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They recently changed the organization that people who sign up for Epic Developer gets added to.https://forums.unrealengine.com/t/maintenance-on-the-epic-games-github-organization-june-2024/1891135It's now `EpicGames-Mirror-A`, which Oculus-VR has not granted permissions to. Should be a quick fix if brought to whoever is in charge of the Oculus-VR github.Epic will need to change something on their side later though since this messes up a lot of projects.
How can it be there is still no support for non english Bluetooth keywords ?! - Meta quest could be a nice productivity tool except this makes it useless outside English countries. Its such a basic feature I was surprised it not being supported when I bought a keyboard. A little searching and I can see this has been a mentioned issue for years ! Its can't be that hard to add? I hope this gets some attention at some point.
I am trying to link a Quest 3 and an ESP32-WROOM devkit via Bluetooth Classic.The ESP32 is running the following code: #include "BluetoothSerial.h" String device_name = "ESP32-BT-follower"; BluetoothSerial SerialBT; // Bt_Status callback function void Bt_Status(esp_spp_cb_event_t event, esp_spp_cb_param_t *param) { if( event == ESP_SPP_SRV_OPEN_EVT ) { Serial.println ("Client Connected"); } else if( event == ESP_SPP_CLOSE_EVT ) { Serial.println ("Client Disconnected"); } } void setup() { Serial.begin(115200); SerialBT.begin(device_name, isMaster = false, disableBLE = true); //Bluetooth device name SerialBT.register_callback(Bt_Status); Serial.printf("The device with name \"%s\" is started.\nNow you can pair it with Bluetooth!\n", device_name.c_str()); } #define BT_BUF_LEN 255 char BT_buffer[BT_BUF_LEN]; int BT_data_index = 0; // Used in loop to keep track of how many elements have been read into buffer already void loop() { if( SerialBT.availa
After i update the headset system to V65,I find I can't load scene data using MRUK. I tried the building block room mesh and the scene was successfully loaded, so it's not a linking problem. The warning message:MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim.If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link).If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it.UnityEngine.Debug:LogWarning (object)Meta.XR.MRUtilityKit.MRUK/<LoadSceneFromDevice>d__60:MoveNext () (at Library/PackageCache/com.meta.xr.mrutilitykit@65.0.0/Core/Scripts/MRUK.cs:576)System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Meta.XR.MRUtilityKit.MRUK/LoadDeviceResult>:Start<Meta.XR.MRU
I was debugging my game in Unity and after launching the headset there was an err that caused both the headset to dc and the forever long loading scene for unity starts. I used taskl manager to end the Unity but after getting everything back together I plugged the quest 2 back in and it cannot detect my computer on the headset. However, when I open the PC oculus app it shows that the headset is connected but there is a "general device problem".
Hello,I have a problem. Currently, I have developed a series of mixed reality experiences for the tourism sector. My current idea is to position myself in a cultural center and sell the service, but I am encountering a difficulty: I do not know how to handle scene data in such a way that they are associated with the Unity scenes I have prepared. In other words, I need the app to detect when I enter one of the rooms in the cultural center.To explain in more detail: I have performed 8 scans with the glasses, let's say they are 8 rooms. I extracted the data from each of the rooms individually using the command "adb pull /sdcard/scene_anchors_empty_room.json," and now I am trying to work with "Mruk." Initially, I couldn't deserialize the JSON due to a structure conflict between "SerializationHelper" and "Json." I then designed a script to deserialize the JSON, and now it doesn't throw errors, but it still doesn't detect the room.So, my specific request is: I need the correct data flow or d
Hello, folks. I recently built an APK for my Meta Quest 3, and there is some footage of my intro scene in the following scene; the project is on URP. Here is a screenshot of it from Quest 3: https://drive.google.com/file/d/1x5lGrbWos0OMSEhIjpK3sw6gtySe3O6S/view?usp=sharing Thanks in advance.
I just uploaded my first build to ApplabIf I upload a new build with the same package name (e.g; com.project.name) regardless of release channel, Meta says the names cannot match https://ibb.co/crpP9sRIf I change the name (e.g; com.newProject.name) then Meta says the names must match https://ibb.co/FBcynjb
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?
When testing the `ConcurrentHandsControllersExamples` example scene I'm experiencing an issue where if a controller isn't on and connected the controller model renders in my hand where i would expect to see my tracked hand. Once i turn that controller on the detached controller and my tracked hand appear as expected. Is it required that both controllers be on and connected to "properly" use multimodal mode? I have a usecase where I'm using a controller as a tracker on a larger object but still want to use hand tracking to interact with UI elements and this disables hand tracking on the affected hand. I don't see any mention of this requirement or behavior in https://developer.oculus.com/documentation/unity/unity-multimodal/ ,I do see a section describing "Single controller game play" where i can use only one controller but it doesn't mention that the unused controller must be on and connected.
I am planning to implement this using the Meta XR Core. When a button on the Meta Quest controller is pressed, I want to take a photo with the Meta Quest 3 camera and display that photo on a Plane. Using the passthrough functionality, I am able to display the external video as the background. However, at the moment, the Plane displays objects from within Unity, but the background turns black. Could you please advise me on how to resolve this issue?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 10th, 2024.Updates:The June 2024 edition of Fixing Your Flow, a monthly content series dedicated to improving your developer experience by fixing what’s broken and adding quality of life improvements, is now live.The Platform SDK topic Entitlement Check for Meta Quest Store Apps has updated steps here: Unity | Native | UnrealThe graphics subsystem topic App Spacewarp has been updated with new guidance on debugging.The Oculus Spatializer Plugin is retired and has been replaced by the Meta XR Audio SDK. The Oculus Spatializer Plugin won't receive any further support beyond v47. All Oculus Spatializer topics now have a banner announcing this information. You can learn more about the Meta XR Audio SDK here: Unity | UnrealThe tool reference topic Oculus Platform Utility Reference has been updated with a download link and access permission instructions for the experimental Linux v
Is it possible to use the vulkan validation layer on Quest 3?I've enabled the XR_EXT_DEBUG_UTILS_EXTENSION when creating the xr instance, and have created a debug callback using xrCreateDebugUtilsMessengerEXT. I tried doing the same thing in the vulkan instance: I add VK_EXT_DEBUG_UTILS_EXTENSION, but when I call vkGetInstanceProcAddr to get vkCreateDebugReportCallbackEXT I get null (so I'm assuming the xr version takes precedence and you don't use the vk extension). When I try to add VK_LAYER_KHRONOS_validation layer to the VkInstanceCreateInfo and call xrCreateVulkanInstanceKHR, it fails, returning XR_ERROR_VALIDATION_FAILURE.
We have implemented FMOD plugin in Unity for audio. The game functions well and sounds can be heard in HMD. However, as soon as i turn on screen recording in headset, the audio can no longer be heard. This issue was not present previously. We believe this started happening after recent Meta auto update. We are currently clueless on what causes and how to solve it. We have tried reverting back to Unity audio and it works fine there. So we can confirm that it only happening using the plugin. Any leads on what causes and how we can rectify this issue will be helpful.Thank you.
All of a sudden when I try send in updates to my release channel I get this. The package name is already in use for another application. Every application must have a unique package name. I thought we were supposed to keep the same information on the APK each release. My app is already in the store and I didn't change anything on the apk. Just the build number and version. I can't afford to delete this app and make another one. It is getting downloads and customers. Please can somebody help
I followed this tutorial which is pretty extensive to getting room setup data in Unity.https://www.youtube.com/watch?v=L8Ljj-FlufM&t=193s&ab_channel=immersiveinsiders I downloaded the github repo with the exact same Unity version, and the room setup does NOT work with Quest Link. What I see is always a random Room prefab model popping up instead of what I have scanned in my headset.I have tried deleting my room setup and creating a new one, resetting the boundaries a few time, still no luck.I'm using MQDH 4.6.0 and just downloaded the project from this github which was linked in the youtube video. Here's what my scene looks like:This is when I have Quest Link turned on and my headset connected. The passthrough is working but I just see a random room's prefab instead of my actual room's prefab.When I build the project, I still don't see Room Setup data, but I do see a mesh of my room which means something is working: Can someone with the understanding o
There is a small but annoying bug that has taken me quite a while to diagnose and fix so I thought I'd share.We have a bug where the physics hands would press buttons and trigger things when the player wasn't actually performing the action. This was usually caused when the game started, scene transitions or when network players joined a game. I ended up being able to replicate the bug using a stationary boundary and moving in and out of it. If you track the velocity of the hand joints you can see they jump to extremely high values when the hands are redetected - caused unintended interactions. This is a bug in a Meta class (hopefully this will be fixed in a future update). How to fix, copy HandPhysicsCapsules and change the following function as follows. HandPhysicsCapsulesprivate void UpdateRigidbodies(){ for (HandJointId jointId = HandJointId.HandStart; jointId < HandJointId.HandMaxSkinnable; ++jointId) { if
I use Photon and Playfab for my game and for some reason a player keeps joining and idk where they are coming from btw there are also multiple of the players that keep creating accounts and they just spawn with their controllers facing forwards and the head facing up to the sky and idk what to do because it keeps adding players to my playfab and then I have to pay for it
Hi everybody,I am new here. I'm having a few errors when uploading builds to my chanel via Meta Quest Developer Hub. I got an error that simply said "API_ERROR", "A server error occurred. The request will be retried.". I was builded an .exe version and can play it on my windows computer.When I went to the build section on the web, I saw my application showing the uploaded build. But it hasn't been included in any chanel yet. I also used that build to move to production chanel. And sent a review request and am getting an error "VRC.Functional.1 - TEST BLOCKER - No build available to download". I'm wondering if my build has actually been pushed properly?When I click download on https://developer.oculus.com/manage, it only reloads that website. without receiving any download files.Can anyone tell me what error I'm getting? And how to solve it?Thank you very much.
We are working on a new app. I uploaded our first apk via Meta Quest Developer Hub, which succeeded. Now, when I try to replace the build with a new version, I get an error regarding the package name already being in use. The package name in use is the one used in the initial build and in the update build.This post seemed to have the same issue: Invalid Package Name - Meta Community Forums - 522751 However there was no further discussion on what happened or how to fix it.I can't find any specific point of potential failure. I've increased build number, tried a custom manifest as well as not, and even changed the package name, which then gave me the error that the package name is different from the original.UsingUnity 2022.2.6OpenXR 1.6.0
Android12GooglePlayFix plugin doesn't seem to workI added (xmlns:tools="http://schemas.android.com/tools") to the "extra tags for <manifest> node" slot, and made a new 'ManifestRequirementsOverride.txt' file in MyProject/Build/Android which seems to get ignoredThis is my manifest in Intermediate/Android<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.UNLAWFUL.Applab" android:installLocation="auto" android:versionCode="2" android:versionName="0.5"> <queries> <intent> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <data android:scheme="http" /> </intent> <intent> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <data android:scheme="https" /> </intent> </queries> <!-- Application Definition --> <application android:label="@string/ap
Hi. I just updated my Meta Quest Link software and now when I run my stuff Open XR, can not find the paths to the right controller's A button??? Any help would be appreciated. Anyone else experiencing this? CheersSimon
Dear Meta Support Team, I hope this message finds you well. My team and I are currently developing an application that integrates with one of your platforms, and we have encountered a specific challenge that we hope you can assist us with.We are working with Quest 3 and have run into a roadblock trying to retrieve the user ID. Despite following the documentation and attempting various approaches, we seem to be missing a crucial step or perhaps misunderstanding the process.Here are the details of the issue:Platform/Service Used: Oculus Quest 3Objective: Our goal is to get the user's ID to their profile in our application for a seamless VR experience.Issue Encountered: Despite our efforts, we are unable to retrieve the user ID.We are reaching out to inquire if there might be any known issues related to this functionality or if there are any additional steps or permissions required that we may have overlooked.Your guidance on how to successfully retrieve the
Hello.I don’t understand how to open a video in a standard video player in Oculus Quest 3 from a script. I'm trying to open it in three ways, none of them work.The first two methods work on PC without any problem.Method3 from this plugin: https://github.com/Andy-Roger/UnityAndroidNativeFileOpenervideo: https://youtu.be/Qtk5pgVpxLcC# code: using System; using System.Collections; using System.Collections.Generic; using System.Diagnostics; using System.IO; using UnityEngine; public class VideoOpener : MonoBehaviour { public void OpenVideo1() { try { Application.OpenURL(Application.persistentDataPath + "/DroneAttack_360_TB_30sec.mp4"); } catch (Exception ex) { UnityEngine.Debug.LogError(ex); } } public void OpenVideo2() { try { string pathTo = (Application.persistentDataPath + "/DroneAttack_360_TB_30sec.mp4"); Process process = Process.Start(pathTo); process
[OVRManager] OnDestroyOVRManager:OnDestroy()Coroutine couldn't be started because the the game object 'PrizmaPlusMove1' is inactive!Oculus.Interaction.InteractableColorVisual:UpdateVisual()Oculus.Interaction.Interactable`2:set_State(InteractableState)Oculus.Interaction.Interactable`2:Disable()[./Runtime/Mono/MonoBehaviour.cpp line -2131044792]
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