions/They tell you how to start a ManifestRequirementsOverride.txt document along with where to put it in your project. This part is correct.The part where it tells you to put the uses-sdk and uses-feature lines from your AndroidManifest.xml is also correct (though there may be more than one uses-features line in your manifest so double check that).What's wrong however, is it tells you to "Replace PERMISSION_NAME with the name of the unwanted Android permission". THIS IS INCORRECT! The permissions you put in the docu
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