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When I try to generate any Add On Keys with a specified add on content they just never appear, The txt file with all the keys successfully downloads, but none of the keys work.Does anyone know why this is happening?
Hi,I am trying to access a UVC camera connected to the Quest 3’s USB port from Unity to render it using WebCamTexture. The camera itself is recognized by the Quest (I can show it using a standard android app called USB Camera.apk and there everything works).But if I try to list the WebCamTexture.devices list, I always get an empty list.Is WebCamTexture not supported for the Quest 3 in Unity? Will it get support one day?Thanks for any hints.Best,Stefan
So I'm trying to get my app to AppLab, and I'm getting the following: APK is debuggable (android:debuggable in AndroidManifest.xml). NOTE: you may only distribute debuggable APKs through private channels. Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml). NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.WRITE_EXTERNAL_STORAGE - android.permission.READ_EXTERNAL_STORAGE - android.permission.READ_MEDIA_AUDIO - android.permission.READ_MEDIA_VIDEO - android.permission.READ_MEDIA_IMAGES - android.permission.ACCESS_MEDIA_LOCATION - android.permission.READ_MEDIA_IMAGE - android.permission.WAKE_LOCK Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application.
Hi all -I'm attempting to follow Meta's implementation of the Movement SDK on a custom avatar, but am having difficulty getting the retargeting to function as intended.As you'll see in this OBS Recording, many of the bones have broken rotations.Any advice would be appreciated!
Hi, I'm using Meta's XR Interaction SDK v66 in Unity and have a situation where I have a Grab Interaction 'pulling' a Build Icon in a Build Menu to initiate the building of the corresponding object in the game world at the point of the Grab Interaction. So I'd like to programmatically cancel the Grab Interaction on the Build Icon, instantiate a 'real-world' version of that object, and programmatically begin the Grab Interaction on this new object, letting the Player place the built object wherever they would like. So effectively I want to transfer the Grab from the Icon object to the newly instantiated object. The documentation for interacting with controllers and hands is great but I haven't been able to find much around initiating interactions exclusively with code. Any help would be much appreciated. Thanks! InfiniteEcho
For Parental control, there should be a way to lock the Parent Admin Profile on the Quest. Right now, you can setup Supervised Profiles for your child, but they can still login as you on the console itself, bypassing all of the controls that you have setup for them.
When I try to run my project the XR part crashes with the following being written into the unity crash.log. I do not think this is a unity problem?I am developing a PCVR game and have tried Meta SDK All-In-One v66 and the core package v67, with unity 2022.2.20f1 and 2022.3.38f1 with the same results.I suspect that this started following a recent update to my Quest 2 firmware. I ran an older Unity project which was working a few weeks ago, and it too crashes now.PLEASE help, as I am unable to run any kind of VR from Unity right now.I can do the following:Download Unity 2022.3.38f1Start a new URP projectAdd Meta All-In-One asset (v66)Add XR Interaction Plugin (4.4.1)Enable the Oculus plug-in provider (4.2.0)Convert main camera to XR camera rigPress Play - Unity editor crashes(An immediate crash occurs for a build too).0x000002512EF1BD7C (Mono JIT Code) (wrapper managed-to-native) Unity.XR.Oculus.NativeMethods/Internal:SetUserDefinedSettings (Unity.XR.Oculus.NativeMethods/UserDefinedSetti
Hello,We are experiencing an issue where a few members of our organisation are unable to view an unreleased applications release channels.I have confirmed they have no app constraints.I have confirmed they are correctly logged into their account.They can view everything in the back end.When clicking through to the PDP they have a limited amount of information visible and the "Version" field reads as "N/A".I've tried changing their organisation role.I've tried removing and re-adding them to the organisation.Inviting the affected people to a specific release channel then allows them access, and the ability to see all the other release channels for that application on the PDP.If they are then removed, they become unable to see any release channels again.Is this a known issue, or perhaps there is something else I can verify on my end as to why this might not be working?Many thanks,Ryan.
Hello, I am trying to add Animation Rigging Retargetting(full body) of movement sdk at runtime on ready player avatar t-pose, but hand, leg deformed and stretched ... How to resolved issue.
Hi, Just started trying out the eye tracking in Quest Pro. As I'm quite new to it, hoping to clear some doubts about how eye tracking works in this headset.1. Setting the reference frame in OVREyeGaze. From the manual, it says, "In order to drive the eye GameObject properly, this component requires a reference frame in world space orientation. Typically, this reference frame should be set in the forward direction of the eye. It is there to calculate the initial offset of the eye GameObject."What does set in the forward direction mean? At the moment I've defined it as the left eye anchor, but I've tried a couple of other reference frames (like camera rig, and world space), and I can't see the much difference in the rotation data. 2. I am interested to use the eye tracking to extract gaze locations, i.e. I have a moving ball that is always 1.5m away from the camera and I want to know if the user is tracking the ball as it moves.So far what I've done is to first define eyeG
Hi Everyone. I am using OVRCameraRigInteraction for interactions everything is fine but i tried to check the hands are not visible only controllers are visible. But if i use the OVRcamerariig in ConcurrentHandsControllersExamples scene. hands are visible. I want to add hands in OVRCameraRigInteraction prefab. How can i do this. Did i miss something. Any help would be appreciated
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2.In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?
Do Quest XR devices support Wi-Fi Direct connections?Are these Android APIs for P2P Wi-Fi Direct networking able to be used on Quest devices? Are these APIs allowed to be used in apps on the Quest store?Thank you!
This isn't supposed to be a rant thread, but I am genuinely surprised about how bad the experience has been for us so far developing for the oculus platform in terms of available resources and support. On the end-user side, oculus/Meta seems to do a really good job in providing resources and quick support, but it seems to be quite the contrary on the developer side and it just puzzles me why this is the case. There are hardly any answers from oculus engineers on this forum, support tickets take forever and don't yield any actual help and SDK documentation is often seriously lacking. Given that Meta is so dedicated in pushing the Metaverse, I'm genuinely surprised about the way they treat developers that dedicate their time and resources building experiences for their platform, and thus I wonder whether they maybe internally have the stance that developing polished VR experiences is something rather difficult that they don't expect independent developers to come up with a
Users. is not firing the callback in a build. When we run the game in the Unity Editor, everything works as expected. The editor uses the AppId of the Rift version of the app while the build is running on the headset directly and using the AppID of the Quest version of the app.- Data Use Checkup is all good and everything is allowed for the app (Quest App). - We are using Users.GetLoggedInUser() just fine in the build to get the user's username.- All the user's friends have launched the game and are also in the app.Why is the callback not being fired in a build? Any help is appreciated.Below is the code for the function I am calling. "HERE GetLoggedInUserFriends" is printed but none of the other logs are printed which means the callback is never fired. public void GetLoggedInUserFriends(Action<List<User>> onSuccess, Action<Error> onError = null) { Debug.Log("HERE GetLoggedInUserFriends"); Users.GetLoggedInUserFriends().OnComplete(msg => {
I have an app that is in Unity that is supposed to track my Predictions(ms) but it just displays zero on my headset. Here is my code below: csharpusing UnityEngine; using TMPro; public class GetPredAmount : MonoBehaviour { public TMP_Text textComponent; void Start() { } void Update() { var metrics = OVRMetricsToolSDK.Instance.GetLatestMetricsSnapshot(); if (metrics != null && metrics.HasValue) { textComponent.text = metrics.Value.average_prediction_milliseconds.ToString(); } else { textComponent.text = "Metrics not available"; } } } I am using the OVR Metrics Tool unity pa
I submitted request for organization verification 7th, April.The site says that Meta will review submission with 2 work days, but it does not show any result until now (29th, April).Our Game's last version has a bug which affects players' experience, we are eager to submit the latest version to Quest App Lab.Could anybody tell me when will the review process produce results? Thanks.
I need some assistance with Unity passthrough. I'm trying to make it work on an alpha channel, and I've found two methods to achieve this: one using shaders and another using what I call a Mesh Projector. From what I understand, passthrough windows and surfaces ignore the mesh renderer and only use the Mesh to project passthrough through the 3D model. With the shader method, I've encountered several issues. In the editor, effects only appear in the left eye and not the right, and some things that don't work in the editor do work in the Android build. I've noticed a lot of inconsistencies and need some guidance. I've tried various shaders multiple times. I think the selective passthrough is the closest, but it still doesn't handle the alpha, and the passthrough reveal shader doesn't show up in the right eye. In summary, I want to use a passthrough that has an alpha channel to blend my modeling with real life. Can anyone help me out?
Hello, I am a Blind Rehabilitation Specialist working with Veterans at the VA Hospital in Cleveland, OH. I am thoroughly enjoying using the Meta 3 with visually impaired Veterans during their rehabilitation program, and was curious where Meta is at with expanding the visual accessibility options within the Meta 3 UI. Currently, I've been exploring Color correction, Text Size, and Contrast. Adding a Zoom, point-and-speak/narrator/voice over, controller and hand laser options, highlighted cursor, etc, for the UI would be greatly appreciated and beneficial to those accessing VR with sight loss. I am happy to collaborate and be a resource for Meta in expanding accessibility for it's users!
Hi, we're having some issues with quick invites using the group presence system. We set a group presence session using GroupPresence.Set, which appears to work as I can see my current session in the quest UI. When we then attempt to send invites using GroupPresence.SendInvites, we get a success response, however the sent invites return with nulls for every element excluding the recipient ID, and the other user does not receive the invite. The ID of the recipient appears to be correct, as it is the same ID shown for the user in the API section when looking in our application of the developer backend. Unsure if we're missing another step here, as we also tried using GetInvitableUsers, passing in the ID in the InviteOptions, which just returns an empty UserList. Additionally the account we are trying to invite is also not showing in the quest UI when using the Invite panel, despite being public and having activity sharing enabled for both users.
I made an Unity VR project using the Oculus Integration plugin and the OVR Avatar2 sdk.Sometimes, in build, the hands/arms of the avatar puppet don't follow the controllers pose.The controller still work, because it's possible pointing, teleporting, but the hands remain dandling, down, aside the body. Only the hands are affected by that, the head still works fine.I am not using the hand tracking, but only the controllers. Anyone had same issue?
We released our App via AppLab 3 Years Ago.Now we got an Mail on Sunday, that wie have to update our private Policy Links due to it is invalid.We updatet it (the link is invalid) und made a new Release. I also made some reviewer notes, which seems to be ignorated by the reviewers...Now i got the same massage again. Friday 12.07. and the app will be delistet on Sunday 14.07.Everything is fine with the link.Now i wanted to do a new release (again) and now i can't change any links in the metadata. Everalink (from our Domain got the response: "That URL appeads to be invalid"
Hello everyone, i develop a Unity XR app for Meta Quest and i want to connect 2 quests for local communication between quests. So i use bluetooth API by Google Android to connect the 2 Quest. (android.bluetooth.BluetoothAdapterandroid.bluetooth.BluetoothDeviceandroid.bluetooth.BluetoothServerSocketandroid.bluetooth.BluetoothSocket) But i have a problem, when i try to pair a Quest in the Meta Quest Bluetooth settings, the pairing works but after 2 seconds, the connected Quest changes from "Connected Devices" to "Already connected", it is normal ? Another question is why there is 2 "Meta Quest 3" devices in the list, one with an Smartphone icon and another with a "Bluetooth" icon, which bluetooth device i have to choose ? Thank you
Hi, I'm having an issue with leaderboards.I am currently creating a game, in this game i have : multiple game modes, multiple difficulties and multiple themes. The thing is I would like to have a leaderboard for all these combinaisons.... But I can't create a bunch of leaderboards at the same time neither having a leaderboard with multiple columns...One way could be to have a leaderboard type working like a SQL database where the first column is the User, then a bunch of column for each "dimension" (game mode, difficulty, theme) and the score. The only thing is we need to have the same score's data type for all combinaison, like for each game mode we can't have a game mode's score as a number and another game mode as a time.
Hello, I am making a multiplayer application in which user created full body avatar using ready player me. And use movement SDK of meta to move the full body player. Player syncing well with both controller and headset. All working fine on own device but when connect with multiplayer, player spawned on client side but not syncing its position and any movement. How to move player on client device also using movement sdk.? Thanks.
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