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Since my latest update (v78), my devices go to sleep in 1 minute. I have the "power" settings so that it is supposed to sleep in 4 hours, but they seem to have no effect. I also have my presence sensor disabled (as well as having tape over it).This is driving me crazy because if I set my headset down, I have 60 seconds to debug before it turns off and suspends my title, then when I pick it up, I have to choose a profile again before I can continue. Meta: how do I disable this?
Hello there,I'm writing you because, together with a group of PhD and Master's students at my university, we are exploring the development of new mobile or web-based applications that can interface with the Meta Ray-Ban or Aria smart glasses via SDK.Our goal is to test our own vision-language models (VLLMs) accessing directly the raw data streams—specifically video and audio—from the glasses and providing contextualized responses through the device’s built-in speakers using our own LLMs.We are particularly interested in whether it is possible to develop a mobile app or even getting access through a web browser that can:Collect and transmit raw sensor data (video/audio)Send processed responses back to the glassesUse Bluetooth or an Android mobile app (possibly via XRCore or Unity) as the communication bridgeIf this is feasible, could you kindly advise:Which smart glasses model(s) you recommend for this type of development. We want to buy some few glasses to start withWhat plugins, SDKs,
Hi guys,i like to align the rotation of the guardian grid ( before defining the boundarys) to the real world.We are using the Meta Quest 3 together with Autodesk VRED 2026 with Camera Passthrough.The center of the guardian is set when i start the boundaries calibration, right ?How is it possible to influence the rotation of this initial boundary recognizition?When is the rotation value defined ?I like to precisely rotate the guardian grid to reduce the need of rotating my virtual content to align with the real world.I like to align the grid with the wall of my room.Best regards,Philipp
I'm running the Shared Anchors Sample as a Rift app via Air Link from PC. Anchors save locally, but I can’t share them with other users — the UserIDs array is empty during the session. I’ve set up the app in the Meta dashboard and have an App ID. How can I retrieve connected user IDs to enable anchor sharing in a multi-user session? I have a local game running on mutiple pc connected to mutiple vr. Player do join same session I can see cubes being replicated not in same place ofcourse.
I updated my Q3 to v76 and my development productivity has taken a nosedive. In particular, it doesn't seem to be able to keep connected to adb consistently. Unity constantly tells me that "adb devices" doesn't list my device when trying to deploy, and if I do "adb devices" myself, I see the device appearing and disappearing constantly. On-device, I also sometimes get the dialog asking permission to enable the USB connection and when I confirm, it just pops up again immediately. No matter how many times I confirm (and even if I hit the "always trust this PC" option, which by the way is almost impossible to click because the button is off the bottom of the dialog), it still keeps asking.This update also broke casting on my 3s. I keep getting a dialog that says "Casting has stopped" on the device.
Is there a way to simply reference my space from "Space Setup". In the headset under "Settings/Environment setup/Space setup" I saved a space called "Basement". I would like to use that information to align my level. I created a haunted house for my garage and I would like to just align my level to my space/play area for a real time walk-through. What are the steps in Blueprint to reference this information?
What exactly do I do for these? I'm trying to get into the VR Development scene but I'm having a bit of trouble. IARC:It says I need a IARC email, do I need to create one or do I need to get someone elses?\ Privacy Policy:Do I need to create a website for it or not?
I want native android app to request refresh rate change like openxr app does usinghttps://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#xrRequestDisplayRefreshRateFBI tried to do it using ANativeWindow_setFrameRate but it doesn't work. I guess compositor ignores request from 2d apps as they control only small part of the the display.I'm using as simple testhttps://github.com/android/ndk-samples/tree/master/native-activityAfter quest 2 is forced to run in 120fps using ADB, ORV metrics tool shows that app easily provides 120 frames.Profiler shows that frames are on display only 8.35ms.App is running in passthrough mode.Just need an api to change refresh rate from android native app
Hi, I'm trying to make a distance check on both hands using the JointDistanceActiveState.cs script and it looks like it only accepts a threshhold within a distance. I propose there be a Boolean added something like "checkGreaterThanThreshold" and then have the logic change if greater than for that operation.Example: private bool JointDistanceWithinThreshold() { if (HandA.GetJointPose(JointIdA, out Pose poseA) && HandB.GetJointPose(JointIdB, out Pose poseB)) { float threshold = _internalState ? _distance + _thresholdWidth * 0.5f : _distance - _thresholdWidth * 0.5f; if(checkGreaterThanThreshold) { &nbs
It would be really nice if one is able to record a voice note as a caption for a whatsapp status. It gives room for more expression. I believe it would fly.
Hi there!We are experiencing a critical issue with accessing our Business Manager account. Our business ID is 584753818697935,When attempting to access the Business Manager, we are prompted to verify the account via an SMS code sent to our phone number. The number is correct, but the SMS is not being delivered despite multiple attempts.We are unable to contact Meta Support directly, as access to Business Manager is required to do so — which, due to the issue described above, we currently do not have. We have submitted multiple bug reports, but have received no response so far.Please advise how we can regain access to our Business Manager.Thank you in advance for your assistance!
Hello,we are developing an app in Unity 3D that, in one scene, uses MRUK. In passthrough mode, the app places four screens on the walls of the room and another object in the center.We are currently using the Meta library version 74.Since the recent OS update, the app no longer works correctly. When entering the room, the app prompts us to update the room (controller required). If we accept, it completes the update but the scene remains empty.If we cancel, the screen turns black, an alarm-like sound starts playing, and we are forced to reboot the device.Could you please help us understand what's going wrong or let us know if there's a compatibility issue with the latest OS?We have a demo tomorrow... 😐Thank you in advance.Best regards,
Hello, I'm looking to create a multi-user, large-scale, location-based (offline) game and have a few questions:1. Is there a way to disable system-level gestures to prevent players from accidentally exiting the application and returning to the home screen during gameplay?2. Is there a method for scanning a large physical space (approximately 10x10 meters) to generate a persistent and shareable map file?3. Is it possible to enable or provide some control API? We need an interface that allows a central controller to remotely start and stop the application on all devices, as well as manage the installation and updating of game content.
Hello,I’m fairly new to the Meta Spatial SDK, and while reviewing the Controller Input documentation, I couldn’t find any interface that allows retrieving the joystick’s travel range.What I came across were examples treating joystick directions as “Buttons” (like ButtonThumbRL). However, what I’m trying to do is map the joystick’s travel to an attribute like “velocity.” Is there any way to access this information?If I’ve missed something, my apologies, thank you!
Video: [Link removed by moderators for your security!] CAN NOT ADD PAYMENT INFORMATION to Meta horizon dashboard after upload the W-8BEN-E-file. On Facebook platform dashboard has been add the payment information( not sync to meta horizon platform, WHY?). I've tried uploading files more than ten times. Each time it proceeds to upload W-8BEN-E-file, it loads infinitely and sees #45285 error from the console. Throw the error code #45285 , I dont know why. Error Log: ErrorUtils caught an error: Minified invariant #45285; Subsequent non-fatal errors won't be logged; see https://fburl.com/debugjs.
I want to submit a request in the developer support portal. It asks me to connect my account to the developer support portal. When I click connect, it says there is an unexpected error and to contact support.I contact support, they tell me to contact developer support. I can't submit a request for developer support without being able to connect, so I'm hoping a forum post will suffice.
Not able to access camera data for generating screenshot using Camera2 API for unreal project. Getting error as mentioned in attached photo
We are using Passthrough in our Unreal Engine project with the Meta Quest 3. Since updating both the headset and Quest Link to the latest version, the camera passthrough image always appears in the foreground, covering all other scene content.This issue does not occur when using a headset with firmware version v74 — in that case, the Passthrough Layer component works correctly and is rendered as an underlay as intended.Current Project and Passthrough Settings:Project Settings > RenderingEnable alpha channel support in post processing: "Allow through tonemapper"Anti-Aliasing Method: "Multisample Anti-Aliasing (MSAA)"Plugins > MetaXREnabled:Passthrough EnabledAnchor SupportAnchor SharingScene SupportMeta Quest device support: All required devices addedSupport Experimental Features: EnabledVR Pawn ClassOculusXRPassthroughLayer component added to CameraComponent settings:Supports Depth: EnabledNo Alpha Channel: EnabledStereo Layer Shape: "Reconstructed Passthrough Layer"Layer Placeme
V71 seems to introduce a bug with handtracking that hands in the camera feed (and thus also the rendered model) are not aligned with your real hands when passthrough is enabled. You can reproduce this e.g. in "Demeo" when you switch between AR and non-AR mode that you're hands are "jumping" to the correct position as soon as Passthrough is disabled.Could be related to the changes to eliminate the wrapping of your hands in the camera feed.Strangely the PointerPose property of OVRHand seems not to be affected.
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/ Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/
We are running a research project using a Meta Quest 2 via Air Link to stream content from a Windows PC. The setup uses a local 5GHz network (no internet access) dedicated to the Air Link connection. The PC itself has internet access, and the Meta Quest Link app is up to date.Our application is a Unity build that has not been changed since data collection began in December 2024. We use only natural movement (e.g. no controller input) and the Guardian is disabled.For the first few months, everything worked reliably. However, for the past ~10 weeks, we've observed increasingly frequent issues with positional tracking. Participants will suddenly "jump" forward or backward by several decimeters, sometimes rotate abruptly, or experience vertical position shifts of up to 80 cm.No physical changes were made to the room or environment. The issue persists across both the original and a newly purchased headset. Since I’ve ruled out the network, room layout, and application itself, I suspect the
We have a PCVR version of our app and need to build on Windows Standalone, but when we try to build with the Meta XR Core SDK installed we get the following errors:```Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(31,38): error CS0234: The type or namespace name 'Meta' does not exist in the namespace 'UnityEngine.XR.OpenXR.Features' (are you missing an assembly reference?) Library\PackageCache\com.meta.xr.sdk.core@2d7964560fb1\Scripts\EnvironmentDepth\DepthProviderOpenXR.cs(40,26): error CS0246: The type or namespace name 'MetaOpenXROcclusionSubsystem' could not be found (are you missing a using directive or an assembly reference?)```It'd be great to be able to support this use case, thanks.btw I did some quick edits and embedded this package locally and was fixed with the following modifications:https://github.com/oculus-samples/Unity-DepthAPI/issues/78
Hello all,Am I allowed to use Meta Quest logos in my game's advertising? The game I'm developing is, at the moment, exclusively for Meta Quest headsets and I'd like the artwork to have the correct logos.If so, where on earth do I find them?! I've search the developers site and cannot find any logos. Surely there's a Meta logo kit? Can anyone provide a link?Cheers guys!Simon
把isdkinteractableWidget放在pawn里面附加在isdkHandRigComponent下面,isdkinteractableWidget不能正常显示
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