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In Oculus Integration, the OVRManager has a property named "Tracking Origin Type" which consists of three types: Eye level, Floor level and stage. What is the difference between "Floor level" and "Stage"? When I try them, the effect is almost the same.
I have been thinking about ways to enhance the user experience in controlling Quest, and I have a suggestion that I believe could make interactions more intuitive and accessible.My suggestion involves implementing a new method of controlling quests without the use of controllers. Instead of relying solely on hand tracking, which can sometimes be challenging to control and click accurately, I propose utilizing a dot in the middle of the screen that moves in response to head movements. Users would be able to point to any desired location on the screen and initiate a click by touching their fingers together.This approach simplifies navigation and interaction by leveraging natural head movements for cursor control and intuitive finger gestures for clicking. It not only streamlines the user experience but also opens up accessibility options for those who may have difficulty using traditional controllers.I believe that implementing this feature could greatly enhance the Quest platform and pr
Hello, I'm currently working on a unity app for the meta quest 3 using spatial anchors in mixed reality with passthrough. I use them on a large zone, however I can't reach them without having this "you've moved too far" popup that I have to close if I want to see my app again which break the immersion.Is there a way to disable it? Thanks for your help!
How can I obtain a real-world scanned house for VR experience on Oculus VR devices, and does anyone within the Meta community have prior experience or insights to share regarding this process?
My goal is to view 360 spherical JPEGs (equirectangular) on the Quest 3. I have tried DLNA and USB to make the JPEGs on my MacBook accessible to the Quest 3.DNLAI performed the steps in Meta's doc, "Connect to a DLNA or home streaming server with your Meta Quest". I installed the FireStream UPnP/DLNA server on my MacBook Pro M1 (running Sonora 14.4.1). Afterwards, Windows Media Player on a Windows 10 PC sees and can access files on this DLNA server. The Meta doc referenced is rather cryptic saying only, "Select the Media Server you'd like to connect to.", which the reader must presume is when using their Gallery app because it's mentioned near the start of the doc. Since that app does not exist in the current Quest, I searched and found that it has been replaced by their TV app. Selecting "Your Media" in that app leads to it eventually saying that no media files are present.USBI then followed the instructions in Meta's "View your own 360 videos and photos on a Meta Quest 2 headset" doc
Hello I am trying to load a onnx model for object detection in MetaQuest3 but i can find any solution , I used Barracuda, Sentis inside Unity but seems there is no way to use the AI object detecton activating the camera.I am not sharing the error because there is a different error for every Barracuda/Sentis versionDo you have any experience about it ?
I cannot seem to get CSM shadows working at all. I have tried a stationary directional light with modulated shadeows. I have tried a movable directional light. Has anyone had any luck getting shadows on 4.27? Much Thanks for any tips/advice
I wonder how to detect clap (with hand tracking)?
Found an issue when clicking a UI button with custom OnPointerEnter / OnPointerExit events.Issue: PointerExit events getting triggered when clicking a button even though the pointer never leaves the button.Setup:Meta XR Interaction SDK 63.0.0PointableCanavsModule (With EventSystem) and a Canvas with a standard Button.The button has a custom script that registers OnPointerEnter and OnPointerExit events, each event is printing a message in the log: "ENTER" and "EXIT".When clicking the button while keeping the pointer on the button (never breaking the hover) you get this log:EXITEXITENTERIt looks like the Exit event is hardcoded to be sent whenever a click has happened which I believe is a problem in itself, in addition I don't see why it would fire twice on top of that?As far as I can see,For UI to work you need to add PointableCanvasModule.cs from the Meta XR Interaction SDK.This will call ProcessPointer on each of the pointers which if released (I assume this m
In the Meta Plugin UE 5.3.2, I've noticed an issue with the color rendering in the headset—it seems that yellow appears as orange.I've been following the guidelines regarding color space outlined here: .https://developer.oculus.com/documentation/unreal/unreal-color-functions/ Despite experimenting with various parameters (under Project Settings/Meta XR/Color Space) such as Rift CV1, P3, and Quest, and printing the color space values using blueprints(function: Get hmd color desc ), I haven't observed any changes in the rendering. The color space value consistently returns as Rec 709 regardless of the input parameters.What should I do to change the color space?
Passthrough still won't works (black screen) if HDR is enabled in the render pipeline asset settings,so I must build the project with HDR disabled.How can I activate HDR when the passthrough stage is done to get post processing effects on ?Actually I can successfully tick from script the HDR option, but it is not activating post processing effects at runtime. // This ticks the checkbox while running on editor, but no effects at runtime on the headset. var urpAsset = (UniversalRenderPipelineAsset)GraphicsSettings.renderPipelineAsset; urpAsset.supportsHDR = true;
Hi. I can't receive the verification code through message for validation of developer account. This is although I have tried different numbers and have waited more than one day. I am in Portugal and using a Portuguese phone number. Any help would be welcome!
I am using OpenXR in Unity to make my app. I am making a physics based AR app, and expected to be able to access the geometry of the objects defined in the Scene Setup in the Meta Quest 3 settings. However, it seems like when accessing the Scene Model, Meta only allows certain planes to be accessed. For example, if I setup my scene with an AR plane manager, any object tagged as "Desk" will only be represented as the top plane of the desk, with no planes representing the sides of the desk. If an object is classified as a "bed" or "storage" or "other", it is just completed ignored when the Scene Model is accessed from the AR Plane Manager. The end result is the game will act as though these objects are not there in physical space, and physics collisions will only trigger against the walls (I also made a texture to visualize this behavior). I looked into the documentation at https://developer.oculus.com/documentation/native/android/openxr-scene-overview/ and https://docs.unity3
Hi im destiny,And i have a issue my quest 2 keeps freezing if it using memory, When it using memory my headset it also get hot not normal warm or something realy hot, On a cold start and while using it it freezes a lot.What do i mean with freezes like all the apps not even one giving me a frozen screen when i try to rotate my head it is black on the edges and when i turn 180 its upside down and its issn't playable anymore.Iv'e tried:restartingfactory resetcleaning lenses for trackingits even getting it on cold or hard boot.Let me say i have tried everything but the issue keeps existing.My headset is more than 2 years old and i have no idea what to do anymore. I hope somebody can help me.Greetz Destiny.
Hi, I want to capture the mixed reality camera feed on an image inside current scene using render texture. Is this possible in meta quest 3 ? If yes then how can we do that ?
Can we get some clarification on the performance regressions in Android Nougat?
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Hi guys,Grabbed a Quest 3, downloaded my game from app lab and the scale of everything seems about 20% bigger. Most noticeable on the hands for obvious reasons but it seems to be the entire game.Its lik the overall world scale is now wrong.Has anybody seen this on their own titles or heard of this?Thanks for any help or advice.Dave
We are now getting "400" errors (such as the one below) when requesnt an avatar with a valid user_id after successfully generating and using an access token for a federated app id. This is in apps that have already been released for a while and used to work, as welss as any in our dev environements. This is a big problem for our existing clients, and also delays our development for enar term releases. In the past there have been Meta backend issues that temporarily caused this and eventually the problem went away. Is that the case now? If not, can someone please help me understand and mitigate whey this is now happening for all of our federated apps?http response code: 400uri: https://graph.oculus.com/6049950638373023?fields=id,avatar_v3%7Bmodel.profile(rift_v04b).platform(pc).sdk_version(Avatar2%20runtime%20SDK%2020.1.0.128.89%20client%20SDK%2020.1.0.128.89).client_version(6.7.36%2B2021.3.27f1).client_name(Foretell%20Reality.Foretell%20Reality%20Internal%20Test){url,
Hi, I have created a SnapInteractable gamoebject and for the SnapPoseDelegate(Which helps in placing objects in different/specific positions over a gameobject) I have implemented ISnapPoseDelegate interface . When I place the SnapInteractor to SnapInteractable gameobject UnSnapElement function is getting called after SnapElement function with a few milli seconds difference. I haven't even grabbed the gameobject back from the SnapInteractable where it was attached/snapped. Is this the common behavior ? If this is behavior it was intended to achieve then how to know when I grab the object back from the SnapInteractable Gameobject? Thanks in advance.
I cannot re-build OculusWorldDemo due to missing PCSDK_Logging.lib in VS2017, the error message is as follows."Error LNK1104 cannot open file 'D:\OVR1.37\.build\bin\msvc-v141-Win32-Debug\PCSDK_Logging.lib' OculusWorldDemo D:\OVR1.37\Samples\OculusWorldDemo\Projects\Windows\VS2017\LINK 1" Your help will be very appreciated.REgards,Joseph
Hi,i am trying to release my app on the rift store but when i try to upload it throught the developer platform i receive an error,i will attach you the screen.I also received the logs,i could not attach the log file so i recorded this video https://youtu.be/MK1L5eRct0k.Can you please help me?
When using Meta's shader for the hands + changing the style of passthrough, the hands transparency is not rendered correctly. It happens in both Quest 2 and 3.I'm sure this was working just a few days ago. Could it be caused by the new v64 OS update? Has anyone else seen this recently?This:Instead of
Hello everyone, I am working on developing a local multiplayer game on Quest 3, I decided to use Photon PUN because of its simplicity but I am having difficulties in joining photon components with Meta XR components: in the specific case Photon Transform view and Grabbable.if I take an object in my hand thanks to Meta's Grabbable component the transform view does not take it accurately.Do you have any suggestions? thanks
Hi,I'm working on a project for disabled people (deaf / blind) to allow them to go to the cinema with friends and familly and enjoy the experience with appropriate subtitles and audio description.For audio description, a simple smartphone with earbuds suffices but for subtitles holding the phone in front of you is not a viable option.I wanted to know if Meta Quest is capable of displaying texts anchored to an object at more or less 10m distance.Do you know any such application?Thanks in advance.Yannick
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