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I tried to find some information in the forums but seems there is nothing available.We are a 3D tool developer and we are now looking into brining our tools to the META Quest systems. We would like to know if it is possible to add your own widgets(tools) to the Horizon world builder? We do have a procedural VFX tool that would enhance the user creation process a lot.Is this possible right now? Who would we need to contact to find out more about this. We are not a game developer, so all the links and tools we see are not really relevant.
Hi guys,The question is about mixed reality I am trying to make a hole on ground but hard occlusion is on thats why i can't see on ground because it's occluded with floorIs posible to have an object not be occluded by the environment?I tried "stop environment depth and XRocclusion mode disabled" on floor actor doesn't workany idea?
I saw something similar happening to another user but with the All-in-One SDK. Not sure if it's happening also with other packages, and I can't confirm that the All-in-One is also failing on my side since I got it some days ago with no issues. I tried directly installing the package by com.meta.xr.sdk.interaction.ovr.samples with no luck at all. Same error.
Hi,I'm having a new and pretty significant issue as I'm coming up against a deadline. I have an Oculus account set up on several headsets, with Dev Mode enabled to host our content through sideloading. Since setting this up, we have a submission underway with AppLab, causing the sideloaded content to be overwritten as the application was visible to users through the App Library. I changed the account role from Administrator to a custom role, and this seems to have removed the Developer Mode functionality. Can anyone help me restore it without restoring the ability to view and launch an AppLab submission app?
Hello everyone,I'm a computer science student at the University of Namur (Belgium).During this academic year, I conducted a systematic literature review (SLR) on the issue of fake profiles (focused on detection systems).I would like to continue on this topic for my master's thesis.I know that at some point I will need to contact the Facebook services that deal with this problem, but currently, I have not found any way to contact Facebook.If anyone could tell me how to contact them, it would be greatly appreciated.Best regards,Denis
Unity 2022.3.25f1 with Meta All-in-one SDK v64.0.0:System keyboard with TextMeshPro InputField:- Standard (content type) / Multi Line newline (Line type): Keyboard opens but then it's impossible to close the keyboard anymore- Standard (content type) / Single Line (Line type): works fine- Integer Numbers (content type): works fine
I have hand tracking and it works good. Also we see menu icons (menu icon for left hand and recenter icon for right hand) when rotate palm and look on it. I have some case when i hide hand visuals depends on some hardcoded hand position.And i wonder how to hide or disable palm menu icons too(menu icon for left hand and recenter icon for right hand)?
I'm making a third party app that would require the user to change some settings options for this i would need to launch the internal settings app of android i can easily do that with an intent.val launchIntent = packageManager.getLaunchIntentForPackage("com.android.settings))if (launchIntent != null) {// Add flags to the intent to indicate it should be opened in multi-window mode launchIntent.addFlags(Intent.FLAG_ACTIVITY_LAUNCH_ADJACENT or Intent.FLAG_ACTIVITY_NEW_TASK)startActivity(launchIntent)} else {// App not found, handle error or log message}but my issue is that i cannot launch the settings app next to my app, it just runs in my apps window and any flag for the intent I tried hasnt worked. The reason i need it to launch seperately is so that my app could show instructions on how to change the desired settings in the settings app.
To The Developer of the Community, Meta Greetings, I am very honored to be a member of the big community. Actually I am here to get a feedback which I am going to ask you. I am immensely impressed for reviewing the product Meta Quest 3 on my tech news site. I was searching online for reviewing on product which market value is immense and suddenly came across this product. After gathering the all info of the latest device, I and our community team, very excited for reviewing the product Meta Quest 3. So I need permission for reviewing the product on my site. I shall be greatly thankful to you for your valuable feedback. With regards, Rolando
So I've been trying to find information as to EXACTLY what this means. But I'm assuming one is a screen with essentially two holes in front of it to give the illusion of depth perception, while the other one is a screen for each eye? Is this something that is really noticeable? I've got sensitive eyes (astigmatism) and have to wear extremely high prescription glasses so I don't want something else that might screw with my depth perception.
I hope that on the home page of the QUEST 3 app, there will be an option for a flat screen mode in addition to the curved mode for long-distance viewing. Some self-installed APKs require a flat screen for optimal visual enjoyment, but currently only the curved option is available. I hope that the home page of the app will introduce a flat screen option.(This text uses GTP translation)
I wrote a simple app (using XrBodyFaceEyeSocial and XrSptaialAnchor in the Samples/XrSamples folder as a template) where I would like to use passthrough. In the logcat, I see the following and I am not sure how to interpret it. CompositorVR: Unmatched layer (ID 1162, content 3) used as replacement for background passthrough layer, because its required proxy layer could not be found More details, I tried to port over the Creation of the passthrough layer from XrSpatialAnchor into the script for XrBodyFaceEyeSocial.
Hi Everyone,Any help with this would be great.Using Unity 2022.3.10f1 and Meta All-In-One SDK, I build my app and run it on my Quest 3.The home scene loads with hand tracking fine. When I pick up the controllers, the game freezes and crashes.I have the following settings applied to the OVR camera rig:
When I tried to build and run the SharedSpatialAnchors sample, the sample UI displayed the message "Saving Spatial Anchor Failed" and I could not save the Saving Spatial Anchor to Cloud.Strangely enough, some Quest3 saved successfully and some Quest3 failed. I tested these repeatedly and the results remained the same.Logcat in Android Studio showed "com.facebook.spatial_persistence_service : AnchorResultCode::ERROR_CLOUD_ACCESS_DENIED (-11000)". It is possible that the connection to Meta's server is failing. Does anyone have a solution?development environment:Windows11 ProQuest3(v65)sample(https://developer.oculus.com/documentation/unity/unity-shared-scene-sample/)
I have an app that users sideloads on their occulus devices, only issue is that it starts in portrait mode. Is there any way to detect occulus device using android sdk so i could force landscape view then?After some more research looks like all android 2d apps starts very small and users have to manually resize them. Is there any way to programatically make them large from the startup?
Hey,Are there any other ways to test multiplayer with avatars except for 2 headsets?
Hello everyone, I'm trying to control hands and body position of my Avatar using Meta Avatar SDK manually ( with script ) For example , I want that the hands follow the transform of a cube GameObject. ( Example : if I move the cube, the left hand move too ) How to do that ?Thanks 😊
Hi guys,We are currently experiencing an issue with hand tracking in our app when using the Quest Pro outdoors.The symptoms: The hand tracking seems to get into some state where it is unusable - the hand related pointers inside the app are flickering and unusable, and even the native palm pinch gesture for quick actions is flickering and unusable - see gif below, where I just hold my fingers in the close to pinched state that will normally just show a non-flickering icon (and will normally work if fully pinched). This unusable state of the hand tracking just continues, and the app/device does not really seem to be able to recover from it - usually a restart is needed.Even the native palm pinch gesture goes into an unusable, flickering state when the issue occursWhen does it happen?It only ever happens when being outdoors, and it seems to occur more often when there is sunshine. Maybe it occurs even more frequently when moving between shade and sunlight, but this has not been prope
Hi,For an app that I created, I was wondering what is the maximum sampling rate that I can achieve from the IMU sensors (accelerometer and gyroscope). I am currently using a native app that Meta has published hello_xr running it on Android Studio and logging the data in logcat. However, this has given me a 70Hz sampling rate. What is the highest possible sampling in Quest 2 or 3? How can I achieve this with my app?
Hey guys!I'm the lucky owner of a Varjo VR1 and coming back to DCS right now, and to make the 80PPD work with my 3080, I'm trying to gain every FPS possible. knowing that the Varjo VR-1 has an eye tracking system in it, how can I utilize it for dynamic FOV rendering? I didn't find much online, but maybe someone has some insights here. 🙂
I'm trying to get the MRUK 64.0 to work with the unreal 5.3.2 default "Virtual Reality Template" and unless I disable the OculusXR plugin it will fail on a call to "Load Scene from Device Async" as-well-as "Launch Screen Capture".A few notes:- I do check and request the android permission for "com.oculus.permission.USE_SCENE".- I am packaging and installing the apk directly to the headset- Disabling the OculusXR plugin will work, but then some features of the template no longer work.The errors I'm seeing from the log stream:...10:30:37.664 15850 15892 D UE : [2024.05.14-17.30.37:664][ 71]LogMRUK: Error: Launching capture flow failed!...10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogMRUK: Load scene from device10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogOculusXRAnchors: Warning: Failed to start async call to query anchors.10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogMRUK: Found on 0 rooms on the device10:30:38.662 15850 15892 D
Hi,I'm getting a crash on my Oculus Quest 2 at the beginning as soon as the scene loads. It doesn't happen every time, it happens about every 3 times.Before these crashes, we implemented Unity Render Streaming, which works in a separate scene, but our main game scene crashes. I would love to hear some tips or hunches anyone has.Unity 2022.3.10f1Unity Render Streaming 1.1.4Ready Player Me Core 4.1.0Oculus XR Plugin 4.0.0OpenXR Plugin 1.8.2glTFast 5.0.0 (Used for importing Ready Player Me characters into the scene)Here is the ADB output of the crash. On top there's a repeating error that says OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state. We used to not have that error so I'm wondering if that has something to do with it. However, even when the game doesn't crash we still get that error. 05-14 17:30:52.943 25655 25706 E Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state 05-14 17:30:53.076 25793 257
Hey, I have released an app but my admin verification has been pending since a week. On the website it says that it takes 48 hours. I have tried verifying again by clicking on this link: https://auth.meta.com/developer/verification/ but now it just redirects me to https://auth.meta.com/language. What can I do? I want to get verified as soon as possible so I can publish my app. Please help
Hi~After I scanned my room with Quest 3, and I attached a default material to Effect Mesh(image above) in Unity3D , there will always have some borders with different width between the WALL_FACE,FLOOR and CEILING, I just can't get rid of them,Why this happened all the time, How could I fix this?
App crashs on start with this error "You need to use a Theme.AppCompat theme (or descendant) with this activity."I have Oculus auto-generated manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <cat
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