Developer Forum [Archived]
Recently active
Hello,I'm fairly new to developing with the Meta Sdk so maybe it's an easy fix.Using The latest sdk 60.0.0 in Unity 2022.3.11f1 and Virtual Keyboard to type an Ip address into a input field.Adopted the "Virtual Keyboard" Sample Scene to my needs but it's not working properly.The Virtual Keyboard doesn't show up most of the time (only after time for whatever reason) and the input field takes a hover, but it's impossible to make it selected with a click. this should make the Virtual keyboard appear. Its not that it doesn't work at all, but somehow weirdSome ideas would be appreciated.Best Chrsitian
So, after I have HAD to update my Quest 3, yesterday, iRacing Time Attack loading…lags out with the 26 second inactivity.Running Open VR works.So after 5 hours of uninstalling and reinstalling everything (game, drivers and apps)….I figured that Open XR was causing the problem.When loading, it hangs on Installing Renderer…..then the 26 second fault…..I am able to load and run the game with Open XR disabled or uninstalled……What gives?I am still trying to figure out why the conflict and a way around it.Any Help?
I'm developing a native C++ OpenXR app for the Meta Quest 3 but I can't seem to properly set the api version to anything other than XR_MAKE_VERSION(1, 0, 0)Ideally this should work assuming I'm using a supported OpenXR version:XrApplicationInfo applicationInfo; applicationInfo.apiVersion = XR_CURRENT_API_VERSION;However this results in a:xrCreateInstance: API Version [281479271677988] not within supported range [281474976710656,281474976710656] If you do the math 281479271677988 is 1.1.36 and 281474976710656 is 1.0.0If I use XR_API_VERSION_1_0 as shown in the example here: https://developer.oculus.com/documentation/native/android/mobile-openxr-instance-session/It works without any issues. But I can't seem to set it to the correct version. At the time of writing this Meta OpenXR SDK 67.0 is based on OpenXR 1.1.36 https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/ I'm guessing the discrepancy between what version of
。。。
Am I doing something wrong or is the IR line projector not used in the Depth API at all? Dynamic mapping could be greatly improved with it on, enabling things like occlusion, which is pretty bad at the moment.
My game that I made for applab has been submitted for around 5 weeks until it went under review just recently. Usually once it goes under review, the meta developer team only takes a few hours to review the game and give you a answer, but my game has been in the status under review for almost 4 days. I haven't got any emails about it and I don't know if it takes longer to review it now. I know the wait time is 5-6 weeks, but when it's under review, I don't think it should take longer than 4 days. No way they are reviewing my game for that long. If the time changed, let me know or maybe this can be a glitch and maybe they forgot about my game lol.
Hey,Is there anyone who successfully used the hand tracking setup to interact with 3D widgets in Unreal Engine? I'm especially interested in poking/touching buttons.
I'm doing IAP function and testing purchase but when I'm click on buy button the system get error message as below.Also I'm testing paid my app has been released on app lab and also get similar messageCan anyone explain and give solution for this problem?Thanks
Ok, so Full Body Tracking in Multiplayer is a huge must.I have been attempting to crack it, and I have, but with a major caveat. It lags hardcore because it's flooding the network. (it's a lot of data)I will share here how I successfully get it to replicate in the first place, but I am hoping someone can help me drive it home by sharing a way to optimize it, or offer potential alternatives solutions.This is all blueprint, so maybe C++ can help? I also hear of a concept called Delta Compression, where only changes are replicated, which I believe Unreal has by default, but I am unsure, and don't know if it's in use or requires a special setup.Lastly, I theorize a way to maybe separate the body, hands, and face tracking as separate Live Link Poses, so we could individually control if the hands or face replicate based on distance. I am sure the body replicating alone will lag much less than hands and face alongside every frame of replication. Essentially, the fingers and face of other play
I have an idea for a VR home architecture app, but I have no background/knowledge in how to go about pursuing this idea, and not even sure if the idea can be done. Does anyone have any advice on where to start/who's the best person to talk to?
I'm using the Meta URP fork for ASW support (Unity 2022.3). I also have functionality in my game for taking an instant photo onto a RenderTexture. However when I do this the images I get seem to be showing the motion vectors and nothing else. Its definitely due to the fork as identical setup (Vulkan / Standalone build) worked perfectly before the switch over. PCVR / DX11 works fine either way. Is there any way to strip the motion data out of these or a way to force that particular camera to not do the motion vector pass? Also reported here with images: https://github.com/Oculus-VR/Unity-Graphics/issues/34Sorry for repeat convo (put in the wrong board to start with)
Hello,I am just looking for some assistance in finding info on how I could possibly use data from Meta Quest Move in an application to interact with gameplay features.It is difficult to search for as the naming on Meta Quest Move/Oculus overlaps with things like the Movement SDK, Oculus Move Fast sample and some other things, and if I were to remove all references to movement, I lose a lot of links to the Move integration itself. There is little I can find except some basic info on how it works, and the removal of functionality like syncing with Android Health Connect.Would I need to build a custom method to retrieve the data, and is it accessible externally at all?Thanks for your time.
I am trying to have my network avatars appear in my app but now all of a sudden everyone is not able to see each other in the app. It is VR experience. I am using Meta Building Blocks for this.
Hello everyone,I am wondering if there is a way to share spatial anchors with non-Meta devices. Specifically, I am interested in creating a separate app for Android that can visualize these anchors. Does anyone have experience or knowledge about this? Any guidance or resources would be greatly appreciated. Thank you!
I have seen the Videos on the First Hand movement using only the hands to "Teleport" like you would with the controller. I have movement with the controllers fully implemented in my testbuild and have demoe'd to a few people call them Non-VR Folk. and how ever many times i try and explain to them that by "Pushing the stick forward and holding it will allow you to see a laser cast onto the ground which will represent the spot you will teleport to" They all somehow do the exact same thing and flick the stick so many times that they end up traversing the enviroment right into a wall and breaks the immersion for them. i would love to implement this hand gesture into Unity for them to understand it more logically using their own hands for the Movement/teleportation. how would i go about using this SDK for Unity? Sorry i am new to Unity also. i am an artist more so, diving into the world of VR. Everything is in place bar this 1 part that most people who have never played a game wit
Hey there,ist there a way to start streaming via a api call? Im developing an Therapy Application with a companion app to remote control several things in the app and it's quite useful to see what the user is doing. Streaming works like a charm, but always starting the stream manually is not very elegant. So is there a call to start the Stream. Also would be interested how to fullframe the stream window (cromium browser) by code. A .js call? Not a web developer, so any help appreciated.Thanks in advance.Christian
Hi,I am developing an OpenXR PC VR app through oculus link and I am trying to get the global mesh using my Oculus Quest 3 headset.I am following the code of XrSceneModel sample and I am able to get the global mesh.I call xrGetSpaceTriangleMeshMETA and I obtain indices and vertices of the global mesh.The problem is when I try to obtain the pose of the global mesh referred the xr local space of my app.The function xrLocateSpace returns invalid handle.I am sure that the handle of my local space is valid so I think that the handle of the global mesh is not valid.In fact if I try to call xrLocateSpace for the global mesh referred to the XrSpace of the mesh itself I get invalid handle.Is it a bug or something not supported?Thank you
Hi,I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss.How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc.Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable?So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3). Not
Hello! It seems any version of the Meta all in one Unity package is not compatible with the Unity 6 preview. Just wanted to see if this was intentional and there is a timeline for this compatibility working?When even just trying to get the sample scenes to work there are multiple command line errors, play mode over Quest Link results in a frozen screen, and if you can get a build made, it will crash after ~15 seconds (I think this depends on the actions taken in the app). The same project works perfectly in Unity 2022.3.Any help or timeline would be greatly appreciated!
I need to call the photo and video recording functions of the Quest 3 system. Specifically, I want to implement the following features:Take a Photo: Capture a photo using the Quest 3 system's photo functionality.Record a Video: Record a video using the Quest 3 system's video recording functionality.Preview: Display the captured photos and recorded videos within the application.Save: Save the captured photos and recorded videos to a specified project path.This article is generated using GPT, so please excuse any grammatical errors. Could anyone provide guidance or sample code on how to achieve this in Unreal Engine 5.4? Any help would be greatly appreciated!
I recently got a Quest 1 without controllers, after Factory Resetting it and going through the setup bypassing the controller setup, i was able to enable hand tracking however i can not use the gesture to open the General menu. and after a restart it keeps prompting me to enable hand tracking (even though its still working and i use the Hand tracking to select enable) it doesnt go through the setup video/s stuff. I have access to the web browser and the settings app, other than that there is no menu at the bottom of the tabs so i am unable to get other applications, i tried to install an app through the phone app but it states that my headset is offline (it is not offline lol)so i was wondering if there was something i can do to either open the menu or fix the issue, possibly a firmware update or sideloading an older version of the OS
Can we use this SDK in Unreal Engine 5.4.3 without breaking anything, or we need to wait for the support?
Hey, I recently started developing for Quest an app in Unity, and when I was installing packages separately I noticed that the newest version of Interaction SDK for some reason is not posted in Asset Store - the latest there is 66.0.0 and this caused me a bunch of weird errors and I ended up going to Meta's website to download directly the 67.0.0
Hi, I bought the Quest Pro and love it, and develop for both PC VR and Android.I would like to know if Local Dimming will ever work on PC through OpenXR via Link or AirLink, or if it will be possible to enable it in the runtime somehow, like Link Sharpening is.I paid good money for this headset and I expect all its features to work on PC. I'm a pro developer and need PC vs Android builds to have visual quality parity and local dimming missing on PC is a glaring oversight, in my opinion. It's simply unacceptable to spend 2000$ and not be able to use local dimming for PC VR games and apps.If we can't enable it at a platform level on the headset itself, then if could at least consider a way to add it to Link / AirLink options in a similar way that LinkSharpening was, that would be great. If not, allowing us to enable it through OpenXR as it is on Android, would be fine as well.If this isn't done by my Amazon return window of Jan 31st, 2023, I will be returning the Quest Pro for a full ref
Good afternoon. I am in a student research group working on a game/Passthrough showcase, that shows factory building and prototyping in vr. We have been struggling a lot with getting Passthrough working, over the last 4 months. Now we had an issue again where it would not work at all in underlay mode when post processing was enabled on the camera using a global volume. Any advice? As we need the post processing for our product. Unity: 2020.3.22f1 URPXR plugin managment: 4.2.0Oculus integrations: 34.0
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.