Developer Forum [Archived]
Recently active
Hello,I completed following steps to integrate IAP into the app:- Data Use Checkup is completed and approved;- IAP are enabled on dashboard;- Addons are created, all of them have SKU, name, price, description and published status;- On the app's side, I use IAP.LaunchCheckoutFlow(sku) function to purchase the item (sku might be hardcoded);- I use test user which is added to my organization;- The build is uploaded to release channel; age group is set; test user is added to channel;- The "Always succeeds" card is added to test user.Then in the app I can call the dialogue window and pick the test card. After that I receive the message: "Something went wrong. We're having trouble completing your request. Try again." It doesn't matter how many times I try, it is the same message without any error or information. If I pick "cancel", now it gives me an error: "The purchase has been canceled."I checked everything but can't understand what I am doing wrong. How to deal with
Question for everyone. I am attempting to use The Meta XR Interaction SDK (v64.0 on Unity 2022.3) to pull a sword from a stone. The sword uses Meta's 'One Grab Free Transformer' with constraints on the X,Z to prevent the sword from wobbling. At a certain height (Y) I want to release those constraints so the sword can be wielded in all three dimensions.Can constraints be targeted/altered programmatically? Is there a better method to achieve a similar result?
I used to LOVE Harmonix Music VR. You could explore all sorts of trippy effects while listening to your own music and it was all synced together beautifully. Unfortunately the game was on the PSVR1 only and never was ported elsewhere. Any way to play this game on PCVR or any other alternatives you recommend where you can still play your own music?
This implementation could drastically increase the ease of use of the Quest 3 UI, and bring it much closer to the usability of the Apple Vision Pro UI for a fraction of the cost, while still allowing the flexibility of trackable controllers, conventional hand tracking, and the use of gamepad controllers or other Bluetooth devices such as keyboards or mouses. This post is directed to other developers who may have ideas to suggest as a solution, or may be interested in incorporating some of these ideas into their projects. Related Post:https://communityforums.atmeta.com/t5/Get-Help/How-to-reposition-or-resize-windows-with-a-gamepad-controller/m-p/1190574#M300771How to reposition or resize windows with a gamepad controller? (XBox One Controller) "I love the gaze cursor feature when using a controller. Lets me quickly take actions when I don’t want to use the Quest controllers.One thing bugs me though. I’m unable to drag using the gaze cursor. If I hold the A button on an Xbox co
Could you make Beta Cast 2.0 recording possible to be activated via an adb command. It looks like it isn't using any adb commands to initiate the recording, although it does use adb for other things like setting the parameters, bitrate, resolution, framerate, etc.. Would be super useful to be able to use an adb command to start and stop this recording feature. It's extremely useful. Otherwise if there is an adb command to start and stop this, please let me know what it is, if you would be so kind. Thank you.
Hi guys I am working on Mario mix reality experienceI have my own parkour gym it’s just for my gym members. I will keep things simple.I have an issue. Maybe it’s so easy I don’t know why or howpassthrough always works well (standalone) but sometimes I can’t record camera feed when i capturewhen it happen, I’m starting all over again I have to figure out it things getting longer and harderThanks 5.3.2 meta XR plugin
I am trying to get Co-Location via shared anchors to work in unity. The project also uses mainly uses the Meta XR SDK, and Meta Platform SDK, but instead of photon (as used in sample colocation sample projects) this project uses Netcode.I am unable to get the application to actually get the users ID and unable to share the Anchor when building directly to the headset. My core problems.The login callback on Core results in the USER ID of 0Sharing the anchors never completesI tried Creating a orgCreating a appVerifying the orgGet access for Data Checkup User ID and User ProfileAdding App ID info to the Platform SettingsI read somewhere that i need to Upload a build to meta before the headset will allow you to access the apis. So i...Adding all the necessary manifest stuff from hereCreate Manifest Application Manifests for Release Builds | Oculus DevelopersAdd KeystoreAndroid Application Signing | Oculus DeveloperMaking sure im not building with development stuffIn general verif
Has anyone successfully used Unity's Location Services API for Quest 3? Here's the code that I'm using:IEnumerator LocationCoroutine(){if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation)) {UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);}// First, check if user has location service enabledif (!UnityEngine.Input.location.isEnabledByUser) {yield break;}// Start service before querying locationInput.location.Start(1f, 1f);MessageText.text = "<< Connecting to Location Services >>";// Wait until service initializesint maxWait = 15;while (UnityEngine.Input.location.status == LocationServiceStatus.Initializing && maxWait > 0){yield return new WaitForSecondsRealtime(1);maxWait--;}// Service didn't initialize in 15 secondsif (maxWait < 1){MessageText.text = "<< Timed out >>";yield break;}// Connection has failedif (UnityEngine.Input.location.stat
New Quest 3 dev hereBeen using the old Oculus v57 for a few weeks, following youtube tutorials and everything seems to work OKThe tutorials I use reference many existing assets such as thisAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/InvisiblePlane.prefab but if I instead use the meta-xr-all-in-one-sdk, that Oculus folder is empty except a single file, and if I search through all the assets included in the packages, it seems to be missing thankstom
Hello, I have a Problem with MRC Tool. Inzried to Setup everything as it is discribed in thr Manual of the meta Website. I use the Quest 2, a greenscreen, a powerful PC and a Webcam. Calibration works fine. But when I Go to OBS ans want to start the capturing, OBS will Not connect to my Quest and a failure appears which says: please verify the Quest IP address and If mrc enabled Game is running... I tried it with Beatsaber and superhot but both werent working. What s the Problem Here ? Please Help
Hi, I was going through the GestureExamples scene in unity meta XR interaction SDK samples and I can't understand where the SwipeGestureLeft/Right are being used to change the stone colour and the image.I can see that there is a change color script on the stone but where is it taking the swipegesture active state? And how is the Image being changed in the picture frame? I can't see the gestures being used anywhere.I'm a complete beginner, so any help would we appreciated.
Hi,I have the newest MacBook Pro running Ventura 13.0. I have been trying to connect my Quest 2 to Meta Quest Developer Hub but it doesn't connect, I have changed cables, used different wifi but no luck. I follow the steps "Device Manager > Connect a Device > Meta Quest 2 > Choose Device" my headset pops up but when I try to connect it says "Connection to headset has failed. If the issue persists, try restarting the MQDH." I am on the most recent software for Quest 2 as well as for MQDH. Anyone have this issue or have troubleshooting ideas? Thanks
What the title indicates. I have stat RHI up to confirm and the moment I enable AppSW, the polycount in the scene doubles. I haven't the foggiest idea why this would happen. Is this a glitch with RHI, or is something else happening here? Your insight is greatly appreciated.
Hi all,Sorry if this is a total noob question, but anyone know the easiest way to get make a PLY file viewable with the ouclus? Is there existing software that will do this or does it require a pipeline to import it into Unity or something? I wanted to have a look at these models (http://dronemapper.com/sample_data) in the Oculus if that was easy to do.My longer term goal is to create 3D timelapse of our research site using repeat flyovers with a UAV and then build an Oculus interface so people can see the site in 3D and zoom through time to watch the trees grow, etc. At the moment I'm just trying to figure out the general work flow and also to see what the models that come from the software will look like. We'll probably be hiring people to work on this at some point if anyone out there interested :) CheersTim
I am trying to load a Scene / Room from a Quest 3 into unity. The objects are being loaded, but their transform isn't.This seems to happen since Update 60. MetaStoreHelp Is this a known error and do you know a workaround?[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11831 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)OVRSceneAnchor:Initialize (OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneAnchor.cs:142)OVRSceneManager:InstantiateSceneAnchor (OVRAnchor,OVRSceneAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneManager.cs:995)OVRSceneRoom:OnLocalizationCompleted (bool,OVRAnchor) (at ./Library/PackageCache/com.meta.xr.sdk.core@60.0.0/Scripts/OVRSceneRoom.cs:176)OVRTask`1/CallbackWithState`1<bool, OVRAnchor>:Invoke (bool) (at ./L
Hi,I followed the description but it does not work.Using Meta Interaction SDK v64 I am trying to create a Camera Rig with controller-driven hands. I did the setup as described in this very brief text here:https://developer.oculus.com/documentation/unity/unity-isdk-getting-started/#controllers-as-handsUnfortunately I do not get controller-driven hands at all. Following the description, the controller models are still rendered when holding the physical controller. After that I set Controller driven hands in the OVR Manager to "Natural" (which I read somewhere else). This made the controller models disappear, rendering nothing instead.Am I missing something or is this still a bug (see v62 ControllerDrivenHands broken? ).Regards
Any solution on for this question ? I couldn't get solution for this same problem, where I need to get the raw sensor data of rotational data from Oculus Controller sensor. All I am getting is global data with angles calculated using Quaternion values, Which doesn't suit my requirement. I need raw sensor data to access and control the robot which would be Roll, Pitch, and Yaw.This data should be raw data instead of Quaternion or Euler angles without any calculation in Unity Oculus SDK.
I've tried getting raw sensor data (raw acceleration, gyro, magnetometer) of my Oculus DK2 via ovrTrackingState::RawSensorData, which is wrote in the official document of SDK v0.4 to v0.8.But it seems that the section related to raw sensor data doesn't in the document of later version than 1.3. And there is no RawSensorData in ovrTrackingState.So can I get the raw sensor data of an Oculus DK2 or CV1 through the official SDK? Or can I get it from another way?
Hi,I would like to develop an application that display the twitch chat of a channel and all of it is almost done.But the last thing I need is my app to stay open on top of other apps. Is it possible ?I'm currently on a Meta Quest 3 and I found nothing about that subject, do someone has a link or a website on this matter ?
Is it possible to run an app in background while playing another app in the foreground? This is currently possible on Android so wondering if Quest would allow it.
I've installed several of the new UPM packages and OVRLipSyncContext is nowhere to be found. Does anyone know what package this is in?Also, in case anyone is wondering, the scope you need to add to the UPM registry is `com.meta.xr.sdk`.
Assets\Oculus\Platform\Scripts\NetSyncOptions.cs(25,60): error CS1503: Argument 2: cannot convert from 'Oculus.Platform.NetSyncVoipStreamMode [C:\Users\xxx\Assets\Oculus\Platform\Scripts\NetSyncVoipStreamMode.cs(8)]' to 'Oculus.Platform.NetSyncVoipStreamMode [C:\Users\xxx\Library\Bee\artifacts\1900b0aEDbg.dag\Oculus.Platform.ref.dll]'
Hi i am able to package the build and run using the vr preview however when i try installing the app on meta quest pro headset it shows loading black screen with three dots i changed a few settings as earlier it was saying that OBB file not found then i package as one build. I am not able to make it work am i missing some plugins , how can i check logs of app crashes or any any runtime error. I have a build from UE 5.1 and I dont know why its just 165MB the earlier one was 1GB. I have send about 7 Hours on this issues please help.
The meta quest browser is currently on a lower version of chromium and the features like TTS and STT are not working on it.Does anyone know when the next update to the browser would come or at least how I can get the STT and TTS working on the quest browser before that update?Any help would be greatly helpful.
I've been doing VR development for a number of months now. Tonight when I went to launch Quest Link, I got the following error message: Fatal ErrorDash encountered a fatal error. Please reload dash to continue. Press any button to reload Dash. I have a Meta Quest 2 headset, HP Virtus Intel Core i5 processor, 8GB RAM, NVIDI GeForce GTX 1650 4 GBI've rebooted the headset, disconnected the headset and then rebooted the PC. I've also looked at the logs via the Meta Quest Developer Hub app, but I don't know what I should be looking for. Anyone out there have any suggestions to resolve this issue?Thanks in advance,Brian Severa
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.