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Hello, In Unity editor Leaderboard works fine, but in the build I have error: Must call get_signature first. P.S. In OculusPlatformSettings I had my generated Oculus User token.
Hello.I am using V24.1.1 of the Meta Avatar SDK to display my avatar.It displays fine with URP's Forward Rendering, but when I switch to Deferred Rendering, the display disappears.Is the Meta Avatar SDK supposed to be used with Forward Rendering?
When i try to upload my game to app lab trough MQDH i get this error "Oculus SDK not found or older than 1.0"I'm using Unreal Engine 5.2 and the OpenXR and MetaXR pluginsi have the correct version of Android SDK Command-line Tools, and my NDK_ROOT and ANDROID_SDK_HOME env variables are referencing the right directory
I'm just using the OVRBody component and it's working well, but crippling the framerate when testing in the Unity Editor.Just toggling this component on halves the framerate from 72 -> 36fps.Is this a known issue or can anything be done about it?(I'm using the Unity 2022.3.13, Meta v60 SDK, Oculus XR Plugin package 4.1.2)
How to implement YoutubeVR's immersive to panel ?
Hello I try to setup a simple AR project that runs on PC with Oculus Link on a Quest Pro with a passthrough background and 3D objects over it. I have followed the official documentation https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/ and manage to have see a passthrough but it is always on top even if I configure it with "underlay" option.What I am missing to make it works? What are the important settings to have in mind (for instance I have Enable alpha channel through tonemapper)? Does Forward/defered rendering have an issue on the result? DX11/D12?Also is it necessary to use the Oculus fork of Unreal or a regular Unreal with MetaXR plugin is ok?
My tracking has gotten significantly worse over the past 2 days for the Quest 3, I keep my controllers directly in front of the headset, but barely any movement causes it to screw up. I have great conditions, full batteries for both controllers, really good lighting, no sunlight, etc. I’m not sure how to improve the tracking past that. It’s gotten so bad to the point where I can’t full-combo even one song on BeatSaber, or I can’t get one good vertical or tag in Gorilla Tag. So any ideas would be much appreciated https://vidmate.onl/.
Hi I'm currently developing my first VR game! I am having issues that only happen on the quest build (playing the APK from the headset).Up close the detail is pretty good. But anything more than 5 or 6 feet away looks very bad. It reminds me of looking down a long road on a hot day and everything becomes wavy and distorted. The edge's are jagged and it looks like the edges are dancing / flickering. Mainly when standing still just looking at them. Oddly enough I noticed last night if I open up the oculus menu to quit the game all of that stops. And the scene itself is not stopped. I know this because I have a few city guards on a spline path and they are still walking while the menu is open. I have searched many forums and watched many videos. I'm unable to find any settings that fix this problem. I've downloaded many template projects off the git hub and patreaon and built them with no difference. Is there anyone who can give me some insight? I'm not stub
Hi everyone,I know there are a lot of posts which suit my issue but none of the solutions seemed to help so I am asking one again 🤐. I am working on a unity project (2022.3.24f4) where I want to see a 360° Video. It has more than 2GB so I wanted to use the local filesystem on my Quest. When loading the app I just see the buffering symbol but it disappears instantly.I added in my Videoplayer this URL to my Video: /storage/emulated/0/DCIM/name_of_file.mp4 and this is the AndroidManifest I used: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector"> <intent-filter> <action android:name="android.intent.action.MAIN" />
So my organization has recently had a Rift app moved to us from another org. In the move EVERYONE lost access to the "All platform services" page with the following error message:"Due to the application constraint settings for your role(s), you do not have permission to manage platform services for the application grouping this app belongs to. To resolve, please have the Administrator of your organization grant access to all of the apps in the grouping."The issue is that I'm admin in my org and the org owner gets the same message.Has anyone else experienced this and managed to solve it?
Hi, I'm developing multiplayer FPS Game and trying to use spacewarp on UE4.I followed Oculus guide here : https://developer.oculus.com/documentation/unreal/unreal-asw But when I set 2 players and try to Play VR preview with 'Play as Client' setting in editor,editor just shut down without any crash report. (It works on 'Play as Standalone')It also occur on VR template project.. Does anyone know solution? Thanks for your help. Here is my UE4 version in use.Project version : ue4-oculus-4.27.2-1.70.0-v38.0 ps. I found log output from saved log file[2022.04.25-03.05.23:204][452]LogWindows: Error: === Critical error: ===[2022.04.25-03.05.23:204][452]LogWindows: Error:[2022.04.25-03.05.23:204][452]LogWindows: Error: Fatal error: [File:C:/UE4oculus427/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 902][2022.04.25-03.05.23:204][452]LogWindows: Error: Rendering thread exception:[2022.04.25-03.05.23:204][452]LogWindows: Error: Asserti
I had Meta XR All-in-One SDK version 60 and tried to upgrade to 62, Unity crashed once, then I opened in SafeMode and there was this error:Library\PackageCache\com.meta.xr.sdk.core@62.0.0\Scripts\Util\Async\OVRTask.cs(819,9): error CS0433: The type 'ManualResetValueTaskSourceCore<TResult>' exists in both 'Microsoft.Bcl.AsyncInterfaces, Version=5.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' and 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'What can I do? It seems both are from System DLLs.
Has anyone tried using Bluetooth input through an Arduino in UE5? I am trying to make a wireless peripheral and I haven't seen anyone try with UE4 or 5. Thanks
Crossplatform project (Quest2 standalone, iOs, Win, macOS).MetaSDK features used in Quest2 standalone only but present in scenes.Built successful before Meta60.0 upgrade from Oculus 57.0 Building Builds/OSX/XYZ.app/Contents/PlugIns/MetaXRAudioUnity.bundle/Contents/Info.plist failed with output:System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/P
I’m currently working on an project intended for the Meta Quest 3 headset, using Unity to develop an application with an immersive UI main menu. This menu is designed to be navigable via controllers, utilizing a laser pointer system for scene selection. I coded the lasers. Testing the project directly on my PC with the headset connected, everything functions as expected: the laser pointers emit from the controllers, allowing for seamless scene selection.However, an issue arises when I build and use the app. After building the project with Android settings and installing it on my headset through the Meta Quest developer hub, the lasers mysteriously fail to appear, rendering scene selection impossible. This problem persists despite the app’s successful installation and launch, suggesting a discrepancy between the Unity editor’s behavior and the built app’s performance on the device.The built settings are set for AndroidI have lasers scripted I am using OVRCameraRigI have the lasers
Hi, I'm making mixed reality app with Unity and OVR Plugin (Meta All-In-One Plugin). The feature of the app should be a possibility to stream application on a custom web page (my server). I read tons of forums and didn't find how to do that. Does it even possible to stream MR app on a custom web page for Meta Oculus 3, Meta Oculus Pro, Meta Oculus 2?
Hi All, thought I'd ask in here about whether there is any work going on for a user interface for people with limited or no use of their arms because of a thread in the Talk VR section of the forums? If we think back to the Gear VR, selection could be made by holding your gaze on buttons. The Apple Vision Pro does use this for some things, you don't always have to tap your finger and thumb and going forward, all headsets will have eye tracking soon enough. Interested to hear what people think. Thanks. https://communityforums.atmeta.com/t5/Talk-VR/Can-Meta-Quest-pro-be-used-by-people-who-are-disabled/td-p/1182058
I get this errorbut I am using thisUnreal Engine 5.3
The key outcome is that none of the returned anchors should be out of the player's view. I am wondering how you all have done, or would do this? I can think of several methods, but none seem particularly reliable. As far as I know you cannot query a specific room via the API, it's done automatically based on user's prior scans. So that creates several obstacles 1. The user may have scanned multiple rooms in their house, and 2. even if they didn't, we have no reference such as a room ID we can save along with the anchors IDs (if I'm wrong please let me know - that would be great)One idea involves only showing anchors within a certain distance from the player, while taking into account distance from walls somehow - in order to prevent any anchor on the opposite side from a wall from showing. But that's just an idea. Any ideas would be much appreciated.
Hi I'm having issue when updating from v62 to v63 meta xr all in one sdk. It is not loading with quest link editor play mode in unity. Also build is also not working it displays the unity logo only. I'm using unity 2022.3.21f1. If anyone facing similar issue please help. Thanks in advance.
Hi Meta,I want to development a quest3 photo gallery app which can let user to show their photos on quest3. However I can't find a way to let my quest 3 app(Unity) to access files (in headset, or in sync mobile).Is there any way to let quest be able to acces media data in mobile? Thanks for help.
Looking for instruction for new Oculus Quest Meta XR SDK (All-in-One) how to add a hand model instead of a controller model. For classic game mod: control of hands using a controller (press the grip - your hand clenches into a fist, etc). YouTube is full of videos on how to do this using XR Integration tool kit, but no similar instruction for Meta XR Sdk. Unity Engine
Hey currently with the interaction sdk I am able to scroll with a click and drag with the primary button. I have not been able to find a way to just scroll with the joystick. Has anyone been able to fix this/find this?
I’m wondering if anyone has successfully rendered an entity on quest 2 with hybrid renderer 2 and if so how? Currently everything works in the editor but unfortunately my entities will not render on my quest. Any ideas ?
Hello, I am requesting that we get access to SDKs that allow one to develop native panel apps.Most apps/games on the platform are immersive apart from the OS apps. Since I learned that we can install android apps I find the quest to be more enjoyable since we can use other apps and games. I personally find the ability to multitask with flat apps more enjoyable than most experiences available on the platform. Since I purchased the quest 3 I started getting back into VR and noticed that the TV app had stereoscopic thumbnails. Looking for hours through the net I see that it is not possible to build a native app with stereoscopy with the publicly available SDKs.Upon pulling the com.oculus.tv.apk and analyzing some parts of it I see that the app is built with `com.facebook.react.panelapp.ReactNativeApplication` and the import of interest is `com.facebook.react.panelapp.stereoview`. I believe that if we (the community) were to get access to this panelapp portion of the sdk, the quest market
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