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Hi Big_Flex. I am creating a CPR first aid VR content. I'm using the Meta XR Interaction SDK OVR Sample - 62.0.0 - Feature Scenes - DebugBodyPoseComparer example to ensure that I can accurately recognize the chest compression phase of CPR. → Chest Compression Conditions 1. the hands should be clasped together, palms facing down, as they need to be compressed.2. the elbows should be extended so that the arms are in a straight line. → What I want to create1. the chest compression count should only go up when the chest compression condition stored in the body pose is met.2. the chest compression condition is arms outstretched and hands overlapping.3. If you perform CPR without stretching your arms, the chest compression count should not increase because it is different from the saved body pose. → Distress2. Is the body pose saved when I lean down as if I'm actually doing chest compressions? Is there a problem with this, and if so, is there a solution?3. Can I
Hello!My question is regarding the VRC guidelines for streaming, as displayed here: https://developer.oculus.com/resources/vrc-quest-streaming-1/Can you give an explainiation for what these mean?Do they mean one of these:1. Streaming to Youtube/twitch from a game that is running on the quest2/3 device?or2. Streaming a game from a cloud source (like stadia or geforce experience) on to the quest device?Also is the answer applicable to all 4 of these guidelines for the VRC of streaming?Thanks in advance for the answer! Regards,Vishal
Hi,I know that this problem has been discussed in other posts but none of them had a solution. I'm trying to create a simple multiplayer app to test some interactions. I have the needed Rift and AppLab apps. There's a build on the alpha channel with some users added for access. When the people enter to the App, the local avatar spawns correctly, but the remote one doesn't. The errors that appear in the console are the following:[ovrAvatar2 native] stats::url file transfer failed: http response code: 400uri: https://graph.oculus.com/7413158262106467?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(0.1.0%2B2022.3.4f1).client_name(<project_name>){url,id,creation_time,animation_set}%7Derror: No errorerror details:trace-id: CTJBp1WJMFP[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id <user_id>[ovrAvatar2 manager] UserHasAvatarAsync c
when i try to enable dev mode it says were having problems loading this please try againi have contacted meta quest support and they just send me the same steps none of them works
As of the 15th February 2023 Meta avatars being loaded using Federated UserIds as specified in the Cross-Play section of the documentations will not load. I get the following errors:[ovrAvatar2 native] stats::url file transfer failed: http response code: 500[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id 535713845439867This was working fine just yesterday so I assume something has changed in the backend to cause this problem. This isn't the first time we've had problems using the Federated User Id system and its making it hard to justify keeping Meta Avatars in our product.
Hello,With the most recent update from Oculus desktop app to the Meta link app, I'm not sure of the exact date, the following issue happens:If we attempt to establish a rift link with the headset using adb and the presence sensor does not detect a head, the link does not fully establish itself. When we put the headset on, it finishes the link.We'd like for a way for the link to be fully established with or without a head in the headset. This update makes setting up our app's demos an issue.Thank you
Thank you, God, I hope all of you kind admins are healthy, cheerful and happy in the future.
We are currently developing a metaverse solution using Unity for a live multiplayer game, aiming to support a concurrent user base of 500 or more. Our project entails users roaming a map, interacting with each other, and engaging in various activities. To ensure optimal performance and scalability, we're seeking advice on the following:Multiplayer Service:What multiplayer service would you recommend for handling 500+ concurrent users in Unity?Are there specific features or considerations we should prioritize when selecting a multiplayer service for our project?Hosting Providers:Which hosting sites or platforms are best suited for hosting a Unity-based metaverse project with a large concurrent user base?Are there any hosting providers known for their reliability, scalability, and performance specifically for live multiplayer games?Additional Services:Apart from multiplayer services and hosting, what other services or tools would you recommend incorporating into our project to enhance us
Hey guys, I'm working in the Meta All In One package and I'm using hand tracking. I'm trying to create a darts game where you just throw darts at a dart board. I have everything set up and it's working fine but I'm not able to get enough velocity while throwing the dart. I've set the weight lower, I've removed drag, etc. Does anyone have any advice on how to make the dart throw feel more realistic? My first idea is to apply a force to it when the hand releases it but I can't find anywhere in the docs or online how to get the throw event to trigger something like that with Hand Tracking rather than a controller.What I want to do now is apply a velocity forward on the dart when it's thrown so I can get more distance but I don't know how to know when the dart is actually thrown. In other SDK's there are "OnGrab" and "On Release" events that you can subscribe to. Any advice would be appreciated.
The Oculus Debug tool needs repair. I have 2 game breaking issues. Although the tool shows Asynchronous space warp disabled and use FOV Stencil off. They do not always take and show falsely the wrong values. This causes Stencil artifacts in Elite Dangerous on foot, and Project cars 2 behind the car and helmet view. Please fix this glitch. I can get these values to work but must re-enter values every time I start one of the aforementioned games. Secondly, please implement a save function for the Oculus debug tool. when you leave a game, turn off your computer or restart your computer you lose your inputted values . Using this tool enhances the pc vr experience much better than the steam vr app native to the quest2 and 3. Please fix this problem.
The issue with MetaXR plugin for Unreal Engine 5.2I have the same problems with plugin's version 55.0 and 56.0. The function GetGuardianPoints() returning always empty array for BoundaryType == Boundary_Outer. I've debuged plugin and it turned out that OculusXRFunctionLibrary.cpp:622if (OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetBoundaryGeometry3(obt, nullptr, &NumPoints)))always returns false. Is there any way how I can get these guardian points? Best regardsAndrei
I have contacted support via email and the bot named "Josary" has requested an explanation video of my issue, which I have already shared multiple times, first I shared a public Google Drive link (I triple checked that this link works from an incognito browser and from multiple machines), then I uploaded that same explanation video to my YouTube channel and set it as unlisted (I also checked that this link works in multiple devices).Somehow this bot is not able to open any of these two link I have provided and keeps asking me pointless questions instead of helping me with my issue, I have asked multiple times to this bot to please escalate my issue to a human representative that is able to open the links I'm sharing and provide a viable solution to my problem, but this bot ignores my request and keeps waisting my time.The question here is what can I do to escalate my issue to a human agent, is there a code I need to send to this bot or what is the procedure to get real human help? 
We are a VR game-dev team.For months now we are trying to get game into the Rift Store, but we constantly fail VRC.PC.Functional.5 check.The description on the "resolution" of the test is contradictory to what the subject of VRC.PC.Functional.5 is about.Given commentary (see screenshot) is NOT a hard requirement, as stated in "VRC.PC.Performance.5". This looks like a mistake on the Meta side, or a contradiction. Either way, we can't even begin to fix that, which we have no idea about.There is zero information out there as to how these test are performed. And absolutely no info on how to contact (if) any of the support regarding such questions.We need a clear, human answer as to "What" we are failing and "Why". We need to get in touch with someone who is linked to the Developer support or the testing itself.Any help would be appreciated.
To stop copying text and printing in PDF files, you need to stop the ability to select text with the cursor. If a user can’t select your text, then they can’t right-click and copy the content of your PDF Files. This can be done by using a simple application whose name is “PDF PROTECTOR TOOL”. This application allows the user to restrict the use of the permission in PDF files like- Restrict to Print, Restrict to copy text and graphics restrict digitally signed annotations, and restrict to print.Here is a step-by-step guide to Stop Copying Text and Printing PDF Files:-First of all, you have to download this small application from Chrome or any other browser.After that open it and select the file which you want Stop printing and sharing by clicking on the “Browse” Button.And now you see four checkboxes on the left side of your screen and then you have to select only 2 out of 4. Those are:-Restrict user to print pdfRestrict user to Copy text and GraphicsAnd after marking that boxes you hav
I'm currently developing a game using Meta XR Core SDK 63. Game operations only use the controller,It is assumed that hand tracking and Meta XR Interaction SDK will not be used however I don't want to display the controller model in-game,but instead I want to display a hand model so that the hand model animates when the controller is pressed. At the time of Oculus Integration,there is a prefab of CustomHandLeft/Right,By placing CustomHand under HandAnchor,I was able to display the hand model without displaying the controller model,and when I pressed the controller button,the hand model was able to animate. If there is a way to deal with this with the Meta XR Core SDK, I would like to know. Could not find CustomHandLeft/Right prefab in Meta XR Core SDK 63Also, OVRCustomHandPrefab_L/R with similar names did not perform the animationwhen pressing the controller button.
I've been looking around the internet but could not find a definite answer. Is it possible to share point clouds (or at the very least the room setup) with other users on the Quest 3 or is it a Pro-only feature?
Hello, I'm trying to know how I should name and position (in the apk) the image that appears when we activate the "meta" button (Resume / Quit). Currently I found how to specify the splash image (assets/vr_splash.png) as well as the icons (res/mipmap). I'm just missing this image in landscape format.For context: I'm working on a StereoKit rust binding. The apk is produced by cargo-apk.
Hi,I am a designer and VFX artist currently involved in planning a national-level project to establish a mixed reality gallery within one of our institutional buildings.One major challenge we're encountering is the current limitation in scanning capabilities, which restricts us to small areas. I have come across videos from six months ago showing entire houses being scanned. Could you explain why this is no longer feasible?Additionally, the boundary constraints pose a significant issue. We intend to create a gallery spanning approximately 100 square meters, but the current technology only supports a boundary covering 25 to 50 square meters. This severely limits the ability to move around within the space.I have experimented with the settings in the meta hub developer options, but found that disabling the boundary also disables the passthrough, which is not a viable solution. Given these challenges, I am curious to know if there are any updates or planned improvements to address these i
Hi all,I'm coding a VR experiment in Unity using the Meta Quest 3. Everything works so far, but I can't for the life of me figure out why my haptic don't work? Here's a snippet of my code just in case I'm missing something obvious: using System.Collections;using UnityEngine; public class ScreenOverlay : MonoBehaviour{ public Canvas overlayImage; public Haptic1 hapticScript; // Reference to the Haptic1 script private float hapticDuration = 0.5f; private void Start() { // Ensure the overlay image is initially disabled overlayImage.enabled = false; // Find and get the CartAppearance script hapticScript = Object.FindFirstObjectByType<Haptic1>(); } private void Update() { // Detect index button press on the left controller
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. 🙂
Hi,We are in the process of developing a VR app, primarily a 360-degree stereo video with a user interface for navigation and interaction.We have reviewed the application packaging requirements and noted the stipulation under VRC.Quest.Packaging, which states that "APK files must be less than 1 GB in size, but can be accompanied by multiple expansion files up to 4 GB each." Given the nature of our application, the original file size is approximately 25 GB. Even with compression techniques, we could reduce it to around 15 GB, but this still significantly exceeds the size limits outlined.We have observed that several VR games available on the store are approximately 7 GB in size. We would like to inquire whether the size limit of 1 GB for APK files and 4 GB for expansion files is a strict requirement or if there are exceptions for certain types of content such as VR movies. Additionally, are there alternative methods or recommendations for applications like ours that inherently require l
Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a little trouble meeting cert due to failed recenter behavior and could use an extra opinion, perhaps there's something simple I'm missing. Testing The VRNotificationsComponent Recentering in UE5.3.2 on a for-distribution shipping build on Quest 2. Both the HMDRecenter and VRControllerRecenter Dispatchers are connected to a Reposition function. The VRNotificationsComponent has been added to the VRPawn in this project created off the VR Template. OpenXR enabled, MetaXR disabled: Neither recenter events fire OpenXR + MetaXR v. 60 enabled, both the OculusOVR+OpenXRBackend and Epic Native OpenXR + Oculus Vendor Extensions XR API: Neither recenter events fire. MetaXR enabled, OpenXR disabled: recentering does function successfully! But the image is washed out and only rendering to the left eye. Disabling Mobile Multiview causes the image to only render to the right eye. I'm getting fair stumped on
Hi all,is anyone using this with Unreal 5.3.2? I am struggling to get up and running. I am a bit of a newbie on this. 1/ when I try to start the sample project I get "The following modules are missing or built with a different engine version: MovementSample OculusXRRetargeting OculusXRRetargetingEditor Would you like to rebuild them now?"Pressing Yes doesn't work, and suggests building from source manually, which I don't want to do. 2/ In the MetaXR section of my project settings I do see 'Enable Body Tracking', but I don't see the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' mentioned in the doco. Have they gone away? Any suggestions? Thanks,JB
Hello,Im new to Ouclus Rift development and I have been rendering panoramic videos in 3ds max by setting the camera type to "Spherical" & the FOV to "360". These videos are them imported into unity, applied as a movie texture to the interior of a sphere and they work perfectly with Oculus Rift. The only problem is that the depth is missing in these rendered videos.I believe this is because the video should be rendered in stereoscopic 3d in 3ds max. Is this correct?Im extremely confused on how to render left and right eyes using a 2 camera rig that will generate a spherical panoramic video which can be imported into unity, applied to a sphere and viewed with the oculus rift.Has anyone tried this workflow? Can you please tell me how the video should be rendered in 3ds max so that I get the feeling of depth and immersion in Oculus Rift? Right now every this is tooo flat :(Thank you.
Hello I have a question about “Drone Range” from the Meta Sample Discover.I wanted to use the demo to familiarize myself with mixed reality programming. Unfortunately I can't find any levels for the game. Can someone explain to me how I can find an entry point here. Everything is probably loaded dynamically. Does anyone here have experience with the demo.THX Jörg
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