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Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 1st, 2024. Updates: The Meta Quest Store has been renamed as the Meta Horizon Store. We’re updating the documentation to reflect this over the coming weeks. Starting August 5th, 2024, all App Lab apps will be moved to the Store. From that date forward, apps can only be submitted to the Store. If you have an App Lab app, you can choose to delist the app instead of having it moved for you to the Store. For more details on these updates, see today’s blog post. The topic Meta Quest Virtual Reality Check (VRC) Guidelines has been updated with the required VRCs that all apps must pass to get onto the Store starting on August 5th, 2024. Early Access is now available for App Lab apps that are moving to the store. From August 5th, 2024 onward, all new app submissions to the Store have the option of applying the Early Access label. In this first iteration, Early Access is j
Hello Meta Community,I recently downloaded the Unreal-SharedAnchorsSample repository and opened the project in Unreal Engine 5.3.2. While the project compiles without errors, I encountered an issue with the BP_SpatialAnchorManagerComponent.Specifically, the BP_VRPawn.uasset and BP_LobbyPawn.uasset are present in the file explorer directory, but they do not appear in the Unreal Engine editor. This is causing the BP_SpatialAnchorManagerComponent to fail to load correctly.Here are the steps I have taken so far:Verified that the .uasset files are in the correct Content directory.Tried refreshing the Content Browser and fixing up redirectors.Checked file permissions to ensure the assets are not read-only.Looked for any errors in the Output Log related to asset loading, but found none.Despite these efforts, the assets still do not appear in the editor.Attached are screenshots of the error messages and my current setup: Blueprint Error in BP_SpatialAnchorManagerComponent:Could anyone ple
Hi Folks😀 Could you help me with directions? I'm using PCVR with metaquest 2 on a build of unreal 5.3.2. I'm testing Nanite and Lumen. (I started with this one, because of the possibilities of being lighter in VR). I have a Win10, RTX3060, 64 memory, I7. On the PC screen everything is beautiful, but inside, in Metaquest 2, I have these glitches when teleporting and any movement causes a lot of distortion. Even with AA turned off (I searched the forum and they talked about AA) Any suggestions as to what might be happening? I wanted direction. Is this an Unreal error? From Metaquest or Windows? Hardware? Thanks!🤓
Choosing this option based on the yellow suggestion below makes Unreal doesn't stream any video, I can hear sounds but stuck in Airlink's white environment. (UE 5.4.2 + v66)
Good morning, i am looking into getting into Meta quest 3 development. However i am having issues with the developer hub application. I have my developer account set up, and everything seems to be good. However what happens is, the app will redirect me to a browser to login, when i login it then redirects me back to the app, however when it refreshes it simply refreshes the "Continue in browser page" Not logging in. It was suspected that this may be caused by my facebook acount being linked to my meta account. I have disconnected and reinstalled the hub, however this issue persists. Anyone have any issue with this and can advise?
Hello. I have a build of my VR Unity app for Oculus Quest 2 and it starts and works just fine. In addition for this app I have a launcher - an android 2D app that was written using .NET MAUI framework. This launcher allows to start Unity app by clicking "Launch" button. Here is button handler code:static partial void PLaunch() { PackageManager packageManager = Android.App.Application.Context.PackageManager; Intent intent = packageManager.GetLaunchIntentForPackage(MainPage.appPackageName); MainActivity.Instance.StartActivity(intent); } With VR headsets from another companies this handler works as expected. It launches my Unity app as if it was launched directly. But in case of Oculus Quest 2 it tries to launch my Unity app inside of launcher window as 2D app and then it crushes. I want to figure out how to fix it. Here is device logs for two scenarios:direct_app_launch.txt - Unity app launches directly (works ok):https://drive.google.com/file/d/1kIGc_p14XDXfwghB8ernp3QY
The documentation (Docs Link) says:Using Mixed Reality Utility Kit, the function MRUKRoom.IsPositionInRoom(Vector3 pos) can be used to check whether the camera rig pose is present in the loaded scene or not. If it is not, offer users to capture a new scene.How can I create a new room with MRUK?
Hello,I working on the app that wants to use Blocking as described here: https://developer.oculus.com/documentation/unreal/ps-blockingsdk/We had Data Use Checkup approved for blocking.Currently when querying blocked users with ovr_User_GetBlockedUsers()The response is received with no errors, but it returns no blocked users even though the account has blocked users. auto UserArray = ovr_Message_GetBlockedUserArray(Message);auto UserNum = ovr_BlockedUserArray_GetSize(UserArray); As well as when attempting to startovr_User_LaunchBlockFlow(UserIdToBlock) On oculus device we get a following pop up message: I have tried using the blocking API with Test Users as well and experience the same issues.Does anyone know if blocking api works for unpublished apps?
Using Meta Quest 3 with Pro controllers that XrSpatialAnchor example won't start for some reason.All I get is a black screen with the three loading dots.Oculus OpenXR Mobile SDK 66.0.Logs are showing: Failed to find required extension XR_META_spatial_entity_discoveryOk I think I just need to upgrade the headset to v66.
https://www.uploadvr.com/quest-hide-boundary-in-mixed-reality/?fbclid=HiPreviously you needed to be whitelisted to do this, but according to this article, since V66 any developer can do it. There's nothing in the release notes to state this, is this true?????? Would make good use of it if it is.
Hi everyone. Using shared spaces provided by meta, everything works, but I am getting weird travel errors. I am sure console execution command is following general rules. open [level_name]?Listen. Anyone could help? Here is a log.
Hi I want to use Cloud Storage 2 for my Oculus Quest 2 Unity game. I have read https://developer.oculus.com/documentation/unity/ps-cloud-storage/?locale=en_GB but I can't figure out how to use Platform.CloudStorage2.GetUserDirectoryPath() I want to get a string which is the path of the directory for me to save my game data into for it to be Cloud Sync'ed, but GetUserDirectoryPath() returns a "Request<string>" and I don't know how to get the string from that. Please could anyone help? Thanks
Hello i am trying to implement a shadow using a projector but the shadow does't appear in Passthrough mode, i saw i found a shader that you can put on the ground to show real time shadow, but i didn't find anything to show projecotr image.
Hello everyone,For some reason I am unable to import/download any of the Meta XR SDK packages. I am getting this error in the Package Manager. This issue occurs also when I try to open it in Unity via the Assets Store page. Here's a snippet of what I'm looking at:I was able to get it working when it v65, however I Updates and also imported the Shared Spatial Sample asset package, and it seems to have gone downhill from there.I do also have The Meta Scoped Registry and don't see Core in that either:This is putting me at a most painful standstill in my work, and help would be deeply appreciated.I'm using Unity 2022.3.36f1.
I am working on a training app testing wrist menu ideas. I am noticing that any UI masking such as used with Unity canvas Scroll View components when near the ghosted hands seems to cause the scroll masking to fail. I suspect this is because there are two transparency shaders involved when rendering the screen one for the ghosted hand and one for the UI scroll bar. It is likely a draw conflict of some kind in the render pipe.The hand is using Interaction/OcculusHand shader from the Meta XR Interaction SDK v64 and the Scroll View component is using the standard Unity UI/Default shader.Has anyone come across this issue or have suggestions?SPECS:Unity 2020.3.19f1 - using URP rendering.Meta AIO SDK v64
Hey, I'm working on a fangame based on Gorilla Tag and my game is capped at 72hz, I'm interested in learning how to support 90hz for the Quest 2 and 120hz for the Quest 3 and Pro.
Hello all,I'm trying to mess around with the Spatial Anchor, and I encounter a lot of problems...I've managed to create anchors, save them, then load them.I use the "Oculus XRAsync Query Anchors" Bp function, then I loop over the Query result to "Spawn Oculus Anchor Actor From Query".My anchors appears correctly at the right place. If I spawn an actor and add it as a child to my anchors, its placement is right, however I can't access its world location (it's always (0,0,0)).However, I need to get their 3D position, and to do so I get the Anchor's Handle transform.I then set my pawn's position and rotation to one of the anchors. It seems to work.When I use the location resulting from this handle transform call, my actors are displayed correctly, but with a rotation of about 180 degrees from the anchors.If I apply the handle's rotation to the handle's location (which I did as test material, because I don't think it makes sense as the handle should have the right position), I get the rota
Hi, Anybody is else experiencing the same?I have decided to switch from the old workflow whereby you had to use XRSceneActor placed in your level over to access the scene model over to the new MRUK workflow. However I am experiencing crashes every second time I load the scene: The crash looks like this (see below). Unfortunately not much to go from (even with debugging symbols loaded) but by trial and error and definetely narrowed down the crash to the latent function LoadSceneFromDeviceAsync() and it only crashes on the Success delegate.Because when I first hit PIE the Failure branch fires and prints the message "Could not load MR scene..."The second time I PIE the breakpoint hits for the second time leading over to Success when it crashes.I should mention that of course I have scanned the room beforehand and I have scene actors present.Since I cannot use LoadSceneFromDeviceAsync(), the MRUKSubsystem does not have a valid scene model stored, and as a result, I cannot u
I am using VoiceSDK Text-To-Speech in my app, which needs internet to get the response, instead i want it to work offline, so i got the Preloading TTS Files docs to load it in offline , but the documentation is so less to understand the implementation , so any help is so much thankfull.https://developer.oculus.com/documentation/unity/voice-sdk-preloading-tts-files/
I know it has already been asked but it was a long time ago and maybe someone has already found a solution.Is there an API call (preferably using Native development) to delete the rooms created with xrRequestSceneCaptureFB?
We have had a lot of feedback from users about not enjoying how passthrough room set-up impacts their other app experiences. We are wondering if it is possible to provide users inside our app the ability to delete their room set-up without needing to go into oculus settings?
Hi,does anyone know why this game played once & now it's showing up as a unknown thing & it shutdown? It attempts to load then nothing. HELP PLEASE!
Does anyone like those building blocks?I think they suck. I would much rather got the old prefabs back.Anyway, building blocks camera rig and controllers seem not to work, at least deving over Link. I just get all the controller modles (Rift upwards) active and button animation not playing.anyo e elese experiencing this behavior (Unitu 2021, Meta XR v 66)
Hi,I'm stuck on my Quest 3, I can't switch the DEV mode on via my mobile app.So impossible to install apks and work...I have already been invited to join my organization so no need to create one, but I have to verify my account.For that, I need to enable a double authenticator by phone message (adding a credit card isn't an option).The problem is that I never receive the 6-digit code by phone message, I tried hard on it yesterday but without success and got my account temporarilly disabled.I have a google double auth on, it works well.Any idea how to resolve this issue and enable the dev mode ??My phone number is French (+33)
Hi, I have been following isntallation guide in https://github.com/oculus-samples/Unreal-SharedSpaces and have successfully managed to install photon engine and make authentication. However, I am using UE5.3.2 and I am having an issue with your plugin PhotonNetDriver.I have following following documentation in the same repository (https://github.com/oculus-samples/Unreal-SharedSpaces/blob/main-5.x/Plugins/PhotonNetDriver/Documentation/PhotonNetDriver.md), and did transfer PhotonNetDriver foler into plugins folder of my ue5.3.2 project, but upon compiling my project from unreal engine editor, it compiler, but threw an error related to Photon Net Driver. Here are logsCreating library C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.lib and object C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.expModule.PhotonNetDriver.cpp.obj : er
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