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Hello,I was wondering if anyone knows internal or external Meta discussion regarding a OpenXR runtime for Linux? Alongside support for the Meta Quest Link / Oculus PC application. This would be super useful for those of us developing on Linux experiences and products that use Link/Air Link like approaches. Granted you can argue Linux is a niche case, and sure, it likely is for XR right now. But with the terrible changes Microsoft is making to Windows 11 (AI Spyware) among it just been a terrible OS (in my opinion) more and more people want to jump ship. And with Linux (and MacOS) getting more support for gaming it would be nice to have Meta put some resources into building a runtime that can run natively on Linux (and possibly MacOS one day). Now I know about Collabora's 'Monado' project, however this is mainly aimed at Valve's HMD it seems and it does it's own implementation of certain extensions within the OpenXR Spec. However as Meta has a mix of merged and (To-be-merged)
I have created my developer account but I am not able to change my Name in profile info to match with Government ID for verification purpose. I have updated my name in Facebook profile and according my Sync option in Oculus profile I should be updated automatically. But its still showing my old name and I am not able to proceed with verification.
I use a custom unity-application to display the usb camera input. But in order to connect the USB camera and charge the Meta Quest 3 at the same time, I have to connect the mq3 to a docking station. Every time I do this, I get a "USB Audio permission" request. When I interact with this request, the application crashes. How can I disable this request?
Hello,I am currently trying to implement a simple Leaderboard system. The problem is that the Leaderboard in the Meta Developer Hub doesn't get populated with new entries.I followed this tutorial on the meta documentation. I have:- An approved DUC for User ID, User Profile, User Age Group and Friends- installed and activated the Platform SDK Plugin (version 1.89.0)- Adjusted the DefaultEngine.ini- a GameInstance which handles a "Start Message Pump" and an Entitlement Check (Which runs successfully installed as .apk in the Quest)- a signed App- a version on the Meta Developer Hub in all distribution channelsThe Entitlement Check works on a built game installed on the Quest. Unfortunately, it's not in the Engine with VR Preview.It seems that Leaderboards calls in the built game are successful, at least that's what the boolean output says. I repeatedly get this debug message in the MQDH when the game runs On the Quest 3:Unable to load OVRMrcLibI also got messages that the call to the Lead
Where has the Oculus/OVR Build menu gone?I am working in Unity 2022.3.11f1 and wish to connect my Quest 3 but the option to go to "Oculus/OVR Build/OVR Build APK And Run"on Unity menu bar has disappeared. How do I connect my Unity Project to Quest 3 please?
Ever since I migrated from my FB account to a meta account, I've been unable to upload any builds from the Oculus CLI, the Unity OVR Platform Tool and ODH which is completely blocking me from upload any new builds. CLI - Attempt to login says "You're using a version thats no longer allowed ..." even though I am on the latest update.Unity OVR Platform Tool: "ERROR: Unable to fetch initial upload config", Although I CAN successfully login to the Oculus Platform Settings (note image below) Finally the ODH Isn't working either suck on "Waiting for process to begin" I am completely stuck unable to make any uploads for my development team. I've tried changing passwords and logging out and back in with no luck. Is there any way I can got back?
I'm trying to run Simpleperf to get a CPU trace of a Unity Project. The instructions seem to be missing steps.I cannot successfully run either the `binary_cache_builder` (missing `perf.data`) or `app_profiler.py` to generate a `perf.data` file. I'm following instructions here: https://developer.oculus.com/documentation/unity/ts-simpleperf/ 1. Running `binary_cache_builder` requires a "perf.data" file that is missing.```Android\Sdk\ndk\21.4.7075529\simpleperf> python binary_cache_builder.py -lib "C:\Users\suv\Desktop\test-0.1-v1.symbols"Traceback (most recent call last): File "binary_cache_builder.py", line 237, in <module> main() File "binary_cache_builder.py", line 228, in main args = parser.parse_args() File "C:\Python27\lib\argparse.py", line 1656, in parse_args args, argv = self.parse_known_args(args, namespace) File "C:\Python27\lib\argparse.py", line 1678, in parse_known_args defa
Hi my name is josh.i was chatting to Meta AI on Facebook, and I found some issues with it that i feel can be fixed up.I want to tell you some ideas to make Meta AI evn better on all platforms and gadgets such as Iphone, android and all Tablets and computers. 1. Meta Ai can only remember conversations for up to 24 hours, then it forgets. So why can't it have a long term memory where it remembers everything that is talked about from users forever?2. When Meta AI generates an Image, if you want to get Meta to describe that Image for you, why cant it tell you what that image is? because at the moment it can't read images, even images you send to Meta. I don't even think you can send images to Meta, but I am unsure. But if not, surly its a good idea For Ai to read all images?3. What about having a search bar not just on the facebook on the computer, but have a search bar with key words to find the conversations on every gadget like all phones, Tablets and Computers. Make Meta search fo
The developer blog says:"We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases:A camera app for taking pictures/recording video in 3DMixed reality experiences that implement computer vision algorithms to react to things in the real worldA more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filtersTrippy effects that go beyond the pre-existing filters in the SDKI'm sure there are many others as well.From my understanding, none of these use cases are currently possible on the Quest, even tho
We have been using Meta Haptics Studio with success, however, when manually editing the .haptic files there seems no way to shorten or lengthen the total haptic sound, I can see in the SDK that the length used is the total length (not selected length), is there a hidden feature, or is this not possible?As this is a tool feedback forum, these are the feature requests we would love in Meta Haptic Studio:Trim the length of the hapticAdd length to the haptic (even just a length thing)Assign relative paths from a project source to each folder to export (we use folders that contain feature sets, not lots of function based folders, so a footstep haptic would be in the character/haptics folder not all under 1 haptics folder)Removal of source files (no need for them once design is good)Sub Groups of Haptics (We have a-lot)Export as Wav (for other systems, but allows us to focus on Quest first)
In developing the app using Unity with Oculus Quest3, we want to get the camera image of Quest 3 within the Unity app and recognize specific objects in that image. 1) Is there any way to get the camera image of Oculus Quest 3, or have direct access to the passthrough image ?2) There is a feature in Quest 3 that captures the current Mixed Reality Screen and I would like to implement that feature directly within the Unity app. Is there an API on the app that can capture the screen of a Quest 3 camera(or passthrough) and if not currently, is there a plan to support it in the future? Your advice and help are appreciated.
Hello! I am trying to upload my game to applab for submission and testing, but I keep getting the same error OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE. I've already tried re-creating the application, re-building the game. But nothing worked. Can anyone help me?
I had a working sample of my own - which tracked the scene anchors from the Space I setup on my meta quest 3.The goal was to make a custom scene alignment bp that would get scene anchors and position a virtual world relative to specific space.One day, the scene stopped working an my "Bind Events to OnSceneLoaded" node stopped triggering and my custom alignment blueprint stopped working. It seems that the MRUKSubsystem is so new that I cannot find any docs on how to get the scene to load. I tried loading space from device but that crashes the app in built mode.note: I have scene support, anchor support, world lock, OVR runtime (recommended), passthrough - all enabled. I also have an XRSceneActor in the scene and an MRUKAnchorActorSpawner What do I do to get the scene to load?
When I use VR with Oculus as plugin provider and add the Azure Speech SDK, whenever I press Play in Editor and want to start the speech recognition, I get the error:DllNotFoundException: Microsoft.CognitiveServices.Speech.core.dll assembly:<unknown assembly> type:<unknown type> member:(null)This does not happen in the build, neither for Windows builds nor Quest standalone builds. The native dll in question, Microsoft.CognitiveServices.Speech.core (Azure Speech), is in the Plugins folder and correctly configured to also work in the Editor.I traced it down somewhat: In the OculusXR package that gets installed when choosing the Oculus plugin, in OculusLoader.cs the Initialize() function is executed at start, and for some reason in this function the lineNativeMethods.SetUserDefinedSettings(userDefinedSettings);causes the subsequent access to the Speech Core dll to fail. When I comment this line out, the dll is found.Does anybody have an idea how a call to SetUserDefinedSettings
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues:I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot)So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service?Thank you!
Hey everyone,I'm working on a project that involves watching 360 videos using Unity, specifically targeting Quest 3. I'm looking for advice on the best practices for creating, encoding, and implementing these videos to ensure optimal performance and quality.Here are some specific questions:Video Creation: What are the recommended specifications (resolution, frame rate, etc.) for 360 videos that will be used in VR? Is there any specific camera that you would suggest (budget is not a problem at this point of the project - just checking what can be done)Implementation in Unity: What are the best practices for integrating 360 videos into a Unity project? Do you recommend specific plugins or assets? I've heard about AVPro Video and Unity's VideoPlayer, but I'm curious about which works best with Quest 3 (I'd rather use the Quest 3 SDK if there is anything to help...)General Tips: Any additional advice or resources you could share would be greatly appreciated!Thanks in advance
There's a bug with Unity 2023+ where games crash when initalizing the Meta Platform SDK. To reproduce: 1) Use a version of Unity 2023 or higher2) Use the OpenXR package with the Meta Core SDK v65 AND the Meta Platform SDK v653) Configure editor to enable OpenXR with Meta SDK features4) In code, attempt to initialize the Platform SDK with Core.Initialize()5) Observe crash with no Unity exception logged. The only exception logged is this: JNI DETECTED ERROR IN APPLICATION: java_class == null in call to GetStaticFieldID This has been reported to Unity several times:https://forum.unity.com/threads/meta-sdk-core-crashes-on-initialize-with-unity-2023-on-quest-build.1574308/https://forum.unity.com/threads/unity-6-android-meta-quest-build-crashes-due-to-missing-unityplayer.1595712/ Downgrading Meta SDK version does not work.
Two of our developers got a error in the "UserAgeCategory.Get().OnComplete" callback that just said "400".I can't find anything about what this error message could indicate.Doesn't seem to happen to me I think I'm the only one who "Owns" the game The other are invited to separate branches (not sure if that counts as owning, as it passes the entitlement check), so I'm wondering if this has something to do with developer accounts or something else?
I have been working on a game but can no longer update it because I lost my keystore password, I need a way to change the keystore on app lab or is it easier just to make a new app?
I am working on an application that requires the use of Application Spacewarp and Meta Avatars 2 SDK. In testing, I have determined that the shaders for the Meta Avatars are not creating Motion Vectors for Application Spacewarp to use to correctly render its faked frame.The rendering artifact that clued me into the issue was seeing the opaque Meta Avatars stuttering. According to the information from Meta's Application Spacewarp sample git repo (https://github.com/oculus-samples/unity-appspacewarp), this is a sign that the Meta Avatar shader is not generating Motion Vectors.Has anyone worked with Application Spacewarp and the Meta Avatar SDK2 as of yet who could advise me in how to address this issue? Any and all help would greatly be appreciated!I do have a possible initial lead in that in the Meta Avatar SDK2, there is a Recommended folder with a sub folder of "app_specific" which has 2 files; app-declarations and app_functions. These seem to be here for the purpose of adding ap
I needed to run part of a code when the headset is locked or turned off in Unity. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button.Does anyone know how to accomplish this?
I needed to run part of a code when the headset is locked or turned off. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button.Does anyone know how to accomplish this?
I keep getting a gradle 8 error, and I'm unsure how to fix it.setup below. unreal 5.3.2. Could anyone tell me what I've done wrong and how to fix please?
As the titles says the app is crashing when the user accept the microphone permission, after the crash you can reopen the app and there is no errors and the permissions are granted. I tried to disable the default meta dialog for permissions and manually ask for them when I want, an the result is the same but I got the attached logs.
I am developing an application using Unity and MetaCoreSDK. Recently, I published my application on AppLab. Through reports from customers who purchased my app, I discovered an issue with it.My app requests permissions for the microphone and spatial sharing. When the app is launched, an Android screen asking for these permissions is displayed. If the player selects "allow" on this screen, the app crashes, and a black screen is displayed.By restarting the app, it starts to work properly, but my app experiences this crash twice, and it won't function correctly without being restarted. Customers are returning the app because of this issue.How can I fix this crash? I have also searched this forum for this issue and its solution, but I could not find any effective answers.
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