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Has the developer mode access changed. When I go to dev mod in the app to switch it on it says get started, I click it open my dev account authenticate it an ten go back to the dev mode in the app and it still reads "get started" and this keeps looping. Am I missing something? Am I the only one?
Ha e the developer mode access changed. When I go to dev mod in the app to switch it on it says get started, I click it open my dev account authenticate it an ten go back to the dev mode in the app and it still reads "get started" and this keeps looping. Am I missing something? Am I the only one?
I'm trying to use the new quick interactions (V65). While the DistanceHandGrabInteraction worked nicely, adding a ray interaction to a canvas via the context menu seems to be problematic. It adds some components and a surface, but the Canvas UI buttons are still not selectable.Is there a trick in using it? The documentation is pretty basic...
Hi all,I have a project I am working on, it's an apartment where I have a TV with a video running in loop. The project is made in Unreal engine 5.1, and in the TV blueprint, I set the Media Sound volume to 0 when game begins, and switch volume according to when I turn on and off the TV.I was recording the gameplay on Quest 3, and despite in the game the audio answers to the interaction, when I watch the recording, the TV audio is loud and overlay every other audio effect from my game.This is the Blueprint, and the video is the recording from the Quest 3. The sound of the video worked just fine in the app when I was playing but in the recording it's like the TV was on all the time, really annoying.Now, is it some problem with the UE settings or the Quest Device?
i factory reset my headset because it was have lots of isues. when trying to get back into my acount it was asking for 2 step verification wich is totaly fine when it works. i put the email code in and it worked but the phone number code would not show up on my phone no matter how many time i resent the code. it only shows the last 4 didgets of my phone number and those last 4 didgets are correct so i dont know why it wont work. i can no longer gain access to any of the games that i had on that account because it wont sen me that message with the code. please help i had quite a few games on that account and it wasnt exactly cheap.
Today I found my Quest3 Date/Time is totally wrong. (Yes, the automatic date/time adjustment look doesn't work.)I try to adjust the date/time manually.(Otherwise, I can't access Google, due to a TLS certification expires error.)Then, I found you give me the time setting only, without date setting.I don't think adjust date and time manually is a good choice, so I check the network and NTP configuration. Now I have been confirmed my network, especially UDP connectivity is OK. But the Quest date/time automatic adjustment still doesn't work. So I began to checking the NTP configuration. After I put `settings put global ntp_server cn.pool.ntp.org`, I got `SntpClient: Unknown host: cn.pool.ntp.org`...I tried many NTP server configuration, includes `time.windows.com` and use IP address directly. The SntpClient still error.At last, I use `am start com.android.settings` to launch the Android settings directly.Fortunely, the Android settings is not broken. Otherwise I will have no chance to fix
Ever since we split our .apk to .apk and .obb in Unity build the .apk still keeps growing. We started at 927.388.231 which is fine but right now the .apk exceeds 1GB limit thus we are technically failing https://developer.oculus.com/resources/vrc-quest-packaging-5/.Does anyone run into the same issue and failed? Just wondering if it is possible to get a waiver.Yes, we are not using Addressables nor AssetBundles. I have not found a simple way how to manage what goes .apk and .obb without introducing the above mentioned Unity techniques. We are pretty far in development, willing to sub next week 😉Help or advice on how to eaily controll the .apk / .obb split would be very appreciated.
After updating to V66 I have seen 2 big issues. 1. The scene data is not transferred to Unity with Meta Link. I get the error below. It did work before I updated the SDK to v66. I did enable the dev features in Link and it works fine on the quest 3 itself. Link and Q3 are both updated on the public test channel.```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.``` 2. (I think this was in earlier versions as well) Sometimes the rounded corner interactables disappear. It looks like they are not inside of the frustum bounds and I have no idea why. I only used th
My App for Rift works well.For Quest, uploading APK on my release channel is successful, but on the device verifying entitlement doesn't work.I set OnlineSubsystem, OnlineSubsystemOculus Settings in DefaultEngine.ini, AndroidEngine.ini configPackaging log// ... UATHelper: Packaging (Android (ASTC)): LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()UATHelper: Packaging (Android (ASTC)): GetSignatureToken get_signature error: Missing entitlement for XXXX (XXXX)PackagingResults: Error: Missing entitlement for XXXX (XXXX)UATHelper: Packaging (Android (ASTC)): GetUserID failed: Must call get_signature first (XXXX)UATHelper: Packaging (Android (ASTC)): OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (XXXX)UATHelper: Packaging (Android (ASTC)): Failed to fetch FBNS credentials from OAF: Must call get_signature first (XXXX)UATHelper: Pacakin
I am trying to setup shared spaces and get it running so i can build upon. I compiled and got setting for the project to load. Not sure I did a few basic settings on the developer site trying to get everything correct. I am not sure if AppID and RiftID are the same if not where do i get the RiftID. The project loads the lobby then terminates at this point. Not sure what is going on.Please help Thanks
I have an issue with swapping the left hand to the right hand and the right hand to the left hand. When i try and swap the hand tracking bugs and it doesn't work properly. I also tried work around like flipping the camera horizontally, mirrors and shaders. Is it possible to swap the hands?
so I am making an game and want to put it on applab so i follow the steps of a tutorial and it say"Message Q4[J_D] is not a function"and i don't know how to fix it because no one else has the problem
Hi, I played Oculus Dreamdeck, which is a showcase app for Quest capabilities. It was developedby Meta if I understood everything correctly. I liked the Alien scene and would like to check its project file. Is it available on internet? I am asking because another scene is available (the one with animals and green hills - GraphicsShowcase) https://github.com/oculus-samples/Unreal-GraphicsShowcaseIt is also available in the UE branch of Oculus. So, is this Alien scene also available somewhere? I cannot find it on internet.
I have checked the “underlay” option, and I can see the mesh over the passthrough but can not see the Niagara Particle. I checked the particle emitted by watching the preview window. Is there any setup or guide to solve this problem? I truly need some helps.
I've implemented a native Android plugin that I call from Unity C# script to start another application using an intent like so:Intent launchIntent = context.getPackageManager().getLaunchIntentForPackage(packageName);if (launchIntent != null) { Log.d(TAG, "Launching package: " + packageName); context.startActivity(launchIntent);} else { Log.e(TAG, "Package not found: " + packageName);}Regardless of package name, it is never found (I can verify that the package indeed is installed and is listed using 'pm list packages' using adb shell. This makes me believe Meta has restricted the use of intents to start other installed applications? Seeing the developer documentation is pretty much toilet in general I wonder if anyone knows if this is even possible? I do find some posts suggesting it at least has worked in the past but I cannot get this to work. Anyone knows?
Hello, I've been tasked of making a VR application running on a PC connected to a VR headset. The VR headset of choice will be enclosed in a plastic shell that will block every camera and constrain it to only rotate around 2 axis and the headset will not be removable. I'll receive the orientation data from an external IMU sensor.Can someone tell me if there is a headset that can be used with these conditions:The headset will not ask for calibration when turned onThe headset will not require any interaction in order to be usable from the PC, exept for the initial setupThe headset will not show any menu or warning messagesMy application will be set to auto run (on Windows) and it will automatically send images to the headset (I'm thinking of developing it in Unreal) Thank you, any help is appreciated!
I have issues using the distance grab interactable script from the "Meta XR All-in-One SDK" on multiple objects that are nested. I have 6 nested objects each with a "Distance grab interactable" component, but I am only able to grab a couple of the objects. When I point to the other objects, the reticle snaps to one of its parents. I don't believe it's an issue with the colliders because even if I move an object far away from all others, it still snaps to a different object. However, if I change the object hierarchy so all objects are independent of the others (no child-parent relationship), the grab works even if the objects are very close to each other. Is there a way to fix this? If not, do you know how to form a script so that objects which are brothers in the hierarchy can act as child-parent? Bear in mind, I must be able to move and rotate the child through the inspector as well, so the script can't lock the position/rotation.
I go to tech meetups in my city (Seattle) and I've never ever met a single person who's remotely adjacent to VR. I've tried making a meetup group but nobody really signed up. Maybe I can go to VR conferences but I have no idea how to find them.
As an idea for all Quest products that use the People App. Allow the means to delete old conversations and unwanted people from the People App. I have a stuck conversation that apparently went nowhere, and now I have conversations with random people that I dont' want to see on my list anymore, I get that Meta needs to save these conversations (cause they love their ability to store information about people and try to buy their attention, either through ads or selling our privacy to 3rd party, come on, the Government does this already), but doesn't mean I want to see it stuck on a board forever. Anyway, I have a stuck conversation, apparently to myself, and I can not find any way to be rid of it. It has my ID and avatar but cannot block or report conversation.
Whenever I try to test my game for the second time after opening the project, the XR Simulator won't open and I get an error saying "Failed to set DeveloperMode on Start". I know there's already a thread on this, but the script they provided didn't work for me.
Hello,We are interested in tracking whether or not a user is eligible for a refund of our app. Is there a platform API call we can make to get this information? Or, alternatively, is there a platform API call that tracks the total amount of time a user has spent in the app? There are ways to track the time ourselves, but we would have to take extra steps to ensure that users do not hack the time, that the data is not lost when the user uninstalls the app, and that time played on multiple devices is included.Thank you!
For multimodal controllers the controllers art visible on the scene even when set to always until I touch them. Is there a way to make them initialy visible to begin with?
Large UE games are incredibly slow to load on v66 (like 25 seconds)The same apk/obb loads in around 3 seconds on v65 and earlier. It's built against the v65 SDK. Something really weird going on with v66. I also notice sometimes OS apps are hanging/going really slow to load (like airlink) To reproduce install asgards wrath 2,First run is a bit slow but normal, compiles shaders etc.Close itSecond run sits on the ... screen for 25 seconds then loads. Same for all subsequent runs.[EDIT] This appears to be to do with the app's apk signing certificate. A load of errors in the log are occurring for the 20 second wait. Certificate buffer not long enough, returning If I rebuild my app with a new certificate it then works but I can't change this on the store
I use my headset on a Sailboat and in a marine environment - which is exposed to dynamic motion ALOT. hahaI left a couple of notes here - sadly - I feel they may become lost to the ether, but so be it. C'est la Vie. WebsiteI am happy to say - that when looking for news of updates or future direction of features - online YT videos are not my bag, and I am surprised all-the-time when I come to the meta site and find just the right amount of information, either about patch viability, new features or about general app and use case info. Love that. I wish I had an inside look on upcoming prospective features and experimental environments that y'all are testing. I do understand why tentative commitments are shied away from, Gen-Pop can be cruel in their choice of what the misconstrue. . (The wilds) I am excited about how you can push the envelope - and I wish I knew more about what y'all have tried versus what y'all have chosen to stick with. The w
Has anyone used Meta Body Tracking for motion capture and can advise how to achieve this quickly using any built-in Meta scripts or samples? I feel like there must be something as recording for animations is one of the use-cases Meta themselves mentions in the Body Tracking documentation, but it's rather difficult to sift through all the sample material. I found something for recording poses, but not movement, per se. Thanks!
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