Developer Forum [Archived]
Recently active
I don’t care for actual VR use, I literally just want a face mounted display that I can hook up my xbox or PlayStation to and relax in theater mode. Regular “2D” games, not VR. I guess decent quality, refresh rate, and focus would be important. As long as I can play it while it’s charging. I basically wanna play any of my games, but through a headset so I can get that immersive theater experience. I am not interested in streaming games to the headset, just direct HDMI connection I am struggling to find good info on this anywhere. Any suggestions for a headset that would work for this, and doesn’t cost a total arm and leg? Maybe something less than $400?
Hi everyone, I have a VR escape room where players move freely in spaces from 30m2 up to 60m2.At the moment I use 2 points, defined at the beginning of the game with the joypad to have reference points and these 2 points are spatial anchors. I have the problem that the spatial anchors often move during the game, moving the whole room.I also have the problem that the headset, especially in large rooms, often loses tracking and the player is randomly tossed around the room. Even more often it happens that the player's height change continusly... I use Unity, meta core Sdk 62, Gles, traking origin Stage (enabled in settings), floor, eye (all this gave this problems) and I disable the Guardian from the developer settings. Cloud Points are enabled in privacy settings. I noticed that when a headset shifts a lot, just activate the Gardian, redo them and then deactivate them again from the developer settings and this solves the problem for a while. I'm going crazy with this
get guardian bounds to create square area inside bounds of guardian Quest 2/3/pro
how do we simply get the center of the guardian ? all node place cubes under me
I tried to upload a new build for my app through the Meta Quest Devloper Hub. All the previous versions are in Release Channel Production (App Lab), but when I select this during the upload and then submit, I get the error message that this channel does not exist. Why? It's there in the app overview page and I can select it from the dropdown during the submit.What's going wrong?Thanks.
I am now using Unity 2019.4.36, recently updated from Unity 2019.4.23. I rebuilt my Quest 2 project and deployed to the device and now it launches a black screen. Trying to unravel what has changed/not changed. I'm using Android API 30. Is this the correct version?I upgraded the Oculus XR plugin in package manager to 1.12.0 and still doesn't work. I was on 1.11.2.I tried building with Vulkan instead of OpenGLES3, but still doesn't work.I have tried toggling a few other settings like "Low Overhead Mode", but still doesn't work.I have tried toggling Multithreaded mode, but still doesn't work. Quest OS updated in the meantime as well to now include the Meta logo on startup instead of Oculus logo, but still no luck. I do notice this obscure opengl error when not using Vulkan. With Vulkan, no error. Quest OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES
Dear Meta Community, I am writing to seek guidance and assistance regarding the development of a Unity VR program for my project, which focuses on a VR rehabilitation system. The project involves the creation of three distinct environments within Unity for users to navigate through as part of their rehabilitation process. We have successfully developed these environments, but now we are facing challenges in integrating them into a cohesive VR program.Specifically, we need to create a Unity program that incorporates all three environments seamlessly. This program should include a user interface with settings to adjust parameters such as speed and difficulty, as well as a game menu to allow users to select their desired environment.However, our group is currently lacking the necessary hardware to fully test and optimize the VR experience. While we have a computer capable of running the Oculus Link with the Quest 3 Headset, it must be wired in, which poses limitations for our tr
I have 2FA enabled, why wont it let me create one?
Is there a way to load two stereo fields into the left and right monitor of your Metaquest 3?An SKD or something similar would help. I am currently using the OpenGL library to output the stereo fields via 3D monitors (BenQ) and shutter glasses. Thanks a lot and kind regardsGerhard
I’m looking for team based games with an active player base. A lot of the multiplayer games available on Steam are dead but I’m craving an experience where you have to work together & communicate. I’m not interested in VRChat or Population One, but anything else is fair game. I like shooters as a whole but I’m not limited to just that genre. I’m also not really interested in 1-on-1 games like Eleven Table Tennis or Walkabout Mini Golf, I’m more so looking to play with a group of people.
Hi I want to do a scene capture request before the game starts such that it have certain objects. For some objects I'm facing flickering issue. In MRUK Toolkit doc "https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview/" this statement "NOTE: You do NOT need OVRSceneManager in your scene, MRUK serves as a replacement for it. In v60 there is an issue that can cause your camera to flicker back and forth when both are used together." . But if i need to capture the scene then i must use thise OVRSceneManager component and it creates OVRSceneAnchors with it . this is the code which i'm using to capture the scene " OVRSceneManager ovrSceneManager = FindObjectOfType<OVRSceneManager>(); List<string> ovrSemanticLabels = new List<string>(); ovrSemanticLabels.Add(OVRSceneManager.Classification.Table); ovrSemanticLabels.Add(OVRSceneManager.Classification.Floor); ovrSemanticLabels.Add(OVRSceneManager.Classification.DoorFrame); ovrSceneManager.RequestSceneC
Has anybody gotten Meta Avatars working in Unity? For me it seems to be largely not working. The SDK documentation mentions creating an app ID but doesn't say anything about what to do with it; once I figured out where to enter it, and created a new project using 2020.3 (as 2021.x seems not to be supported yet?), I made limited progress, but still can't get it working correctly. After installing the SDK I opened the MirrorScene scene and ran it on my Quest 2. My POV was in the center of the 1st person avatar's torso; neither the 1st person nor the 3rd person torso follow head or controller motion (they're both frozen in default pose) so when I turn my head I see my arms floating beside my head; and, after correctly entering my app ID, both avatars have the correct skin tone for the arms and the correct shirt for my avatar, but no head or lower body; I can move around (and the static 1st person avatar moves with me), but cannot rotate (using either thumbstick). The NetworkLoop
I have tried searching and investigating a lot about this issue,as far as i know is not unity settings related, my teammate is using the same setup as me,he is using the same project synced using GIT, and when he plays in the editor his hand tracking works,and their hands are visible, but mine doesnt work,im so exhausted of looking for solutions, i dont even know what to do i have tried the beta test channel in the oculus settings and other oculus headsets, i have tried quest 2, quest 3 and quest pro, and it doesnt work on my pc, can someone give me any idea on where to start looking to fix this issue? is someone with the same problem as me?im not using OpenXR, just the Meta All in one SDK, and the building blocks, using link with cableAll, and even tried the public test channel also, also i have developer mode on the headset Using the building blocks in scene, dropped Camera rig, and hand tracking, made sure hands are well setup with left and right enuns, in the oculus sett
Title says it all. Current (as of this writing) revision of MQDH for macOS ships with adb built only for x86 when it should probably be a universal build like the rest of the app.Evidence from the CLI: my-fancy-prompt$ pwd /Applications/Meta Quest Developer Hub.app/Contents/Resources/bin my-fancy-prompt$ ls Casting.app/ NOTICE.txt aapt2 InputForwardingService.apk OculusDeveloperHubService adb my-fancy-prompt$ file adb adb: Mach-O 64-bit executable x86_64 This drove me bonkers for a goot bit trying to get my Quest 3 connected to the developer hub. My Ventura-based Mac does not have Rosetta installed on it as it's actually a clean install and I avoid Rosetta unless it's absolutely necessary. When attempting to connect my Q3 to MQDH it went through the whole process and ultimatley did nothing with zero feedback, error or otherwise. There was no indication that adb failed to launch because of the "Bad CPU type" of the bin
Hi there,I'm trying to enhance my passthrough app to be room aware, but having issues setting up the colliders. So far I've used Building Blocks with Meta API v60 and Unity 2023.2 and everything else is working fine - room scanning, seeing the walls with materials applied etc.The issue is the walls don't provide collisions for particles or rigidbodies, no matter whether i add Box Colliders or Mesh Colliders (convex/otherwise) - is there a recommended setup or any way to debug? This tutorial is great but the collider steps don't work for me https://www.youtube.com/watch?v=b_1Xby35fSoHere's the heirarchy, so far I've been focused on adding colliders to 'PlaneMesh' and 'Volume>Parent>Mesh' but any ideas welcome
I've been attempting to build an app that allows people to watch a stream of what I'm seeing. Everything is good until I stream with passthrough, it ends up being all black. I've been attempting to fix this for a couple days and just can't get it working. Is this something that's just not possible? I'm working with Unity and the passthrough works on the headset but when watching the stream it's just black. When I switch to VR it does work but the second passthrough is enabled, no dice.
Can anyone tell me how I can launch the default browser app on the VR headset with a URL from a C# app running on PCVR? ... Or is this not a possible thing to do in PCVR. Maybe I could ask users to install a browser App into their PCVR setup if they don't have one. In particular I am targeting Oculcus Quest 2 and 3, if that makes any difference. I guess I need something equivalent to Unity's Application.OpenURL() , except I am not implementing a Unity App. Also it is not a Standalone Quest App.Some people here discussing the issue: https://communityforums.atmeta.com/t5/Quest-Development/Open-URL-in-Oculus-Browser-from-Unity-application/td-p/754582 although I think they are building standalone Oculus Apps, whereas I am building a PCVR app. Also they are using Unity, and I am not using Unity.
Hey Community would like some tips on how to perform controller movement swimming with the use of velocity. I have seen the a tutorial using script but it’s not working when using the Meta XR SDK. Is there any other way possible that’s easier since it’s the last thing I need to do before submitting this project yours in digital
Hi,I am currently working with the Oculus XR Plugin in Unity and I have noticed that the plugin does not support DX 12 at the moment. Is there a plan to support DX12 in the near future? Thank you!
I managed to install the sample. I took a look at it. I understand the idea but no matter what I tried, i cant start a project and develop spatial anchor from start.I would like to start a simple project from zero to understand it better.I have an actor with grab component (from vr template) and would like to create a spatial anchor on it. This way, a person would grab it and move it around. After he left the object it would be saved and someone else could get the actor from the place it was left in another session....Any idea how to implement a simple spatial anchor? No menus, hover material etc (the sample I thought to be a little complex to understand the principles)
Hello,I set up the OVRVirtualKeyboard according to the documentation, but it just keeps spawning far away in a fixed location regardless of the Near/Far setting or where I am when I call ShowKeyboard().Is there something I can do to make it not broken?Also I see this error all over the place:2024/03/14 22:51:26.823 2718 2740 Error Unity at UnityEngine.TouchScreenKeyboard.Open (System.String text, UnityEngine.TouchScreenKeyboardType keyboardType, System.Boolean autocorrection, System.Boolean multiline, System.Boolean secure, System.Boolean alert, System.String textPlaceholder, System.Int32 characterLimit) [0x00000] in <00000000000000000000000000000000>:02024/03/14 22:51:26.837 2718 2740 Error Unity at UnityEngine.TouchScreenKeyboard..ctor (System.String text, UnityEngine.TouchScreenKeyboardType keyboardType, System.Boolean autocorrection, System.Boolean multiline, System.Boolean secure, System.Boolean alert, System.String textPlaceholder, System.Int32 characterLimit) [0
Just for sharing my experience concering lagging screen problem occurred with my Zenbook duo 14 pro: if I put my fan to whispermode (silent mode), meta quest 2 pc link will start to flash. If I put it into Standard or Performance mode, the problem was resolvent.
I am currently working on the very first implementation for my research project. I want to sync my photos taken on oculus to the cloud and access those photos through python on my PC. I am assuming that the syncing part is taken care of automatically but is there a documentation/website I can reference for retrieving the photos on the cloud?
Thank you for adding Scene Support to the SDK. It's exactly what I needed for my project and I'm so happy.Please never remove it!
Engine: Unity 2022.3.18f1Meta Avatar SDK: 24.1.1Other Meta XR SDKs: 60.0.0Hardware where we've encountered this issue:In Unity editor, when connected via Link to Quest 2 and 3. On Quest 2 and 3. OS Version SQ3A.220605.009.A1 While loading avatars, we intermittently receive this error:ERROR: [ovrAvatar2 entity] Could not map primitive 0 to the entity pose. Joint 0 RootNode not foundOculus.Avatar2.OvrAvatarEntity:BuildPrimitiveRenderable(UInt32)Oculus.Avatar2.<BuildNewPrimitiveRenderablesASync>d__265:MoveNext()Oculus.Avatar2.<LoadASync_BuildPrimitives_Internal>d__273:MoveNext()Oculus.Avatar2.OvrAvatarEntity:LoadSync_BuildPrimitives_Internal(CheckPrimitivesResult&)Oculus.Avatar2.<LoadAsyncCoroutine_BuildPrimitives_Internal>d__269:MoveNext()Oculus.Avatar2.<LoadAsync_BuildPrimitives>d__256:MoveNext()Oculus.Avatar2.<LoadAsync_BuildSkeletonAndPrimitives>d__255:MoveNext()Oculus.Avatar2.OvrTime:CutSlice(Int32&, Int32&)Oculus.Avatar2.OvrTime:Ru
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.