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Hello,I am trying to run one of the scene understanding examples (BouncingBall, oculus integration). When I build and run the project on the quest 3 standalone, everything works as expected (the ball is bouncing through my room). My problem is that running it via link from my PC using unity, it does not work. I am getting the following messages:There is no scene model available, and scene capture cannot be invoked over 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 HMD is connected via Link and that it is donned.I have captured a scene within the HMD in standalone mode and applied objects (furniture) to it. In the OVR Manager, I have enabled Scene support and Experimental Features. Oculus App has turned on the feature "share point cloud over oculus link". Also restarted the quest 3, oculus App and unity. Still the same problem.When I use the spatialAnchor example, again,
When I build to Quest 3 I get errors such asAssets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?)I am able to work in play mode but the build to Quest 3 failsThe packages are installed and I checked the manifest.json and the dependencies are there
I verified my age like 6 months ago (Im 16), and now it has become impossible for me to test my own apps OR my friends game. This is strange because his game is rated teen, but it blocks me and says I need to be 18??? Need help figuring this out since I haven't been able to work on anything really.I already tried sideloading the apks, but that only works with the friends game since I do actually have my beta app, so it just installs to that.
I'm encountering an issue with an API call in my application that integrates with Meta platforms. Below is the code snippet causing the error: Code Causing Error: 👇fetch('https://graph.facebook.com/v12.0/{user-id}/feed', {method: 'POST',headers: {'Content-Type': 'application/json','Authorization': 'Bearer {access token}'},body: JSON.stringify({message: 'Hello, world!'})}).then(response => response.json()).then(data => console.log(data)).catch(error => console.error('Error:', error));
The Meta Quest platform has significantly advanced virtual reality (VR) experiences, with mixed reality (MR) capture being a pivotal tool for creators and educators. However, recent updates have introduced compatibility issues, notably affecting MR capture with popular tools like Reality Mixer. This has hindered creators’ ability to produce engaging content, impacting the VR community’s growth and innovation. We’re calling on Meta to address these compatibility challenges, to empower creators with the tools needed for captivating MR content. Your support and insights are invaluable as we advocate for these enhancements.
Hello everyone, I'm having problems when sending a report by email from a medical app I'm developing for oculus quest 2, I have made the following code, it works perfectly sending the email from the editor, but when compiling the apk and want to send the email nothing happens, it does not send anything by mail.As additional information I can add that the gmail account has two-factor verification enabled, has the option of less secure applications enabled, and a special password for third-party applications created in the security sector for the app in question.I repeat the app sends perfectly while running with questlink from the editor but does not send it when the apk is compiled and installed in the viewer.Does anyone have any idea what is happening or how to solve it?Thank you very muchMy Code Spoiler (Highlight to read)using UnityEngine;using UnityEngine.UI;using TMPro;using System;using System.IO;using System.Net;using System.Net.Mail;using System.Net.Security;using System.S
(Note that this is a repost of my post in the PCVR forum. Let me know if this isn't alright, thanks.)I have a long, expensive USB C 3.1 fiber optic cable that I need to use for development on the Quest. My desktop computer is located in a different room for cooling purposes so I have used a 50m fiber optic extension cable. It worked fine with v62 and below; however, with v63 the connection exhibited the 'dust and debris' issue and became unusable. Then v64 has come around and there is no more dust and debris messages but now the cable won't work. Of course, the next option are USB C 3.1 extenders over ethernet or fiber optic cable but they are $1-2k so really quite untenable.Is there some way to get this cable working, do you think? The Quest 3 does show up as a USB device connecting with SuperSpeed to Windows but Meta Quest Link (nor MDQH) won't see it and of course Quest Link won't begin.I am just a hobbyist dev though this has shut down much of my
We make a shared space multiplayer game that runs standalone on the Quest 2, Quest 3 and Vive focus 3. The games are hosted on a laptop plugged directly into the router that the headsets are connected to. Up until now, when we see the players start to stutter or "rubber band", we would power off the router, and when it came back on the lag was gone. But now we started to notice periodic lag coming from the headsets, every 6-7 seconds, the headsets stutter enough that physics objects being held by players get launched out of their hands. We tried everything we could to clear up the network but we usually keep our game network dedicated to just the games so there wasn't much to do. When this happened before in V54, The problem went away when we factory reset one of the headsets, so we proceeded to factory reset all of them. after a few weeks the stuttering came back on two of our headsets. The problem eventually went away after another Meta software update.Our game is built in Unreal 5.2
Hi, I am currently trying to flip the passthrough feed horizontally with Quest 3 in a XR application.Is there a straightforward to achieve this (e.g. flipping the OVRPassthroughLayer, editing main camera, etc.)?I really appreciate any help and advice!
I'm attempting to re-center the OVR Camera Rig using a button on a canvas in my Unity project. I'm using the Oculus Integration version 57.0.1, specifically for hand tracking without controllers. Despite trying the RecenterPose() function, it doesn't seem to have any effect on my Quest 2 headset.I've attempted to use this function both within the OVRManager script and in a new script, but neither approach seems to work. When testing the function using Debug.Log, I can see that it's being called, but there's no observable change in re-centering the camera rig.Here's the function I've been using:public void RecenterPlayer(){OVRManager.display.RecenterPose();Debug.Log("Recentered!");}I've also explored alternative solutions mentioned in a forum thread, but none of them have proven successful for me: https://communityforums.atmeta.com/t5/Unity-VR-Development/How-to-recenter-camera-orientation-on-Oculus-Quest-in-Unity/td-p/744108 Could anyone provide assistance with this issue?
I will use it for work 我會用它來工作I need to switch between multiple apps frequently 我需要經常在多個應用程式之間切換Need to hear all software sounds at the same time 需要同時聽到所有軟體的聲音The new version of the system will automatically turn off background program sounds 新版本系統會自動關閉背景程式聲音The background program did not crash and you can see that the program is still running.後台程式沒有崩潰,可以看到程式還在運作I need to be able to hear the sound in the next version so I can do my job 我需要能夠在下一個版本中聽到聲音,這樣我才能完成我的工作Maybe you could set a switch to choose which sounds are heard at the same time 也許你可以設定一個開關來選擇同時聽到哪些聲音QUEST 3, to me, is not a toy, but a working tool QUEST 3 對我來說不是玩具,而是工作工具Thanks
hi,my friend list query worked fine until 01.March evening (EU time), and since that it provides empty arrays, and invitable friend list results always in only a 1 element array.is there any Oculus back-end change or error, or new permissions are introduced? does it work for you? atm it is blocking my further work...My UE4 & Oculus version is oculus-4.24.3-release-1.46.0-v14.0 and experiencing on Quest-1thanks
I have a question that may seem stupid to some of you. It’s generally accepted that normal maps don’t work in VR except for minute details because we have a stereoscopic view in VR. But can’t we make a shader that calculates what a normal map does to the object’s lighting per eye to restore the illusion? It must be that this won’t work because the solution sounds so simple that someone must have tried it in the last 10 years and it’s not common. But maybe someone could explain why it wouldn’t work to those of us with smaller brains.
With the most actual version of the Meta Quest Browser (32.1) I currently face the following WebXR issues :Prerequesite: User has opened a site browser in VR modeWhen VR mode is left programatically (e.g. by xrSession.end()), the browser crahesWhen trying to navigate to another site (e.g. ) the browser does crash as wellI tested this with several WebXR frameworks and had the same issue -> I therefore assume that it is a bug in Meta Quest Browser. This definitely has worked with previous versions of the browser.Example: https://playground.babylonjs.com/#C7HSTA#5P.S.: If there is a better place to post such bug reports, please let me know 🙂
Sdk does not have a virtual keyboard?
I have a long, expensive USB C 3.1 fiber optic cable that I need to use for development on the Quest. My desktop computer is located in a different room for cooling purposes so I have used a 50m fiber optic extension cable. It worked fine with v62 and below; however, with v63 the connection exhibited the 'dust and debris' issue and became unusable. Then v64 has come around and there is no more dust and debris messages but now the cable won't work. Of course, the next option are USB C 3.1 extenders over ethernet or fiber optic cable but they are $1-2k so really quite untenable.Is there some way to get this cable working, do you think? The Quest 3 does show up as a USB device connecting with SuperSpeed to Windows but Meta Quest Link (nor MDQH) won't see it and of course Quest Link won't begin.I am just a hobbyist dev though this has shut down much of my development opportunities. Is there a long cable you might recommend or even do you sell long cables
Hello Community, react-speech-recognition library is not working with oculus quest 2 browser. Can anyone help me solve this issue?
I am getting interference/flickering ONLY when on-foot playing Elite Dangerous since upgrading my Nvidia 2080TI Graphics Card to a 4080 SUPER Graphics Card. I have found a work-around in the Oculus DeBug Tool, change the setting (PC) Asynchronous SpaceWarp (ASW) to DISABLED instead of AUTO, this will cure the issue but it resets each time you re-launch the Oculus App on my PC.I have reported this to META/OCULUS and they have advised me to post here.I have also requested that the ASW be included under GENERAL in the SETTINGS Menu of the Oculus App so it can be turned ON or OFF there so as not to use the DeBug Tool, I have been told that Oculus are no longer allowing the download of the DeBug Tool because it has been mis-used.The interference/flickering I was getting made game play very frustrating. This fix works but at the moment requires the DeBug Tool to fix it, if the DeBug Tool is removed from use then the fix needs to be incorporated into the software somewhere, either as a
I feel like you guys should let multiple peoples phones pair to the quest. I have a guest2 and my siblings struggle over who gets to watch the casting off the phone. When the paired phone in not in the house then there’s no way to cast to anything else and I feel like it’s a little silly. So it would be nice to have the account be able to connect to all 3 phones
Hi,I've been trying to get the Shared Anchor sample to work for weeks now with no results (https://github.com/oculus-samples/Unity-SharedSpatialAnchors?tab=readme-ov-file)All of my debugging has lead to the method in the subject (Users.GetLoggedInUser) not returning the logged user's data correctly, which usually comes from a failed authenticationThe app has been correctly deployed to the developer hub, the API key is correct and set in both fields into the Oculus -> Platform in UnityUserID, UserProfile and User Age Group permissions under data usage have all been approved (and reapproved)Most of the solutions found in other parts of the forum just don't work for meNow I'm left wondering why it doesn't workhttps://imgur.com/a/g4Bww1yhttps://imgur.com/a/YiyQLp3https://imgur.com/a/JLf1Z3F
I renamed HandGrabInteractable to HandleLeft and confirmed that the grab functionality is working well. Additionally, I want to save the position when HandleLeft is grabbed and moved, and create a new object at that position. So, I wanted to add a public bool DropDown variable inside the Grabbable script and set DropDown = true during EndTransform(), but it keeps getting deleted automatically. I'm not sure how to solve this issue. Please help. + Additionally, the PointableElement, IGrabbable properties are not enabled. (The font color does not change.) Note : Visual Studio 2022 , Unity 2022.03.20f1,meta XR interaction SDK 63.00 /* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this
I renamed HandGrabInteractable to HandleLeft and confirmed that the grab functionality is working well. Additionally, I want to save the position when HandleLeft is grabbed and moved, and create a new object at that position. So, I wanted to add a public bool DropDown variable inside the Grabbable script and set DropDown = true during EndTransform(), but it keeps getting deleted automatically. I'm not sure how to solve this issue. Please help..+ the PointableElement, IGrabbable properties are not enabled. (The font color does not change.)Note: Visual Studio 2022, Unity 2022.03.20f1, meta XR interaction SDK 63.00 /* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy
Hi,I am trying to load a remote avatar using SampleAvatarEntity.cs. I can confirm that the local avatar loads and there's a build on the alpha channel with both users added for access.I have tried multiple methods but I always get the same errors.[ovrAvatar2 native] stats::url file transfer failed: http response code: 400 uri: https://graph.oculus.com/7127445020641025?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.3.0.17.0%20client%20SDK%2020.3.0.17.0).client_version(0.1%2B2022.3.14f1).client_name(DefaultCompany.FortWars){url,id,creation_time,animation_set}%7D error: No error error details: trace-id: DzOw60JgPXn[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id 7127445020641025[ovrAvatar2 manager] UserHasAvatarAsync completed the request but the result was NotFound
Hi guys, I am currently using Quest 2 and Meta Haptics Studio to design haptic feedback with controllers. In Meta Haptics Studio, vibration amplitude and frequency range from 0 to 1 without showing information about how strong they are in specific units. Could anyone please tell me how strong the vibration and frequency are when they are 0.5 or 1 in Meta Haptics Studio? Thank you!
Hello, I’m working on a game with full body tracking through integrating SlimeVR’s lower body set. I’ve already rigged openxr’s XR Origin as well as the trackers’ input onto a humanoid avatar. What I’m trying to achieve now is detecting certain body poses performed by the avatar to trigger certain events. So far I’ve come across Meta’s Interaction SDK which conveniently has Body Pose Detection components. However, the resources and information available regarding its implementation are almost non existent and I’m having trouble working it out myself (still somewhat of a beginner in VR development). Was wondering if anyone has any kind of experience with it or worked on a similar mechanic, any help would be much appreciated!
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