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Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build.Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below).Below are my obser
Hi all, I was hoping someone could help with a link or explanation of how you go about getting an App published onto the Oculus Store rather than just the lab? The FAQ section has a section about 'Store Submission FAQs' but it doesn't really tell you how. The 'Create an App Page' is the closest I can find which makes it look like unless you are an 'Approved Oculus Quest Store developers' you wont have the option to create content for the Oculus Store? I suppose my question is have I understood this right, and if so, how do you become approved? Many thanks Phil
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the posi
That's a bit sad cause i have everything and assets in Unity and i know how to use Unity not Blender. ANd if we can make Games in Unity, why they don't provide a way to make Custom home environments in Unity?
I've been working on a project with Unreal Engine5.3 and the Meta Quest Pro, focusing on implementing spatial anchors. However, I'm encountering a consistent crash every time I attempt to create a spatial anchor. This issue is critical for the functionality of my project, and I've been unable to find a workaround.Here's a brief overview of the problem:Device: Meta Quest ProEngine: Unreal Engine 5.3Issue: The application crashes when attempting to create a spatial anchor.Error Log: Attached file I've ensured that all my software is up to date and have followed the official guidelines for implementing spatial anchors. Despite this, the issue persists.Has anyone else encountered this problem or have any insights on what might be causing the crash? Any suggestions on how to resolve this would be greatly appreciated.Thank you in advance for your help and suggestions. <log Shortcut>00 pc 0000000010eea470 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRT
I am using the OpenXR Plugin (1.8.2) with Unity 2022.3.4f1 and I need to disable position tracking. To do this, I set the tracking type in the TrackedPoseDriver component to "Rotation Only", but since there is still some stereo separation between the eyes, then rotating the head still causes some translation in the eye positions. The result is that a 3D character placed in "the center" of scene with a 360 video skybox appears to "float" in the scene.How can set the eye/stereo separation to 0 so that when rotating the head, the eyes don't move?I have tried setting Camera.stereoSeparation in Unity to 0, but this value seems to be ignored with the OpenXR Plugin. I've also tried setting the stereo view matrix on the camera to be the same for the left/right eyes, but this causes even more issues...Any ideas?
Using unity, I am trying to change the selected speaker. I have two speaker presets loaded. Charlie and Rebecca.I can manually change the speaker, but I need to do that in script since I have two speakers that I want to talk in their voices (one mail and one female. Did a lot of searches but can't find the answer. I am sure it is easy. Any help would be much appreciated. Thanks.
I have a couple of test accounts created more than year ago. Now these accounts have to be migrated to meta accounts, but to do that i have to login (with facebook), but don't know the passwords anymore. Have already tried a lot of passwords (giving up on that), working with app, ODH, etc. Password forgotten option also doesn't work because of of no access to (unknown) mailbox of the @tfbnw.net account.Is there anyway to reset passwords of these accounts?Or otherwise a simple migrate without logging in?
Hi, guys.First of all, I'm using Google Translate, as I'm still perfecting my English.I'm in a project that uses Meta Quest 3 and there has come a time when I will need to use URP in the project. It turns out that after installing and building the project with the URP, the following loading message appears continuously: I created a new project, but now URP since the project was created. After installing SKD and restarting the editor, the error returns.Could this be due to developer mode? Could it be some type of compatibility due to the URP?
Hi, Is Meta working on a way to install PWA directly from the Quest Browser? Would be very useful to be able to work with PWA sites. Best Tom
Hey everyone, does Anyone have any idea regarding the entitlement check for test user IDs for the Rift application? I have followed the documentation but failed on the standalone Windows build but passed with the same credentials while running in the Unity editor.while using these credentials in unity editor I'm able to pass a check but if UseStandalone Platform is unticked then it is not able to pass a check while in the Oculus desktop app I have the same credentials.
When I was trying to package my project for unreal engine 5.3, it says that the oculus subsystem plugin is depreciated.
Hello, I am currently working on a unity project with Quest 3 where I instantiate some cubes using raycast (still in the demo), but when i take off the headset and move, or rotate my head and wear it again, the cubes position drift or move to right where i am looking because they are relative to the headset's position.I am looking for a way when i take off my headset, to not let proximity sensor work (in app only) just like First Encounters (i don't want to disable it completely from MQDH), get to the boolean that is making it work, or to stop whatever the hmdUnmounted event is doing, i want to stop recentering by any means necessary but ONLY inside the app.I am using the OVRCameraRig from Meta XR All-in-one.
I have a 3d model and using meta movement sdk to do body tracking. I want to use Body Tracking to track only one hand side and mirror to the other side. For example I want to mirror the right hand side so I tracked only right hand side and copy transform rotation & position value of right hand side to the left hand side to make it mirror. Is this possible? or Anyone have any suggestion? Please help
Sorry I am new is this area, andI would like to offer two ways for users to log in for the VR app: using Facebook account or through a custom login with a PIN or password, again I'm new to this and would appreciate any advice or resources/ reference on how to set up both login options. Thanks in advance!
Please add the ability to rotate the Guardian guideline system as explained in this post here https://communityforums.atmeta.com/t5/Get-Help/Guardian-grid-orientation-cannot-be-defined-Quest-1-and-2/m-p/1181557that post is over 2 years old and yet still don't have a solution, everything is explained in there so no need for double post, but as there is yet a solution, I have to post it here in the hopes of them adding this feature even tho it seems like it might not happen.
Hello Everyone, We are developing an app with multitrack audio recording.Using Unity Native audio plug-in SDK.On the quest 2 we have good results with compinsating for the latency.For the quest 3, it seems the latency is random.Any suggestion on how to tackle this ? or maybe someone had the same issue?Thank you
In my app I utilize keyboard and mouse inputs to be able to control my VR app without my headset on my head. I can use scrcpy to do this but it's also very low quality and not a great experience.I think it would be an amazing feature if the casting 2.0 window could also pass these inputs through just like scrcpy.
The links in the "Core Documentation" here are not working:https://developer.oculus.com/documentation/unity/unity-gs-overview/I would particularly like to find the content for "Playground - Tutorials"Does anyone know where I can find this? Alternative link?
I'm trying to understand the object grabbing example and trying to duplicate the Interactable Brick on the VRTemplate Pistol. Grabbing is working and if I don't have a grab pose assigned on it, I can grab on to it anywhere. But when I use the LogHand macro, which implements the Log Nearby Interactables function and assign the hand pose and relative hand transform from the log, the pistol is not positioned correctly. I don't see any documentation on how to do this correctly so I'm not even sure if I am recording it correctly. I created an interactable blue print and added the skeletal mesh of the pistol and set it in the level. Then I run and place my hand where I want it to be and press the log key. Anybody have a clue if this is right and/or how to record the hand pose and position correctly?
I uploaded a new updated build of the AppLab Quest (/Quest2/Pro/3) app about a week ago.but it still does not seem to be released. If it is taking a long time to check or there is a problem with the build and it cannot be published, it may be because of that.If there is a problem with the build and it cannot be published, will I be notified?
Hello all, This week I started my first project in Unity that uses VR for a university project. I was given a quick guide on how to set everything up, and it said to download the SteamVR plugin (the program was already installed), the XR plugin and the HTC plugin, as we're using HTC Vive. It seems to be working, as I can launch the scene in VR and the controllers are tracked. What I don't understand is how the data flows from the scene to the VR and viceversa. I have looked at some tutorials on interactions and in the code I call the SteamVR object, so I guess that's the bridge between the headset and Unity but if someone could give a more detailed explanation I'd really appreciate it
How do you save multiple room layouts with name or storage location and load them in dynamically?I have been looking all through the OVRPlugin and found no direct way of loading and storing scene models by a name or storage location.I feels like such an important feature to not be in the SDK, so am I missing something??
Hello, I am building a multiplayer app on meta quest 3 and using meta avatar 2 to show the avatars. Does syncing avatar can also display on mac build? I want to make 2 different apps, one for quest and other running on mac. Does avatar syncing possible on both platforms ? Thanks!
Hey there! I've been developing a Mixed Reality simulator on the Quest 3 using the Unity Game Engine and Meta All In One SDK, and I want to connect the FlySky RC controller to give input to a digital twin of my robot inside the XR headset simulator. Any thoughts or advice for this process or who I should talk to?I'm currently looking into something like this to plug into the headset after I build my project into the Quest 3 but I don't know where to start in terms of developing this or if this will work at all.https://www.amazon.com/FrSky-Compact-XSR-SIM-Dongle-Transmitters/dp/B07GD6ZLW7/ref=sr_1_3?crid=2LC4WJR9MTL9I&dib=eyJ2IjoiMSJ9.mcVMr8UgMohSViRf1Q6VP8wPxHPhZwgfM-PXrO-iswU-MiId9YV18TNJWPT3zF4XOU7xGO-NiXBUoSylj7xmSrkMi48tejqN9TCl1X3l69RTr2a7FruTvasmlDeTUiMLCdtthN8qtpk9kbAltf1n2ObzN2Z4abfjTLLH9dbObdoP_NWpkA6JWhwqLBnDVIKw5b09PTtYCmrXMgollYQnCWOpW31mrWpXz3z-QAbYD5LB8mPTbffUfLdWMriy5WaJByigLCnr7TifkiPCZSEaL6XrJ8e0YXuppAY9QF8P7aE.86GCTiwlBd_dqBN3Eo5LXnA712fwqyRrGOIyh0bYC3E&dib_ta
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