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Hello I'm a bit lost on where to start for developing a game that is mainly run on pc but played over airlink on the quest 3. The game needs to be able to have multimodal hand and controller tracking. I'm also unsure how to launch I the unity play window onto the quest 3 noe that some things have been depreciated. Thank you!
I have a game that I would like to give to a friend who just got his first oculas. I see a way to buy a game as a gift but I just don't want mine and want to transfer the game to him. Kinda like what you used to do when you wanted to play a game back when, just give the cartridge/disc to your buddy and they were good to go. With this being digital I know it more complicated than that. However I don't want him paying for something I could just give him and be done with myself....
Hi Guys,I want to achieve Authentication using Quest using an inbuilt browser, MSAL, and PKCE standard but I am unable to do so.Has anyone found any solution, without this it seems our project is stuck at Auth only 😞 Any leads would be greatly appreciated, as I've been stuck here for a few weeks, I tried Chrome, by side-loading it, but this solution I Cant recommend to my client until Chrome is available Oculus store for download. Now users can't just enable dev mode and sideload Chrome to make this work.
Hi Team, I am trying to make VR app that can detect object in the scene and do segmentation using the build in camera of the Meta Quest Pro, the platform I am using is Unity and trying to using a TensorFlow Lite model incorporated with the app do the above task. But I am not able to get the deep learning model incorporated with the Unity App for Meta Quest Pro. Can you please give some advice on how to go about this please.
When you open up a mixed reality app on the Quest 3, it has you take a scan of your space so the game knows where to place things in the 'real world'. When I saw this happening for the first time I was mesmerized. The room I was in was very quickly translated to untextured polygons and only got more accurate the more I looked around things, for example, my fan went from a large cylinder, to an extremely accurate render of my fan as I went above and around it. I would love to see if the Quest 3 could even house a photogrammetry app, seeing as the depth sensors could make seriously accurate models in real time. If It did exist, I personally wouldn't change a thing about the model rendering portion of it, but to add a texture mapping second part would also be so cool. This is just an idea as I have no idea how to code, but I'm not above starting if someone could point me in the right direction because well, I have no idea where I'd start with making software for the Quest 3.
Installed the V65 in Unity 2022.3.22f1 and as soon as I hover over Building Blocks, I get thousands of errors in the Console.Can we get updated V65 as it is crucial for our app to develop multiplayer functionality in Meta Quest.
I'm testing the movement sample, and have noticed the Skelmesh movement is jittery and inconsistent on Quest3. Not just a little, but enough to cause discomfort. As it stands this feature is not usable.Its not a framerate issue. Framerate in my tests is solid 72fps.I've restarted my Quest3I have v65 of the UnrealMetaXRPlugin and UnrealPlatformSDKPlugin, Vanilla Unreal 5.3.2. Quest OS v65I've tested someone else's APK built from the movement sample. Same skelmesh jitter/inconsistencyI've built my own version of livelink body retargeting (via the docs) and see the same issue, even more pronounced, even.I decided to take a closer peek at the raw transform data coming from the livelink, by drawing the joints as instanced static meshes and found the livelink data itself is jittery and choppy. In contrast, the joints from the OculusXRBodyState are smooth and flawless.Is there some setting I'm missing? I'm surprised this hasn't been noted before. This is a hugely important feature, and retarg
Howdy folks, I see a lot of folks looking to play pc games offline after they've synced their headset to the device, or fully download a game and play offline... I'm developing a business app and the company would prefer to not have to link back to the Meta mothership AT ALL. That is, no one makes accounts, the headset(s) just wirelessly link back to the system with the software / database without the Meta store or middleware. I'm fairly certain this is possible when wired, but wirelessly... I haven't seen a way yet. I've been developing with an account thus far so this is the first time I've had to think about it. In short, is it possible? or am I stuck with USB tethering?Thanks!
I've been working with the OVRVirtualKeyboard to let users create and sign into accounts. As you can see from the screenshot, the default mode has some features at the top of the keyboard which may or may not be helpful usually, but I'd like to disable them while the user types in their password. If you go into wifi settings on the quest 2, there is a special keyboard mode that is activated while you type in your network password. Unfortunately it also prevents me from taking a screenshot to add to this post. Does anyone know how to set the keyboard mode or input type? Or otherwise disable that toolbar manually?
I created a demo scene to obtain the coordinate position of Quest3 itself, as seen in the picture, but I found a problem. I put on Quest3, facing A, B, and C directions respectively. After turning on and drawing the boundary, the Z-axis and X-axis directions obtained each time are different. I feel that it is determined by the coordinate positioning system of Quest3 itself. Can anyone explain the principle of Quest3 positioning the world coordinate system? thanks
Hello everybody,I try to click on "set oculus as active openxr" but it doesn't work. I am not an administror user on my pc, I saw that other persons in the same case have the problem. I tried what I saw on the furums : run the Meta Quest Link app as administrator, reinstall the app, turn off then on "unknown sources"... but it still doesn't work.Could you help me please ?
PTC v66 issues on Quest 31. noticable increase with massive heat and fans on right upper side now2. spontanious shut down with black screen and no led indicators on front,,,, remove headset and reinstall on head and recovers3. keyboard not summond when curser moved to search box and selected
Hello,We are NEWBASE, a South Korean company running the Medicrew app, a medical educational game, on Meta Quest. We are updating the app with new content, but we have some concerns regarding potential issues with content ratings.The new educational content we plan to release includes procedures such as simple catheterization and indwelling catheterization, which require the exposure of male and female genitalia. We would like to know if this content might cause any issues with content ratings upon release, or if it will be acceptable due to its educational purpose. If there are potential issues, we would like to know the specific steps we need to take to ensure the content meets the approval requirements.Thank you for your assistance.Best regards,Roy
So I’ve been trying to connect my account for hours cause of the switch from oculus app a year ago. I haven’t played my quest in over a year and then there is this massive switch to the meta format. I have been trying to pair it but it won’t use my original email so I did a different one but it continues to glitch. I read to factory reset my oculus so that it would pair well that worked but now I lost all of the games I have purchased even though they were backed onto the cloud of my old account. For some reason the old one is glitched but has all my games and idk what to do.
Microsoft announced Volumetric Windows apps are coming to Meta Quest at Build today.If i'm understanding it correctly, it looks like Developers that currently have mixed reality Windows apps or 3D objects can extend interaction to the Meta Quest from their Windows machine or Windows 365 via a new volumetric API.The screenshots show several virtual application windows open, with a 3D Xbox controller model being handled by the user and dismantled virtually.This is the sign up for the developer preview:https://aka.ms/VolumetricAppsVideo demo:https://x.com/SadlyItsBradley/status/1792974464424317307Meta & Microsoft: The Future of Mixed Reality and Productivity - Developer session at Microsoft Build 2024https://www.youtube.com/watch?v=ev3vsv5fdrECreating Immersive 3D Solutions with Microsoft Mesh - Developer session at Microsoft Build 2024https://www.youtube.com/watch?v=Q5LUtwjobgABuild Day 1 :https://www.youtube.com/live/2bnayWpTpW8Build Day 2:https://www.youtube.com/live/FwJ1Zz_DntYBui
As the title indicates, is it possible to create or select test users based on their Meta-id?I want to have my app tested by friendly users before I publish it to the Production Channel, but I don't want them to bother about special user prefixes, emailaddresses and pin.
Coming from the Oculus Integration 57, The new Meta XR SDK is like starting completely over. Does anyone have a link to a nice tutorial on how to use the META XR All-In-One SDK?I don't even see the OVR Player Rig, custom hands just to name a few. Where have all the Prefabs gone?I have installed the All-IN-One, the Interaction SDK, the Shared Assets SDK, The Simulator Samples and all the sample folders in each package and I can't find anything that I was used to?
I'm trying to use Hand Tracking with Unreal Engine 5.3.2. I'm using Quest 2 as the main device.I worked while watching the following tutorial: "VR Hand Tracking in Unreal Engine 5.3 | Tutorial for Beginners<iframe width="560" height="315" src="https://www.youtube.com/embed/empovwgouwI?si=Fwo97_u04KzT3BiC" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>One difference is that when importing the MetaXR plugin, I downloaded it directly from the Marketplace instead of using the external link as shown in the video (probably version 64?). I tried manually installing version 60, which was used in the video, into the plugins, but I abandoned it because I encountered an error "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION Meta XR" leading to a crash. Currently, I'm using the version 64 (?) plugin dow
Wondering if anybody has knowledge or up to date links to implementing Oculus statializer with FMOD into UE? If I add the OculusSpatializerFMOD plugin line to fmod audio plugins within UE preferences, when I close the project, I can no longer build the project from VS 'unable to find plugin 'OculusSpatializerFMOD'' - not sure how I can make it find the plugin on build hmm. I have OculusSpatializerFMOD.dll copied in each folder of fmodstudio>binaries>platform (with plugins.txt with one line 'OculusSpatializerFMOD' added in each folder) which is installed in the project level. I can't seem to find decent instructions online. How can I make it find the plugin?Thanks
Applying the interaction profile bindings for /interaction_profiles/facebook/touch_controller_pro has worked fine for my application up until now. Currently using 66.0.0.234.370 with the Meta Quest Pro over AirLink, I'm getting a XR_ERROR_PATH_UNSUPPORTED error when calling xrSuggestInteractionProfileBindings. Eliminating the following action paths prevents the error: /user/hand/left/input/palm_ext/pose /user/hand/right/input/palm_ext/poseI'm only adding the palm pose paths if the XR_EXT_palm_pose is supported by the runtime and this has worked fine up until now and I believe that is allowed per the specification. The specification for the palm pose extension claims:When this extension is active, a runtime must accept the …/input/palm_ext/pose component path for all interaction profiles that are validHas the behavior of the palm pose extension changed in the latest runtime?
I'm developing a new app that needs to run on Apple Vision Pro, Meta Quest Pro, and Meta Quest 3.I've got the application running successfully on each of the platforms using ARFoundation APIs and the Meta OpenXR SDK.Now I'm looking to incorporate Quest Pro's eye and face tracking capabilities. Is it possible to do that without switching over the existing features (head tracking, hand tracking, interactions) from OpenXR to the `com.meta.xr.sdk` equivalents?I'm particularly confused because the official Movement sample repo says "Unity-Movement is a package that uses OpenXR’s tracking layer APIs to expose Meta Quest Pro’s Body Tracking (BT), Eye Tracking (ET), and Face Tracking (FT) capabilities." which sounds like I should be able to get the tracking data via OpenXR APIs. But it sounds like I can't, I have to use the `com.meta.xr.sdk.interaction` APIs.What's the right way to integrate Meta-specific SDKs on top of a common ARFoundation core?
Hello all! I have been trying to access the Quest 2 and 3's raw positional information from the controllers in Unity. I'm assuming that the headset applies some kind of filtering to the positional data from the controller, but I am having a hard time finding information about the filtering online. Does anyone know if there is information about the smoothing of tracking data from the controllers? Or if Meta provides a way to directly access the raw, unfiltered positional data of the controllers in Unity? Any help would be appreciated!
First of all, why are the release notes still in the unity asset store still linked to the deprecated old version? Meta really needs to get their act together. It is so amazingly hard to find the release notes for the current version and even then, they are separated by each of the smaller SDKs, which makes no sense.Now for the main issue:I can not integrate / add any of the multiplayer-blocks into my existing unity-application. Any idea why?Haven't tried out a clean install yet.System.Linq.Lookup`2[TKey,TElement].Create (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.GroupedEnumerable`2[TSource,TKey].GetEnumerator () (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.Enumerable+SelectEnumerableIterator`2[TSource,TResult].ToArray () (at <bb4b38eec2634f5887af2d644ab0aceb>:0)System.Linq.Enumerable.ToArray[TSource]
Hi when i am importing the Meta XR Core SDK v65 in unity 2022.1.24f1 these error pops in the console saying 'FindAnyObjectByType' or 'FindObjectsByType' or 'FindObjectsSortMode' does not exist in the current contextplease help :Library\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(935,21): error CS0103: The name 'FindAnyObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(953,25): error CS0103: The name 'FindFirstObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.interaction@095d655eb767\Editor\QuickActions\Scripts\QuickActionsWizard.cs(969,21): error CS0103: The name 'FindAnyObjectByType' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@aff6f0606969\Scripts\OVRSceneManager.cs(413,13): error CS0103: The name 'FindObjectsByType' do
Hey, so i am working on a unity project that involves the communication between the quest 2 and an esp32 with BLE. My ESP32 supports bluetooth 5.2, and i am trying to leverage the speeds of that technology but it seems that quest 2 is my bottleneck. Now i know for a fact that quest 2 comes with bluetooth 5.0, and i also know from the received data on my esp32 that the quest 2 supports the 2MBps speeds i have set on my esp32. I know that because when i send the data from the quest 2 to the esp32 th received data's Phy parameters for rx and tx are indeed 2MBps, if quest 2 did not support it i would revert back to the default speeds of 1MBps. To connect my unity project with ble i am using this plugin from the asset store: https://assetstore.unity.com/packages/tools/input-management/arduino-bluetooth-plugin-98960But it seems that this plugin doesn't have the capability of changing the phy parameters on the quest 2 side. Dis anyone manage to change the ble speeds/parameters on th
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