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I made added my organization and verified my account but im still unable to turn on debug mode. I've also tried connecting to the developer hub wired and wireless, I am unable to connect through it. The phone app connects fine to the headset and everything works except for the debug option - where it throws an error "We're having problem loading this. Please try again."
I am building a MR scene. When i run the scene I see blue boxes and origin axis. How can I hide them I have seen in other tutorials that you can change the default planmesh with an invisibleplane mesh however that was for v57. For v60 i can't find this plane mesh.Help please
We're working on a local multiplayer game for Quest 2/3 and have been working fairly successfully with Shared Spatial Anchors for the past few months.We've just swapped over to the new Meta All In One SDK and now can no longer Share spatial anchors with logged in users. We've tried using both Share() and ShareAsync().We're able to get them both to work when using the Quest Link in the Unity Editor, but when we build the APK to the App Lab, both type of Share call just hang and never return a value — and never share the anchors.Here's the code snippet were using to share the anchors.foreach (ulong oculusUserId in userIds) { //teacherLogger.TeacherLog($"ShareWithClass: Adding user {oculusUserId} to spaceUserList"); spaceUserList.Add(new OVRSpaceUser(oculusUserId)); userIdStrings[userIds.IndexOf(oculusUserId)] = oculusUserId.ToString(); } teacherLogger.TeacherLog($"ShareWithClass: Sharing anchor with {userIds.Count} users: {stri
Has anyone being able to detect eyes closed/open state using Meta XR and Quest Pro? We are able to get tracking data but the eye closed variable never changes. Looking at the Meta XR code it seems eye blinking is not being returned (see screenshot). The confidence value is always at 0.998047 regardless of if the eyes are closed or not. Gaze Direction and Gaze Origin are returning data but for some reason when the eyes are closed Gaze Direction keeps outputting changing data, so not sure what can be used to detect eyes closed/open.
How can I open a UI canvas panel when an object is clicked by VR controller in Unity VR? I want to implement this functionality where clicking on an object in a Unity VR environment triggers the opening of a UI panel. How can I achieve this? If you have any insights or suggestions, please share them. Thank you!
Hello, I'm looking for help on improving leg tracking accuracy in my VR setup with Meta Quest 3. Despite thorough adjustments and updates, movements like lifting legs are still lacking precision. If anyone has experience with refining leg tracking, your advice would be greatly appreciated. How can I achieve more accurate leg movement detection in VR?
Hello 🙂Is it allowed to download a csv file containing the localization for the game in runtime?This would allow me to update and expand the languages without uploading a new build and I couldn't find any guidelines against it so far but, as it could also count as a content update, I could also imagine that a new build upload is required by Meta.Thanks in advance 🙏
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point.Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar?I'm just starting the initial R&D phase of this project and am just getting started with the P
I'm stumped.I checked the Meta website to see if anyone has had a similar problem--and/or solved it. Sure, people have had their issues solved, but not me.As of now, I've updated my drivers (both headset and laptop), and restarted and updated everything I could think of. I also went through the SteamVR route, which didn't help either. I checked the developer portion of SteamVR settings and still couldn't switch it the runtime correctly.I went over to device manager, and made sure the USB ports were turned on and all that, weird things that Meta themselves suggested to another plea for help. Additionally, I installed the OpenXR toolkit off of the Microsoft webstore. Nothing much there...I'm going through all this because I just wanted to solve my Pavlov screen jitter issues--now I'm in a world full of problems 😕Any help would be appreciated, please let me know!
Hi, I would like to know if it's possible to use multimodal (hands and controllers tracked) with OpenXR package and MRTK 3.0 or if it just working with Oculus XR Plugin.Thanks you for your answer.
I have a game released in the AppLab store that has been frozen because I need to go through an age verification process. The game was created entirely using Blueprints, and I can't find any instructions on how to carry out this procedure through Blueprints. Has anyone done this and can provide steps on how to pass the age verification? How do I use the Age Category API through a Blueprint?
> Hello everyone.>> I'm trying to create a XR project however my Oculus Quest 2 is not being detected whatsoever.> I'm in the Oculus homescreen for PCVR and it doesn't load up the Unity project at all.>> Here is one of the warning logs for it.>> Unable to start Oculus XR Plugin.> Possible causes include a headset not being attached, or the Oculus runtime is not installed or up to date.> If you've recently installed or updated the Oculus runtime, you may need to reboot or close Unity and the Unity Hub and try again.> UnityEngine.Debug:LogWarning (object)> Unity.XR.Oculus.OculusLoader:Initialize () (at ./Library/PackageCache/com.unity.xr.oculus@4.0.0/Runtime/OculusLoader.cs:181)> UnityEngine.XR.Management.XRGeneralSettings:AttemptInitializeXRSDKOnLoad () (at ./Library/PackageCache/com.unity.xr.management@4.4.1/Runtime/XRGeneralSettings.cs:148)>> I can run any other game or application just fine like the tutorials on the Oculus software however
Hi,I am trying to run Multimodal feature outlined in Meta recent blog posts (https://www.uploadvr.com/meta-quest-pro-simultaneous-hands-controllers-mode/).My device is Quest Pro with OS version 57.0.0.261.669 and Quest Pro controllers. I am working in Unity 2022.3.10. So far, I am failing to make this feature work. The settings of my OVRManager are:When I try to run it on device, I am getting the following message in the logs:"Failed to set multimodal hands and controllers mode!"Do you have any idea what I am doing wrong?
Hey!I think there's an oversight in the existing API for consumable inventory that I'd like to know the correct way of working around.Let's say I have a feature where I'm awarding a player currency for purchasing a consumable item via in app purchases (like listed on this page https://developer.oculus.com/documentation/unity/ps-iap-s2s/).What I'm trying to do from our game's server, is consume the 100 coins consumable and credit the player with coins after it has been consumed. This workflow in itself is not too complicated, but the details around the transaction I'm unsure about.I think with the naiive implementation of "consume the item via the api, and then credit the currency in the database" there's a risk of both consuming the item from meta's s2s API, and _not_ awarding the currency due to a database error or a server crash. The inverse is also true, where I could eagerly credit the currency, and roll back my transaction if the s2s consume query fails, because we might be forced
When packaging games in UE4 (official release or Oculus version) and the game size is over 4gb, an additional expansion obb file is created called 'patch.[StoreVersion].[AppName].obb'. This corresponds with the official Android guidelines (https://developer.android.com/google/play/expansion-files).Sadly, we can't upload such files through the Oculus platform tools as it refuses the store version in the name. What is the intended way of handling this? Creating another activity just loading the file would work but would require some engine changes as well as changes in packaging workflow which are not needed or preferred for other standalone platforms.ThanksWouter
Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practice to fade in the avatar on loading: Picture from Meta best practice
I cannot disable virtual keyboard, even I disable require system keyboard, disabling tracked keyboard supported, disabling virtual keyboard support. even editing in android manifest and set all keyboard support required to false. after I build it, my input text still returning virtual keyboard.It frustrating me. I want to make my own keyboard but it cannot be disabled.
Hello! When OBS Studio (24.0.3) connects to the app for MRC capture, my app is immediately crashing. It happens for the sample MixedRealityCapture scene as well. The MRC capture was working before I updated the Oculus SDK from v23.1 to v35. Tool/SDK Versions:Oculus SDK v35Unity 2020.3.11f1Legacy OVR Plugin (OpenXR plugin is not working as well)URP (10.5.0)XR Plugin Management (4.0.6)Oculus XR Plugin (1.9.1) Build Details:Running on Quest 2Version '2020.3.11f1 (99c7afb366b3)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'ABI: 'arm64' Crash Details:signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0Cause: null pointer dereferencebacktrace:/system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/system/lib64/libOVRMrcLib.oculus.so (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/system/lib64/libOVRMrcLib.oculus.so (ovrm_Update+20) (BuildId: 4c5229e67cc9eaa8908c081fd095d039b21f4d1c)/lib/arm64/libOVRPlugi
I have launched a Progressive Web App (PWA) for my website priceupdate.com.pk. Then, using PWABuilder, I converted my app into an Android APP and launched the same on the Android Play Store which is live now. I also came across an option on PWABuilder to convert my PWA app into Meta Quest's App. Has anyone done so? Are there any live apps that have been converted from PWA?
I plan to develop a shopping mall app, distribute it for free on the Meta Store, and allow users to freely observe clothes on mannequins in a virtual space, similar to a real shopping mall app, and order them. I have the following questions:1. Does an app of this nature actually exist on the Meta Store? I've looked and it seems that there are no shopping mall apps that sell physical goods, other than game-related content.2. Does selling Physical Goods within the app need to follow Meta's In-App Purchase policies and APIs? I understand that this would typically incur a 30% fee.3. If the sale of Physical Goods is free from these restrictions, how would payment gateways like PayPal or Stripe handle payments within a VR environment? Would it work to launch a browser and handle it via a callback?Thanks in advance. 🙂
Hi everyone,I'm having an issue with my unreal project i started with the VR template however removed a few things from the world before i began to build around it. Now i've noticed my VRPawn doesnt respond to snap or teleport. I've tried many things such as setting the auto possess player to 0 and even deleted my VRpawn and pasted the original one from the template. Nothing seems to work but the controls are being detected as the hands move around. It was working last night for an hour but i had an issue with the z axis i tried fixing, after a while i went back to test and nothings working. If anyone could help me with this Id appreciate it! been at it since 2pm yesterday (its 5pm now) Thank youu!!
as you can see I have a amd radeon hd 7850 and i was wandering if that graphics was good enough for recording with the dk2 on around medium to high setting no lag. Also i can record games such as outlast ultra no lag and play bf4 non recording ultra 720p no lag. Overall will my graphics do fin on medium to high settings recording with the dk2
I browsed this forum and none of it helped, Yes my country (Polnad) is supported, I tried using Firefox and Google chrome, I did not use incognito mode, I am not using a vpn and as per title I dont receive any verification code via SMS when trying to register for developers account
Hello, I want to develop a VR app using Unity, and one of the features of the app needs heart rate data. Can I integrate a heart monitor or a smartwatch with Oculus Quest 2? If yes, what are the best heart rate monitors or smartwatches?
The title basically says it all. Is it possible for an application to open the Oculus Browser with a specific URL? Maybe through App Deep Linking?
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