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Hi, just about to start developing for quest 3 using Unreal 5.4. I've checked the Unreal page here: Android Development Requirements For Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com)which says each store requires different android sdk versions. I'd like to get the recommended sdk 33, is that compatible with the quest store?CheersMichael
Hi! When I display the performance overlay in oculus debug tool the displayed app res is larger than the render resolution set by the meta quest link tool. Is this because render resolution in link tool is meant to be the resolution after lens correction and app res in odt overlay is before lens correction? TIA, Heiko
Hi! I'm in the process of creating a mixed reality app that integrates both passthrough functionality and the Scene API. Despite conducting a full room scan and navigating around, the guardian system continues to restrict the app. I'm searching for a way to programmatically deactivate the guardian system, either in Unreal or Unity. Considering that Meta's "First Encounter" demo doesn't encounter these boundary issues, I'm convinced there must be a way to resolve this.Thank u!
Spoiler (Highlight to read)Meta had to keep people away from Android/Data Meta had to keep people away from Android/Data So if you didn't know meta had a update V63 to disable all access to Data we must push forward to return BONELAB Modding! If you have questions about its back please ask... To Community From Kasey
I have an app that uses eye tracking via the oculus movement sdk and open XR for everything else. As of last week Wednesday the eye tracking was working properly in my scene. Today it does not. I'm prompted for permission to use it each time the app starts, but the eye tracking is not working. Has something shipped recently that broke my project? Thanks for any ideas.
Hello Meta Quest Developers! This is a quick post, hopefully the first in a weekly series, to share the latest documentation updates that have gone live on developer.oculus.com. Here are the docs that have been updated this week, the week of June 3rd, 2024. Updated topics: https://developer.oculus.com/resources/publish-create-app: Updated with new guidance on modifying apps, grouping apps, and deleting apps in the Developer Dashboard. https://developer.oculus.com/documentation/unity/unity-haptics-sdk: Updated instructions for downloading the Meta XR Haptics SDK from the Unity Asset Store. https://developer.oculus.com/documentation/unity/unity-conf-settings: Updated instructions on defining graphics quality settings. https://developer.oculus.com/documentation/unity/unity-isdk-throw-object: This tutorial has been moved under Tutorials (Legacy) as all grabbable objects are now throwable by default in v65+ of the Interaction SDK. https://developer.oculus.com/documentation/unity/hap
I recently submitted a game to the Meta Quest App Lab, and it was rejected for failing VRC.Quest.Performance.1, which means the frame rate dipped below allowable levels. When watching the app using the MQDH Performance Analyzer, it showed that a drastic frame drop occurred at the instant the app was launched- before/as the Unity splash screen is shown. In an effort to understand this issue, I built the "Hello VR" introductory project described here: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/. When profiling this incredibly lightweight application using the Performance Analyzer, I still had performance-check-failing lag at application startup. I feel like I am missing something- what is the standard way to launch Unity games that does not result in frame drops? In my game I am using oculus splash screen and a lightweight initial loading scene, but it has not resolved the initial lag. This is a screenshot of the Performance Analyzer run
Hi,I am developing a game for the Quest 3 and I have made 6 submissions till now but every time it gets rejected for not passing the VRC1, the performance one. The las 2 builds I received feedback telling me that "The app runs noticeably lower than 60 frames per second on supported devices." Those devices as I checked are just Quest 3 and Quest Pro. The problem is that on my Quest 3 I can not reproduce that behavior. Using the performance analyzer from Quest Developer Hub with the flags activated I see just 5 flagas, 3 of those are under 70 fps and just 2 are under 60, all of them happens when changing level/scene which is normal and definitely not "noticeably lower than 60".So, my question is ¿How does Meta test apps?¿Is there a way to get performance logs from them to know where exactly is the problem? Here is a capture of the performance analyzer:Thanks.
I want real-world objects impact virtual world. Example - I want to have data/events when the real-world ball crosses the virtual-world score lines, so I can count the score: Any ideas of how to achieve this? My thoughts: Capture camera feed with scrcpy and do some computer vision magic on PC. Do you see if it's possible and worth to dig in it? The same CV magic but with capturing video from external camera like a smartphone pointed to my play area. In this case there is a benefit - there is no need to look at the ball all the time to have visual data so players could keep their eyes up which is good skill to develop for hockey (and other) players. Track real-world hockey stick by attached controller and detect collisions of virtual hockey stick with score lines. I don't like this approach due to lack of movement freedom - player can't score by pushing the ball of the hockey stick blade. As a player I want to feel that it's the real-world ball crossing the score lines.
I've installed and enabled the meta xr plugin from the unreal store , but when I use the meta xr simulator it says Shouldn't this be installed with the plugin?
Hello,I'm developping for a special hardware and we're trying to switch from HP G2 PCVR to Quest 3 since the availability of the former is waning. We've been working hard to make it work at least as well as it did with the HP, both visually and performance wise.Now we're close to having it all together, except for the sound. With the HP Headset we had audio in both the HMD and PC speakers. With the Quest 3, we have that as well, but only when the proximity sensor is triggered (aka. Headset is on).- Headset On -> audio on both HMD and PC- Headset Off -> only audio on HMD.Is it the expected behavior ? Cause I feel what you'd want, is to have the audio from the HMD turned off when you remove it, not the opposite ?Wether it is expected or not, is there any way, in unity or in the meta software to disable that and keep the audio of the PC playing ?Thanks for your help
Looking to recreate climbing. previously used xr interaction toolkit by unity and now would like to switch to handtracking with oculus toolkit. I have had a hard time understanding the grabbable script. I would like to track the velocity of the hand once it has grabbed an object but i do not know how to access this. also is there a reason why the objects fall without accounting for throw velocity once they are released.
Is one of the built-in media players (Electra Player, Android Media Player) working on the Quest 3? So far it seems no. Is there some kind of alternative to playing internet radio streams on the Quest?
Hi,I was wondering if using the passthrough OpenXR extension in OpenGL we can get the color and depth textures used to apply the compositing on the final render.Using FBO before sending the textures to the swapchain I suppose the data is known (obvisouly it must be) but maybe only on the Quest side and maybe not on the computer side (computers which processes the rendering). I need to have the color AND depth information to process a shader effect based on depth (depth of 3D objects and depth of each passthrough video pixel ). How could I acquire these textures (I did not see anything in the Khronos OpenXR extension documentation) ?I hope you can help me,Regards,Marc
Unable to create online multi in OVRCameraRig due to error.I am posting this because I contacted support and was told to post it hereMissingReferenceException: object of type 'OVRManager' has been destroyed but still trying to access it.The script should either check if the object is NULL or not destroy the object.OVRManager.Update () (at Assets/Oculus/VR/Scripts/OVRManager.cs:2130)The above error appears in the console and also the camera behaves incorrectly, and deleting all the OVRCameraRig components I added does not solve the problem.This makes it impossible to implement multiplayer!Is there a solution?Are the titles that are able to support online not using OVRCameraRig and are they also using OpenXR?
Hi! I have updated to v65, and added to my scene a MRUK object, and the EffectMesh object. However, when I run the application on the device, the detected room shows the walls as a solid white material instead of a transparent one. I have tried changing the material from EffectMesh, even disabling the EffectMesh object completely, as well as deleting the saved rooms in the device. Any idea on what could be happening?
Hey Folks, I am designing a circular weapon(image is attached below) that can be hold by the player with two hand. When the player squeezes the weapon with both hands, it shoots. It is functioning well, but I am encountering an issue. I am using the two hand grab free transform hand grab component provided by the Meta SDK, and when the player performs a quick operation with the weapon, it rotates on the horizontal axis. Any help would be appreciated.
I am experimenting with VR UI using the Meta Interaction SDK samples. After creating a Pointable Canvas and placing it 0.5m in front, as shown in the attached image, the pointer becomes too large and obscures the UI. I have looked through the components, but I cannot figure out how to appropriately adjust the pointer size. If anyone knows, I would appreciate your guidance.
No ADB devices connected. I keep refreshing, restarting and double checking cables but still I cannot Build my Unity project to my Quest 3. The Windows 10 PC states that the Quest 3 is connected via USB. I had this working 6 months ago but now I simply cannot connect. I wish to run my Unity game on the Quest 3. Any advice or help pages most appreciated. Michael - not a programmer but an enthusiastic creator.
I am a new aspiring dev, attempting to get Meta developer hub set up. The app redirects me to a web browser where i must login, this has been done, however when it redirects me back to the developer hub, it attempts to reload however it simply reloads the "Continue in browser " page. Any advice?
I signed up my Meta account to be a developer account, created my organization, turned on debug mode, and downloaded the Meta Developer Hub App to finish setting up. When the app asks me to login through a browser, it takes me to the typical Meta login that asks to "Continue as Name", which I press, but then nothing in the app progresses, it keeps the "Continue in Browser" screen up, and nothing happens. I noticed that every time I press the "Continue as Name" button, in task manager a new instance of the app shows up, even though I do not see any second screen. I do see an invisible square show up and disappear almost instantly after pressing the button, and if I am looking at the hub app while pressing the continue button, it briefly has a loading screen, but never changes. Occasionally if I spam the "Continue as Name" button, it will say that my email or password are incorrect, even though they are and I can login literally everywhere else easily. I have been unable to find a soluti
Hello, so I've been using Phase Sync due to my tracking being a bit delayed which i can feel, and i am used to the way phase sync is, but i had to factory reset my headset recently and ever since then phase sync hasnt worked, here are the adb props that ive tried: debug.oculus.PhaseSync, debug.oculus.phaseSync, debug.Meta.phaseSyncthe way i know phase sync didnt get turned on, is either from my predictions being at low numbers such as 20, so really delayed, or the PhaseSyncStaticPadding (i think thats what its called) not working. Please someone help me on this because I need phase sync, thank you to anyone whos willing to help me
Hi all,I have a problem with the virtual keyboard in Unity Meta XR. It appears to record no interactions. I've made sure my project settings comply with the rules and that all necessary packages are up to current. Has this issue been experienced by anyone else? Any ideas on how to resolve this?Thanks in advance for your help.
In FOculusXRInput::GetControllerOrientationAndPosition there are two lines that check the 'validity' of a motion source ...bool bIsPositionValid = OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetNodePositionValid(Node, &bResult)) && bResult;bool bIsOrientationValid = OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetNodeOrientationValid(Node, &bResult)) && bResult;We are intermittently getting failures reported here, and I don't know why ... does anybody know what the GetNodePositionValid function actually checks? I can find no code or documentation for it ...
So I've been struggling to get some dynamic shadows running on my Unreal 5.2.1 project,and I really want to use at least a few of them in my horror game, especially since the Quest 3'sGPU is approaching usable territory in that regard. Unreal's documentation points out, that only modulated shadows are supported on mobile Vulkan.I read up on them, and they work well enough for me and I do get them to work in the editor,meaning with Android Vulkan - Preview enabled, I do see modulated shadows like I desire, but once runningthe APK on my Quest 3 / Quest Pro, everything looks the same except there are no modulated shadows. I've tried a number of things like switching to OpenGL ES3.2 which didn't work. I would greatly appreciate any input here, especially from META themselves, as it looks like the HMD is deliberately getting rid of any dynamics shadows when running the APK. Thx in advance
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