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If I wanted to build a Mixed Reality app that can detect when a certain brand logo is visible on a poster, coffee cup coaster, etc... and then allow spatial anchoring relative to that logo there seems to be no way to achieve this today. Compute vision for Quest 3 and Quest Pro developers is limited to a very restricted list of "semantic classification" labels, all room architecture and furniture related objects (ceiling, floor, wall, door fixture, lamp, desk, etc..) full list here: https://developer.oculus.com/documentation/unity/unity-scene-supported-semantic-labels/?fbclid=IwAR3KeVSJCLX977HPLKVDkFM3YqG71p_Blo_eoC7onKkax7wyCafLV0gXTCcThis also prohibits any kind of AR/MR training experience where some physical world object (e.g. a bulldozer operations panel) could be detected and spatial anchors augmented relative to specific control panel features to provide dialogs, etc.. all the things you'd expect from industrial AR applications. But this is not just useful for Enterprise/ind
Hey all, just wanted to get some community (and hopefully developer) input on whether AppSW is appropriate for our project, and if other Unity devs have successfully shipped with it. We're working on a medium sized adventure game with lots of moving creatures and player interactions, budgeted for quest 2 but hoping to use AppSW to reduce our GPU load and fit more assets in, as well as limit the amount of curving corridors we need to make. From the demo available through the Meta URP fork it seems like AppSW has a ton of caveats that cause distortion, for example fast moving objects, railings, transparency; so we're wondering what the ideal use case for AppSW would be and if it fits our project.On a similar note, we've seen some posts on the forum that apparently shadergraph is not supported with AppSW. Is this information up to date? Any info on this would be great, cheers
Description:I am experiencing an issue with my VR vehicle pawn hand tracking in Unreal Engine 5. The vehicle pawn has hands (motion controllers and Oculus XR hands), and when the vehicle moves, the hands exhibit unexpected behavior. Specifically, the hands move, shake, and change size while the vehicle is in motion. This significantly affects the immersion and usability of the VR experience. Notably, my real hand does not move, but in the VR vehicle pawn, it jerks, shakes, and changes size.Steps to Reproduce:Create a VR vehicle pawn.Set up the VR vehicle pawn with a static mesh of a car, motion controllers, and Oculus XR hands in hands-only mode.Configure the vehicle pawn to move forward using the W key input.Observe the hands during vehicle movement.Expected Behavior:The hands should remain stable and maintain their size and position relative to the vehicle pawn while the vehicle is in motion, corresponding accurately to the user's real hand position and movements.Actual Behavior:The
I've found at least 4 different solutions online but none seem to work. I'm using UE4.27
The age requirement for beta testing a game should be that game's age rating so A. It still avoids younger audiences from going on inappropriate games. B. More people can help with the beta testing because kids usually have more free time than adults and play more videogames and there are just so many more people that way. C. A lot of people want to help with testing but can't because of this. and D. The developers can actually get feedback from the target demographic. PLEASE IMPLEMENT THIS META!!! 🙏 (Also please respond as soon as possible meta)🙃
I am having a hard time getting the buttons to work reliably on the oculus touch controllers in unity.If I use if OVRInput.GetDown it never seems to work, but using OVRInput.Get works all the time?I wasn't sure if it was something to do with OVRInput.Update (); and I've tried adding it to 1 script and all the scripts that detect input but both ways give the same results, .GetDown will not work, but .Get will?Is there a step I'm missing?
I am facing an issue in my Unity VR project where the PUN (Photon Unity Networking) Voice Recorder and my ChatGPT Assistant's speech recognition, powered by Wit.ai, cannot simultaneously access the microphone. When PUN Voice is enabled, the speech recognition for the assistant fails, and vice versa. The challenge lies in dynamically switching microphone access between these functionalities to maintain both voice communication and effective speech recognition. Anyone has any solution to this?
Hey Everyone,Looking for some help in using the Meta XR Platform Plugin for Epic installer 5.3.2.I went through the installation process several times at this point, and enabling and calling functions from the Meta XR Platform plugin, causes errors. While the app packages and launches without issues, none of the nodes from the plugin work.I'd like to be able to get username and to set Display Frame Frequency.Does everyone have experience installing and using this plugin?Here is the link:https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/I appreciate any help or advice.
hi,I've been working on a Discord Bot to help users find other users in the same discord server that own a specified game (an LFG bot)So far I've only implemented this with steam, and by popular demand, I'm now investigating if i can add the meta game library to the bot.On steam, The user logs into their steam account and the bot remembers their user ID and retrieves a list of all the games they have in their libraryIs it possible to do this with Meta and the Oculus library?
Hi,I found no helpful documentation explaining whether the Meta Quest headsets support the YUV color space. If they do not, does the SDK offer any APIs to convert YUV to a supported RGB format?Specifically, can we send YUV frames from the PCVR and receive or convert them to RGB on the headset?
Hello, iam on Unreal 4.26 (Launcher version) and iam trying to replicate the hand tracking for an multiplayer experience. My pawn has a body and two motioncontrollers which are being replicated nicely. Now I added the Oculus hand components, for the left and right hand and it works only for my locally controlled pawn. The other players can't see my gestures, the only thing being replicated is the hands position but not the animations/gestures. Checking "Component Replicates" didn't help at all. Any ideas? My pawn:
Hello, so lately, I've had to reset my oculus due to some issue, but ever since i did, the Phase Sync option hasn't been working at all, I've also tried setting it with ADB (debug.oculus.phaseSync and also tried debug,Meta.phaseSync) setting the props to 1, and i got no results of phase sync being on, my controller movement feels the same and doesnt feel good at all
Is it possible to remove the built-in cameras of a Quest 3 system and extend the cables?Or can you connect external cameras to the Quest 3?Background: I work in a mechanical engineering company and it would be interesting to use the Quest 3 so that you can see certain details of the machine in the Quest 3
For my app, I need to identify the device. More specifically, I need a permanent unique code or name for the device. I tried using `FAndroidMisc::GetDeviceId()` and `FPlatformMisc::GetMachineId()` but the ID changes everytime I package the app.Any kind of unique string which stays the same across multiple packaging cycles would suffice.
Hello Declas dont work at all in any of unreal enigne 5 verison for mobile.Only right eye rendering and left dones not render at all. Is thsi feature even working or?
I have two Unity apps and I am side-loading them onto a Meta Quest 2. Does anyone know how to take the player into a second app by package name? (say on a button click).
I think that Meta could make a Shark Tank game where you have to come up with an idea for a new product and then could experience actually being at the Shark Tank studio and walking around using the joys stick! It could use the microphone used for the Meta assistant to let the player talk and it could use ai or something to sound like the sharks to make it really feel like Shark Tank! I mean i don't have a working Meta Quest to play it but i think it could be a cool idea.
In the official Meta and Unreal Engine channels I found some contradictions even on the preliminary development steps, such as which version of Unreal Engine should be used, with particular reference to the creation of apps for Quest 3 with parrthrought and anchor points. The choice of the right version/build of Unreal is a fundamental aspect and unfortunately from here one can already understand that there is perhaps too much confusion and that now obsolete articles are not deleted from the official channels, making it difficult to understand if the choices we make as developers will later turn out to be incorrect or ineffective. Coming to the point: 1) here it is suggested that we should always use the Meta fork published in the github channels. At the time of writing it is a fork called oculus 5.3. https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/ . It's a build to compile and the instructions on github at the link https://github.com/Oculus-VR/UnrealEngi
I could use OBS or etc. to just screen record on my laptop but I was wondering if there's a way to get frames reasonably fast dynamically while the casting is running? Also, I noticed that taking screenshots or recordings stores the footage on the headset, is there anyway to have it stored locally on my laptop?
It would be awesome to apply post-processing effects, like bloom, vignette, ... to 3D content when in passthrough mode. It currently renders all passthrough video shaders like the VR/Occlusion as black material, without the video feed. Could only test it on Quest3, but will most likely not work on Quest2 or Pro too.
Dear Support Team,My name is Richard Landry, and I am a computational physicist with a deep passion for gaming and technology. I am writing to inquire about possible adaptations or solutions that would allow me to use the Xbox Adaptive Controller with the Meta Quest VR system.Due to a hemorrhagic stroke, I have paralysis on the left side of my body and rely heavily on my right hand for most activities, including gaming. This condition has significantly limited my ability to use traditional gaming controllers. The Xbox Adaptive Controller has been a fantastic tool for me, offering the customizability and accessibility I need. However, I am very interested in exploring the immersive world of virtual reality with the Meta Quest.I understand that the Meta Quest and the Xbox Adaptive Controller are designed for different platforms and have distinct input methods. Nonetheless, I am hopeful that there might be some way to bridge this gap, whether through PC VR streaming, third-party software,
Hi everyone,I'm encountering an issue with the APK I built using MRUK. It always loads an old scene model I previously set up, despite my efforts to delete and reset the room with a new space. The headset continues to load the old scene model.Here's what I've tried so far:Rebuilt the APK with a different name.Restarted the headset.Unfortunately, none of these solutions have worked. Is there a way to completely delete the old scene model and ensure the new setup model is loaded?The reason I need it to load the new scene model is that my Unity project, which runs perfectly to query the floor and generate tiles using the room prefab in MRUK, doesn't work as expected in the headset. Specifically: a. It loads the old scene model. b. The tiles do not generate.Here are the details of my setup:Unity: 2022.3.20f1MRUK: v65.0.0Quest 3 Software: 65.0.0Any advice or suggestions would be greatly appreciated!
After I update my NVIDIA driver, the oculus link app begin to loading forever. I tried install the older version of the driver, and reinstall the app, but none of them worked. Looking forward to the solution and thanks a lot~
Hello,After newest version of Unity 6000, i have issue with head tracking.Every time i create new project, import Meta XR All-in-One SDK(Currently 65.0 v, same with 64.0), everything works fine, except head tracking. when i do exactly the same with unity older version (for example 2022.3.15f1) tracking works.there are few things i can mention. during launch, frame rate is like 72 FPS, when normally its 600+gives two errors and a warning. all i do is install unity editor(right now its 6000.0.2f1), create empty project(Clean project without anything), import SDK and launch. -----------------------------------------ErrorSerializedObjectNotCreatableException: Object at index 0 is nullUnityEditor.Editor.CreateSerializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)UnityEditor.Editor.GetSerializedObjectInternal () (at <26627f99a7af447db68cd5961117dc4a>:0)UnityEditor.Editor.get_serializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)OVRManagerEditor.OnEna
We have created a vr app. We have used GSAP library to create animation. Based on conditions, the animation gets started. Running the VR app in meta quest browser, the animation gets paused. When I maximize the browser again then only animation starts working. How to I ensure my animation doesn't get paused in Metaquest browser and play smoothly?
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