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I am a Meta Quest developer based in China, currently in the process of getting my business verification. However, I am encountering an issue where I am unable to receive the confirmation code via SMS or phone call.I would greatly appreciate it if someone could guide me on how to resolve this issue.
According to the changelog of 66.0, the issue where VR preview does not enter VR mode when using MetaXR and OpenXR simultaneously appears to be fixed (https://developer.oculus.com/downloads/package/unreal-engine-5-integration/66.0/#whats-fixed). However, when rebuilding the 66.0 plugin and using it with 5.3.2, this issue seems to remain unfixed. Is it fixed when running on 5.4? (I can't verify it myself as I haven't purchased the seat yet...) Can someone confirm this?
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.
It's pretty new it's only a couple years old and then you keep on advancing. And then you have other issues I understand you're saying 2 hours but people you know are on it for 22 hours. Honest how long should you really be on it before your eyes are watering and blurring? 10 15 20 minutes an hour?
Is it possible to display the passthrough on one headset to a second headset? For example if I have two Quest 3s, could my second headset stream the current passthrough of the first VR headset. My guess is that I could send the images from the two RGB cameras outside the headset through a web socket assuming they are on the same network and stitching them together. But that's just a guess. Does anyone know if this is possible or have experience doing something similar to this?
I've come across discussion about people setting up their dedicated routers for wireless streaming, but the vast majority of this information is pretty confusing and fragmented. There isn't really a definitive set of instructions in one place on how to get this working that I could find, so could anyone with this specific router walk me through it? I plan on using Virtual Desktop if that matters.
We've been having some issues with trying to make a Quest 3 graphical update filed and wondering what the best method of doing this would be.We want to use device profiles to control both the texture resolution and other cvars that we are changing. We want to adjust the texture resolution and shader settings on Quest 3, making a specific Quest 3 build, without adjusting the Quest 2 package size.Firstly we had an issue with it detecting a quest 3 . Here is a log taken from the game running on a quest 301-28 12:53:41.013: D/UE4(3199): [2024.01.28-16.53.41:013][ 0]LogAndroid: Checking 35 rules from DeviceProfile ini file.01-28 12:53:41.014: D/UE4(3199): [2024.01.28-16.53.41:014][ 0]LogAndroid: Default profile: Android_Default01-28 12:53:41.014: D/UE4(3199): [2024.01.28-16.53.41:014][ 0]LogAndroid: GpuFamily: Adreno (TM) 74001-28 12:53:41.014: D/UE4(3199): [2024.01.28-16.53.41:014][ 0]LogAndroid: GlVersion: OpenGL ES 3.2 V@0746.0 (GIT@e0d95b0057, I5811eb47b8, 1697869180) (Date:10/20/23)01-
Unity Version: 2022.3.11f1Meta XR All-in-One SDK Version: 65.0.0Building Blocks Added: Camera Rig, Eye Gaze, Networked Avatar, Auto Matchmaking, Player Voice ChatI want the avatars that show up in the scene from the networked avatars building block to have the avatar eyes follow the user's eyes. I am using the Quest Pro headset with eye tracking enabled for my app and the OVR Manager for the Camera Rig object has eye tracking and eye tracking permissions enabled. However, whenever I play the scene, the eyes of the avatars just stay still and don't follow my eyes. How do I solve this?
I've been trying to add my Meta Quest 2 to the MQDH app all day. I have my Quest 3 added (stays in the office, where the Quest 2 is mine and stays at home). I've managed to get t othe end off the "Set up new device" process where it says it was a success, but no new device is ever listed on the Device Manager. The quest 2 also does not show up in the Unity Run Device list. I'm unsure how to proceed, as I'm given no errors or warnings, it says it all went correctly and successfully added. I've tried restarting the headset, the laptop and the app. Should also note, that the final stage where it prompts me to accept the USB-access request, that I don't actually get a USB access request in the headset. Additionally when I connect via USB for Quest Link, the Desktop view of the laptop is a black screen.
How do I trigger a sound when I grab something?Things I have tried:* Interactable Unity Event Wrapper to be triggered when Grab Interactable gets selected.
I've been trying to raycast against the Quest 3 room global mesh with MRUK and my solutions keep getting more and more convoluted, can't be right.. Dug around the samples a bit and couldn't find anything, and the anchor raycast looks like it only does plane/volume and not the global mesh. Can someone point me in the right direction? an example would be fantastic..
Thank you for taking the time to read my question.I am currently developing content using hand tracking with OpenXR, but suddenly, hand tracking has stopped working. When checking the Input Debugger, it used to show “XRHandDevice” for hand values when hand tracking was functional. However, it now shows “OculusTouch” as seen in the attached image. Even when creating a new project, it does not display “XRHandDevice,” and hand tracking is not available.If anyone has encountered this issue or knows a solution, I would greatly appreciate your help.Thank you in advance!Feel free to adjust it if needed! If you have any other questions or need further assistance, just let me know.
Hi everyone! I integrated wwise 2023.1.3 and in Unity version 2022.2.21f1 and building a VR game for the Oculus Quest 3. I found that I need the Oculus Spatializer for Wwise integrated. But it only exists for the versions 2022.1 and 2021.1 of wwise. How can I do it for my Wwise version? I also considered downgrading the Wwise version but this seems to be very tidious as well. Thank you for your help!
Hi all, new user here. I'm exploring creating apps for the Quest 2 using Unity and ran into some strange behaviour, were the app suddenly stopped installing onto the Quest 2. I opened the device logs from MQDH and saw some concerning activity. 02:56:59.633 perfservice Could not write: /sys/devices/system/cpu/cpufreq/policy4/scaling_max_freq=1171200 02:56:59.662 audit rate limit exceeded 02:57:00.943 TREX Interface 'VirtualKeyboardClientInterface', version 1 was not found. Check debug build for more information. 02:57:01.572 perfservice Could not write: /sys/class/kgsl/kgsl-3d0/devfreq/max_freq=490000000 02:57:01.574 libosutils Failed to get real path of file '', err: No such file or directory 02:57:01.578 libosutils Failed to get real path of file '', err: No such file or directory 02:57:01.588 libosutils Failed to get real path of file '', err: No such file or directory 02:57:02.574 perfservice Could not write: /sys/class/kgsl/kgsl-3d0/devfreq/max_freq=490000000 03:01:54.875
Hi,I'm currently developing a Unity application for my research, and I wish to record data using Meta Quest 3.I can successfully create/edit/load files at Application.persistentDataPath, which points to /storage/emulated/0/android/data/<my application>. However, I fail to understand how to access the files at the location using the Meta Quest Developer Hub(Windows), the headset's file app, or the Windows file system.Do you have any ideas about how to access the files (primarily through Windows, if possible, as I want to download the data)? Thank you in advance!
Hola! I really love how it looks the "low poly" mesh that appears when you scan your room. I successfully scan the room from inside my app created with UE 5.3 and using the fantastic MR Utility Kit I would like to be able make visible all the "low poly" mesh that covers the walls and surfaces inside my app. Any tips how I can show it using blueprints? Thanks a lot!
Hi! I am new to VR development and im really struggling to find those trivial solutions. Sorry about my ignorance but i would like to know how can i interact with widgets interfaces in Unreal Engine. I already have a sample project with leap, grab, button and all set but widget interaction. My goal is to create a custom keyboard with some specifc functionalities. If anyone can help me i would appreciate a lot! thank you!
Hola!After meshing around with the MR Utility Kit sample, I really liked the "Shadow map" version of Oppy´s shadow. I have been trying to reproduce this shadow on my own project, copying every single blueprint and setting from the PTRL sample map (the map that showcases all interactions with light and shadows in VR) and .... I just cannot make it. Do you know guys how to implement a simple movable shadow in VR using this method?Thanks a lot in advance
HI guys, when i play every sample scene or anything at all, simulator loads an Un interactable scene. the input simulator is working as you can see in the image, but it seems there is no meta quest headset core in the simulator. I appreciate any help.
I am trying to set up the Meta Avatar SDK on my Unity project, and load my personal avatar (all in the editor, not a build).When I try to run the example MirrorScene, despite having created my own avatar in my Quest3 (I can see it when opening my profile inside the Quest), I see the default preset avatar and get the following warning:[ovrAvatar2 manager] ovrAvatar2_HasAvatar user has no saved avatarI have created App IDs (both Rift and Quest), and set a test user:I have set the required permissions for the App:I have checked the Load User From Cdn flag on the Sample Vatar Entity script.I have tried with both setting Android or Windows as the target platform.Any tips on why it is saying I have no saved avatar? I feel pretty lost at this point. Thank you so much.
"Developing a virtual reality (VR) app that requires access to the User ID (Remote ID) to enable seamless connectivity and authentication.
Dear All,i want to build my own browser in oculus quest for hosting my game on browser based that import game data from server. So, anyone have idea about this please guide me on this.Thanks...
I have two scenes in my Unity game. The players connect p2p with netcode in the first scene and when the button is pressed the following code is executed to change scenes. After which the colocation building block from the meta sdk fires in the new scene, but instead of the spatial anchor prefab spawning where it normally does on the ground, it instead spawns at the location of the host's headset.public void loadScene(){NetworkManager.Singleton.SceneManager.LoadScene("MRGameScene", LoadSceneMode.Single);}
Hello,I am currently working on a MR app using Unreal Engine 5.3.2 and we have successfully implemented spatial anchor sharing within our app for local multiplayer on an internet connection. However, for security reasons, we need our app to work without internet connection. But after many tests, we have realized that the spatial anchor sharing does not work on a router that is not connected to the internet. Spatial anchor sharing most probably uses Oculus cloud services to save the spatial anchors to be shared on the cloud. Using routers without internet is a crucial aspect of our app. Each headset connects to the router and within the app, we are still able to create and join multiplayer sessions using LAN. The fact that the spatial anchor sharing does not work in these conditions is a huge blocker for us. Do I have that right? Is there a way to bypass this requirement? If not, what can be done?Thank you in advance for the help!
Do you guys think there will be any upcoming major updates for the Quest 3 like the Scene API? If so what kind of new features are you guys hoping for https://vlc.onl/?
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