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Hi,We are working on an app for the quest which plays immersive experiences. Those experiences are comprised of media files and json files which are all bundled in a folder, and the app acts like a player reading those files to know what to play next.Previously we worked with other HMDs connected to an MDM and we downloaded the content to the devices that way, but now on our Quest port we are looking for ways to download the files without an MDM.My question are:Is there a way to have a background process checking against our server to know which files to download and download them while the device is sleeping?Is there a way to trigger the download from Unity and keep it going in the background while the device is sleeping?Is there any way to manage this process through the store and not necessarily through our Unity app? Few points to consider:Our experiences are hosted in an S3 bucket.The assigned experiences to each device can change, and some experiences might not stay on
Hello!I am trying to make a spray can type object work in UnityVR using the Meta SDK v65 all-in-one and I am wondering how I could create an object that can be grabbed and used after being grabbed.I am using controllers and grabbing works fine, but I am a bit stuck on what steps to take next to make it so I can use my grabbed object. Thank you for your time!
What is the adb command for changing my prediction setting to whatever i set the number to?
We have developed a fitness app called Fitness T-on VR. This is our first time registering on Meta Quest, so there are still many things we don't know.We want to list it directly on the main store instead of App Lab, but no matter how much we search, we can't find out how to do it or what the qualification requirements are. Could you please let us know how to do it?
I am totally new to Meta Development and just trying to investigate some things at this point. I've tried the latest version and the oldest available version (and several in-between) on a MacBook Pro running macOS Sonoma 14.5. Unfortunately, I can't get the Meta Quest Developer Hub to display any content or offer a login screen. Upon opening, the application window is all white, briefly flashes all black, and then returns to all white.The only items logged in odh.log are as follows:info][OculusDeveloperHub][2024-07-10T03:53:03.789Z] {"type":"odh_read_config","key":"sandbox","found":false,"path":"/Users/.../Library/Application Support/odh/odh-config.json"}[info][OculusDeveloperHub][2024-07-10T03:53:03.791Z] "GraphQL response cache is enabled"My odh-config.json file exists but is empty. Am I missing something basic? I've searched through the forums and have found others with similar issues in the past who usually installed an older version and then updated.
I've been working with AR on the Quest 3 for a little bit and I'm trying to enable tone mapping for my game, but I'm not having much luck.As soon as I turn on r.Mobile.TonemapSubpass=1 in the DefaultEngine.ini and run my game (With a post process volume in place), the video feed of the outside world goes black. Tone mapping 3D objects works fine, but I can't see the world. Is there anything I'm missing or some other way to tint both the objects and external scene?
The app submission portal is not allowing me to save assets despite all assets having a green check. Save is greyed out with a non-working hyperlink that says "Click here". Nothing happens when clicking the hyperlink. Anyone know a solution or having the same issue?
Am developing an app for Meta Quest 3 using viro. import { ViroARScene, ViroARSceneNavigator, ViroScene, ViroText, ViroTrackingReason, ViroTrackingStateConstants, ViroVRSceneNavigator, } from "@reactvision/react-viro"; import React, { useState } from "react"; import { StyleSheet } from "react-native"; const HelloWorldSceneAR = () => { const [text, setText] = useState("Initializing AR..."); function onInitialized(state: any, reason: ViroTrackingReason) { console.log("onInitialized", state, reason); if (state === ViroTrackingStateConstants.TRACKING_NORMAL) { setText("Hello World!"); } else if (state === ViroTrackingStateConstants.TRACKING_UNAVAILABLE) { // Handle loss of tracking } } return ( <ViroARScene onTrackingUpdated={onInitialized}> <ViroText text={text} scale={[0.5, 0.5, 0.5]} position={[0, 0, -1]} style={styles.helloWorldTextStyle} /> </ViroARScene>
I don't want the model to be squeezed or stretched, I want to maintain the body proportions of the original model and perform full body tracking.But I found that full body tracking can only achieve tracking that is about the same size as my height. A model that is too small or too large can cause tracking anomalies, even if I adjust settings such as Deformation or RetargetingConstraint.
Hello boyzzz,I'm working on a mixed reality project project for the Quest 3 using the sdk 66.0 by Meta.I tried to modify the passthrough layer to create an evocative viusal so i enabled the edge rendering bool but i didn't found a way to increase te size of that edge render, do you have any advice?Thanks Metagate.
using: Unity 2022.3 and Meta XR 66.0.0Can't seem to edit fingers for a hand grab intractable on the Mac anymore. Does anyone have a solution?I have also posted the question over on unity forum. No reply so far.
Hi have an error when i try to build an APK, if the APK fails, the package have an infinite install cycle and the logs loop into errors : The error when i try to build is the following : Also i can't find a way to have a deep uninstall of the previous app, i tried to uninstall the app and remove previous data and obb, but still when i try to install the APK directly to the headset, it says "different signature"
We are reporting a bug and seeking help. It is most likely a bug of Meta Quest Browser or related infrastructures. we are developers making 3D VR browser based Apps. We open our 3D Scenes (rendered by THREE.js) in Meta Quest Brower. The issue is, we notice that the scene would jitter even for the simplest example link from THREE.js official website. To reproduce, just open the following link in Meta Quest Browser and use controllers to drag the scene to rotate. https://threejs.org/examples/#webgl_animation_keyframes Jitter will likely to show up (not every time but pretty frequent). We believe this is more likely to be a bug of quest/browser other than the web page because the web page is simple and good in every other desktop/mobile browsers. One hint is, the jitter seem only happen (or much more frequent) when Passthrough mode is turned off. If you can not reproduce please refer to this video - it's captured by phone directly into the quest lens.:h
Hi,I have an issue where some of the haptics clips play and some don't play. Why could this be? When I test them on Haptics Studio they all work fine. With one of them I raised the sensitivity and now I feel it on Unity, but with the others even when raising the sensitivity to 100% I don't feel anything. Also when I change the amplitude to the maximum I don't feel anything. Can it be that Haptics Studio shows haptics but then on Unity the haptics are not strong enough to be played? Thank you.
I have an existing 2D app for Android (in Kotlin) which I want to port to the Quest 2/3. I got most of it working but I am stuck with adding Multi Window Support.My goal would be to be able to drag an item/tab and drop it outside to create a new window. Basically the same feature the Quest Browser is offering with its browser tabs.For any hint how to achieve this I would be thankful. 🙂
Hey everyone. I've been playing around with the Meta All-In-One SDK, and after installing the samples I didn't see any locomotion examples aside from the teleportation one. Where can I find a typical movement one with the left thumbstick (forward, back, left strafe, right strafe) and the right thumbstick for snap turn? I've tried to use Blocks, hoping that it has a setup working out-of-the-box, but no luck there either.I'm coming from Unity's XR Toolkit which works great, but I wanted to see what Meta has put together. My main reason for switching over is for the Multimodal, using controllers and hands at the same time, which Unity's XR doesn't have.Thanks!
Hey!I followed this tutorial and I have some questions/problems about it 🙂Tutorial link - https://developer.oculus.com/documentation/unity/unity-isdk-compare-body-poses/1. I managed to finish the tutorial without problems I see the skeleton and it works when I replicate the pose but when I build the app I do not see the skeleton on my meta quest 3, anybody knows why and how to fix it?2. How to make the skeleton a regular avatar I tried using the sample scene with the pose recorder but did not manage to succeded, anybody knows?Thanks,Gad
Hi, Been trying for a long while to get an ESP32 to communicate with a Unity app on an Oculus Quest. Recently got that ESP32 to connect to the Unity app on Quest by using the "Bluetooth LE for Android and iOS" plugin that is on the Unity store, but the app didn't find the BLE service on the ESP32 ("Error during initialize: Service not found for Write") although it was connected to that ESP32.Have tried the same Unity app on an Android phone and thankfully it functions properly on the phone. Main goal with that is to get it functioning on Oculus Quest right now though. Thanks in advance for recommendations on how to make that Unity app communicate with that ESP32 through BLE (or BT serial) on the Quest properly!
Hello,I'm working on a game with The Mirror (https://www.themirror.space/) , we've spoken to support at Godot Engine and they have mentioned that the Quest 3 has a Vulkan issue where the headset flickers intensely.We are experiencing this issue but only on the meta quest 3, on Mac, Windows, Linux and the quest 2 we don't have the same rendering problem.I have made a video of the issue please see the videohttps://www.youtube.com/watch?v=gd4NBKl0GroThe team at Godot Engine have tried to resolve this problem before for quite a lot of users but haven't been able to locate the source of the issue apart from it seems to be driver related for the adreno 740 in the meta quest 3.I am not a driver/rendering expert and would appreciate any help with this issue. The API is using Vulkan 1.0 and Vulkan 1.1, it has Vulkan 1.2 available too. I can provide full source code.Thanks,Gordon MacPherson
Meta developer hub casting 2.0 wireless seems not working.My pc and quest are both in same network but it doesnt work.Casting 1.0 wireless mode is working.I need help
HiI have some heavy 3D environments/scenes not originally optimised for VR and thus simply will not render at a performant level and FPS for obvious reasons.Ideally it would be great to take 360 images of the scenes which I have done many times and then add these to a 360 sphere to emulate the said environment but obviously not be able to move or interact which is fine.The problem is the scaling of the 360's as they do not look correct when viewed within VR. Usually they are huge in scale.I know this is a challenging subject but has anyone any idea how to get the 360 images to appear in real world scale when viewing using the headset in VR.The idea is to be able to render out 360 images from my large scenes that could then be used as a set of view only scenes in VR. These would then play as a part of a story telling narrative where the user is immersed in the environment at the correct scale and perspective of the 360 sequenced images.Thanks
After the recent Oculus Update, my controllers have stopped working in Unreal Engine 5. whenever I try to play in the editor or a working project build, the controls do not move or allow for input. They were working perfectly before the update. This is affecting the Oculus Rift CV1 and the Quest 2. From what I've read in the forum so far all Oculus headsets are affected and Facebook/meta are sitting on their hands doing nothing Both controllers are fixed to 0.0.0. in the world space and won't move or allow for inputs Two and a half years of work are now dead in the water until it's fixed. I have tried uninstalling and reinstalling the Meta desktop app. I have tried different solid builds that I know work. "Have you removed any third-party accessories that may affect power, battery fit, or controller detection. For example, rechargeable grips, controller covers, etc." - Yes "in your other attempts, did you unpair and
Apple's VisionOS allows developers to create non-gaming focused Mixed Reality apps using common iOS UI toolkits (e.g. SwiftUI) and Apple has expanded SwiftUI to support "Volumes" where 2D UI can live in harmony with 3D objects in a virtualized cube of real-estate in the user's volumetric space. The way forward to create a counterpart to this is to expand React Native to support behavior like visionOS volumes, React Native is a widely adopted, community supported and well loved multi-platform UI framework Meta already plays a huge role in maintaining. This would be great fitting. Because Meta Quest devices run on HorizonOS, which is a forked version of Android and because React Native already supports Android, it should be a small leap for Meta's development team to make React Native with Android Studio a new option for building Meta Quest Mixed Reality productivity apps. Please consider.
I am a disabled VR player and I need some help. Since I am disabled I need to use some predictions to help me move. One of my friends also has the same disability as me and has a PC and an app that allows me to play. But I cannot afford a computer due to financial problems. I have tried phase sync ADBs, but it doesn't work as much as the app. I was hoping you could help me get a lot more predictions to help me boost my VR experience. With the ADB commands I have reached around 80 predictions, I know this because of an app called Over Metrics tool that shows how many predictions I'm running. I need around 200-300 predictions or maybe more to help me play. I play on an Oculus Quest 2. I'm not sure if there is an app that can give me more predictions or just some ADB commands I can run on Meta Quest developer to help.
We're having random frame corruption in the meta quest 3.We've successfully reproduced in RenderDoc for meta quest 3https://www.youtube.com/watch?v=yA2IgZbUIMgThe frame capture is here for render doc meta fork 63.3 (forked from v1.32)https://drive.google.com/file/d/12V9ZBZHsleYibw7s8Xj6ZO_ZJsgfPILy/view?usp=sharingCan we please get support from meta or snapdragon here? We've had snapdragon keep referring us to Meta for help with this, This is also reproduceable on the One Plus 13 which shares the same base hardware Snapdragon 8 however it is generation 3 not generation 2.
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