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As of my last update in January 2022, Meta (formerly Facebook) provides APIs and SDKs for integrating Meta Community features into websites. These tools allow developers to access Meta's social graph, authentication mechanisms, and other functionalities. However, it's essential to check Meta's developer documentation or their developer portal for the most up-to-date information on available APIs and SDKs, as the platform's features and offerings may have evolved since my last update.Here is the link to my website: www.goldxtradetector.com
Hello, I was testing about soft occlusion and an issue ocurred when auto spawning pawn from MyGameMode. I tested two cases, 1. Start level with none GameMode and MyPawn set in level:- SoftOcclusion worked fine.--Scene Data loaded properly with logs below. 2024.04.03-09.20.49:593][537]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449211 -- Capacity: 1 -- Result: 1 [2024.04.03-09.20.49:604][538]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449213 -- Capacity: 1 -- Result: 1 [2024.04.03-09.20.49:682][544]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449215 -- Capacity: 7 -- Result: 1 [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchor Scene label is WALL_FACE [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchorQueryResult_Handler ScenePlane pos = [0.00, -2.51, -1.33], size = [0.00, 5.01, 2.67]. [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchor ScenePlane label
UE: 4.26.2Quest: 40Hand-tracking only: DefaultI'm making a touchscreen interaction for interacting with widgets with your hands. I get the socket location from the socket name "index tip". Index finger collision When I play preview from unreal everything works as it should, but when I package for Quest the socket location is not working as expected(it seems like the location is tracking the socket, but not correctly placed).Is there any other properties for the sockets when it's running locally on the quest instead of from the computer via link? Any input or knowledge is appreciated.Thanks
Hi (noob alert)I'm totally new to passthrough, AR, MR.I've managed to get an apk for the passthrough with the default VR scene in unreal. but other than that everything else is kinda vague to me. could you please give me a reliable source to get me going for MR development?meta documentation is kinda messed up and you can easily get lost in it.thanks
Hi. Developing in Unity. When running in standalone Quest 2 I get random pixel glitches mostly at the right display of the Quest2.This is not my capture, but this guy had the same problem and mine looks exactly the same:Streamable Video Quest 2 Standalone Hand trackingUnity 2020.3.26f1Render pipeline URP. 10.8.1Oculus XRPlugin 1.11.2Graphics API GLES 3 The failure is random. Sometimes it is shown, other times it is absent.The optimizations seem to help but do not solve the problem.Tested different scenes, different unity project version, with different shaders and not solved. Just a medium/high demand on the GPU seems to make the glitch to be shown.Tested in 3 different headsets (MQ2)The problem doesn't seem to appear using Link, but I'm not completely sure.It started appearing after updating the MQ2 software. The older version of the software (maybe over a year ago) did not show the glitch. Thank you for any information regarding this.
I'd like to get Meta Quest 2/3 Controller's battery state and I use GetControllerBatteryPercentRemaining().However it is always returning zero.Is there anyway to get controller's battery?
Do you know if there is a solution when your organization's name is already taken?Other than changing the name of course..
I've been exploring the capabilities of various VR systems and their approaches to tracking accuracy and user interaction. Specifically, I've been intrigued by the Quest 3's use of controllers with built-in cameras, primarily aimed at navigating and interacting within the virtual environment. However, this got me thinking about the potential for these cameras to be utilized not just for their intended purpose, but also for enhancing hand tracking capabilities, similar to how the Valve Index leverages its base stations for precise tracking.Given that the Quest 3 controllers are already equipped with cameras, has there been any consideration or experimental development towards using these controllers as a sort of "mobile base station"? Essentially, this would not replace the standard tracking functionalities but could potentially offer developers and users an optional, more precise tracking method when needed.I understand that the primary function of these cameras is not for tracking in
Hi,Could someone please explain the LocomotionExamples scene in greater detail? The specific problem that I am having is that I want to allow my players to teleport anywhere in the environment. According to this link, I just need to copy over the NavMeshHotspotWalkable and HotspotVoidFloor objects over to my scene and teleport should work. I also copied the rig from the example scene to my project. In my scene, teleport appears as if it is going to work, however, anywhere I try to teleport in my scene has a red "X" and I am not allowed to teleport. Any ideas?Big_FlexI saw on another post that you work on the Interaction SDK team. Any ideas why this is happening? I'd appreciate any help 🙂
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce:Create new Unity project.Install Oculus Integration and XR Plugin Management (select Oculus as Provider)Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK)Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devic
I've done some rough set up to get an Avatar 2 Oculus avatar to work with Photon in a multiplayer game.In my demo, I can see the remote player updating and hear the audio from their mic. However, the lips move significantly before the audio comes through the speakers.My fix idea was to have the remote avatar lip sync to the audio when it receives it (from Photon Voice) rather than having the avatar send the lip sync data with the rest of the movement. However, the remote avatar seems to ignore any data from the OVRAvatarLipSyncContext. It's possible there's conflicting data between the lip sync context being generated from the audio and the remote tracking data.This also seems to go explicitly against the docs:https://developer.oculus.com/documentation/unity/meta-avatars-networking/"The entity should not have any component references for Body Tracking or Lip Sync. This data will come from network packets."Does anyone have any more insight on what's happening, a fix, or an alternative s
I want to utilize the Debug Gesture Scene from the Meta XR Interaction SDK OVR Samples to create a special event that happens based on the gesture I want. In the video below, you can see that the red node changes to a green node when there is a swipe action with hand tracking. What I would like to develop is that when I swipe my hands from the inside out, trying to push the NPC characters outward, the NPC characters will animate and take a small step backward. I would like to know how to use the Debug Gesture Scene.How can I modify it to do the behavior I want?
So I have been working on this for days now.I am on UE5.3.2 using MetaXR 62.I have passthrough working in VR preview when I disable OpenXR.I then Enable OpenXR for creating a build. Apk will be made successfully, get it on Quest 3 to test, it will load but with no passthrough. My hands are tracked correctly but they are invisible.Any ideas here?
I have developed a metaverse controller that simultaneously controls space computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms. Best regards,Woo Yeol Jung
HI all. I hope someone can assist. I often use the image stabilisation and a few other settings which I'd like to have as the default once mirror loads. I have tried the --loadsettings in the command line, however there is no settings file saved after saving my preferred settings in the app. Opening the file to amend settings in notepad also has no joy.
Our users cannot redeem the Product Keys created from the developer dashboard: https://developer.oculus.com/manage/applications/[appid]/oculus-keys/ The previously working process was to visit page: https://secure.oculus.com/redeem-code/ and enter their product key. Now the field will not accept the full product key which is 5 groups of 5 alphanumeric characters plus 4 dashes (29 chars). The input field has a max-length of 25 so the product key gets cut off and is rejected for being invalid.
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms.Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents.Best regards,Woo Yeol Jung
hello folks,I am particularly interested in the technical aspects of your Meta's Metaverse platform integration, and I would like to inquire about the 2 features:• It is possible to connect/ recall Web-Views (iFrames) in metaverse scenes? The underlying aim is to be able to open a navigable window on browser pages while remaining within the metaverse.• If I am expected to use a private or custom pre-existing login system, can it be integrated?Thank you in advance for your time and support!Filippo
I'm having a hard time creating a particle-to-particle collision. I have two particles named Foam and Fire. The Foam particle will put out the fire whenever it collides. How can I do this? I cannot figure it out if my issues are in the module of each particle. I have a script and I think it is correct. Please someone help me...
Does any one have a idea hwo to setup movable spotlight shadows in standalone in forward shading instance stereo on and multiview on. Its just bugged for me grey overla on left lens and right lens is just black also no shadows at all.To replicatate: Create in any UE5 engine a VR template and check support movable spotlighshadows.After that the mobile preview and Quest 3 2 standalone does not render at all...
I'm having a hard time doing this particle-to-particle collision. I'm trying to collide two separate particles named Foam and Fire. I want to put out the fire when the foam collides with the fire. How can I do this step by step? Can someone please help me.
Hi All,Now, I want to ask you all a question. I am NOT a developer however, I want to learn how to build apps for Meta Quest.I am a teacher who is getting into VR (for my class) and I want to teach students how to build/programme for their VR. If I get it right, I will secure funding for more headsets as I need to show what can be done by building apps for Meta. If I get it wrong, then tools down.So as a complete beginner, not just in terms of Meta but also programming, where can I or what do I need to learn to build something simple (sounds like a game show - "Build Something Simple"), in Meta for the Meta Quest I have. I have a Meta Quest 3.Can anyone advise?Kind regardsN
Hi all,We are building an app that uses platform feature (mainly shared spatial anchor), and we want to invite our client who has a business MDM organization to test the app with their MDM devices. How can we do that, without publishing an app to AppLab/ quest store? We do not want the app to be public at the moment.We learned that private app cannot access platform feature, and from our previous testing we're having issue deploy AppLab app to MDM managed devices.
Hey 🙂I bought a Meta Quest Pro because I would like to develop some small projects for these glasses. I'm also very excited about the device, but I've already encountered a more or (I hope) less big problem pretty quickly and hope you can help me here.The issue is that I can't get the glasses properly into Developer Mode and thus connected to my PC or the app.I have tried many different ways, downloaded software updates, used different cables, worked with the app and dev hub, run power cycles and rebooted all devices, but I have not been able to solve the problem.I always get to the step where I have to allow debugging via USB on the headset. I remember this from the Quest, where it worked fine, but on the Pro this prompt just doesn't appear for me to give my permission.After some searching, I came across a thread here that also describes exactly this problem and where in the further course, quite current is written that there is a solution for it...can you help me find this solution?
Some context: Activestatetracker is an oculus script that turns the children of certain objects off or on.Hello, I was noticing that something was turning some of my objects off at start. After using the "OnDisable" trick (add a script that logs something on OnDisable so the callstack will tell you what turned it off) I found that ActiveStateTracker turned it off. However the object in question isn't a child of any ActiveStateTracker. Has anyone come across this? Work around isn't very hard, just turn it on again but it is annoying.Stacktrace: Someone disabled me! UnityEngine.Debug:Log (object) WhoChangedMe:OnDisable () (at Assets/WhoChangedMe.cs:14) Oculus.Interaction.ActiveStateTracker:SetDependentsActive (bool) (at ./Library/PackageCache/com.meta.xr.sdk.interaction@60.0.0/Runtime/Scripts/Interaction/Core/ActiveStateTracker.cs:92) Oculus.Interaction.ActiveStateTracker:Start () (at ./Library/PackageCache/com.meta.xr.sdk.interaction@60.0.0/Runtime/Scripts/Interaction/Core/Act
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