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I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including :https://github.com/gameDNAstudio/MobileUtilsand https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins.Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity!Any assistance would be much appreciated!
This was a lot of fun last year. This time around there's more of an MR focus (submissions need to have at least one MR capability, like Passthrough, Spatial Anchors, Scene, Mesh, Depth) as well as one Presence SDK feature (Interaction SDK, Movement SDK, Voice SDK, or Audio SDK) Beyond that, it's up to your imagination within some pretty broad categories: Casual or Social Gaming (e.g. a lightweight or multi-player gaming experience) Hobbies, Interests & Skill-Building (e.g. new applications that help enhance your hobbies in MR, like learning a new instrument) Utility & Design Experiences (e.g. using MR to solve problems in the world around you, or decorate or design your space) It's essentially a game jam but with some great prizes (money, headsets). Well worth entering. Mar 25 – May 13, 2024https://metaquesthackathon.devpost.com/
We need your help! Our old app is no longer under production and is no longer for sale, and must be removed from app lab. We are no longer in contact with the devs who coded this app and have a brand new team of devs. The new team has created a much better app with a ground-breaking technology that we wish to add to app lab. What are the steps we need to take as the owner-producers? Many thanks for any and all help
This error shown when I download sample Meta MR Utility Kit 60.0.0.I tried to re-import the sample after I update Meta MR Utility Kit to version 62.0.0. The same error shown.Is there any way to debug it other than just delete this FurnitureResizer.cs file?Error Message:Assets\Samples\Meta MR Utility Kit\62.0.0\Virtual Home\scripts\Resizer\FurnitureResizer.cs(51,61): error CS0234: The type or namespace name 'InvSqrt2' does not exist in the namespace 'Utilities' (are you missing an assembly reference?)
2-factor authentication will not work for some reason. Used an authenticator app and finish authentication but no open developer mod . Tried giving my phone number but never received a code to input. Please help, thanks.
Hello,I have Meta Quest 3 and I would like to stream gameplay footage from the headset online wirelessly. Most often, it will involve games like Pavlov Shack, Walkabout Mini Golf, and similar. Currently, I have tested streaming using MQDH Beta Cast 2.0, but the stream often lags and the image is fragmented. Is there any optimal setting for the best possible transmission?Currently, I have tested the following settings: adb shell " setprop debug.oculus.capture.bitrate 30000000 && setprop debug.oculus.capture.fps 30 && setprop debug.oculus.capture.width 1920 && setprop debug.oculus.capture.height 1080 && setprop debug.oculus.cpuLevel 4 && setprop debug.oculus.gpuLevel 4 && setprop debug.oculus.foveation.level 0 && setprop debug.oculus.screenCaptureEye 1 && setprop debug.oculus.refreshRate 90 && setprop debug.oculus.fullRateCapture 1 && setprop debug.oculus.textureWidth 1680 && setprop d
Hi a few questions regarding the boundary system.We are a startup company that wants to create Mixed Reality applications for the Quest 3. These applications are typically used in large open spaces like museums/castles. To make these applications work the boundary system has to be disabled (as the player can see with the camera feed and depth api).Is there anything we can do to disable the boundary for end-users? We managed to use the `CONTEXTUAL_BOUNDARYLESS_APP` feature but even that seems to have it's limits as we are sometimes hit with a "You have travelled too far from your original position" message.Could someone who has fixed this issue, or a mod clarify on how to achieve this and what the required steps are?Best regards,
i see this issue with 2 different headsets, quest 2 1. factory reset2. pair head set and enable developer mode3. plug usb see headset display is all black , cant see usb dialog notice pressing the power button the dialog flahses but disappears againupdate:tried on another pc and a mac it doesn't go black now.but shows a notification that is says i need to tap on to allow file access. but it does not show in adb devices after doing soresult:cant allow usb dialogexpected result:its easy for the developer to set up and connect a headset , ready to use adb ect.
Hi, I’ve developed an Oculus application that supports both the Quest 2 and the new Quest Pro. The app utilizes floor tracking to enhance the user experience. While it works flawlessly on the Quest 2, I’m encountering a specific problem on the Quest Pro.Issue: The environment is moving based on my camera it causing discomfort.Considering the below scenario:when i running the application in quest 2 its working fine but in quest pro when i try to reach the floor level in the virtual environment, the floor moves down and up.Please guide us to solve the above issue. Thanks in advance.
Got an amazing idea for your game catalogue.JCB/Catapillar digger and back home driver. This would be a fantastic game as it would require both hands to control the buckets and also requires multiple buttons on both controllers.What do you think???
I thought it was just me who was having extreme difficulty getting constructive support from the Development Team but I realise now that I’m not alone. For ages now I have been trying to request admin to assign me to my previously created Organisation so that I can put Developer Mode on my replacement Quest 2. It’s like swimming in treacle. The last email from them stated that they couldn’t go any further to help yet the webpages suggest that is their job.As others have stated, the other support teams are very helpful and were brilliant when my Quest 2 had a fault and they replaced it very quickly. Now I’m stuck without developer mode having gone round in circles for 8 attempts.i think an email to Mark Zuckerberg may be on the horizon if this continues
It would be nice if the MetaXR Plugin had more events that we can listen for e.g.:* input controller/hand tracking state changed (to change input specific settings when the user switches from controller to hand tracking and vice versa)* scene population seems to be async, but the BP node isn't latent, neither is there any event to tell us when it's done (to run logic once the scene is ready)* player took of headset/lightsensor state (to auto pause/resume the game, etc.)the list could probably be longer, but those are the ones i've encountered in just a few hours of working with the plugin
Hello, I have made multiple submissions of different code of my application and the Meta reviewer keeps coming back with the same error: stuck in loading mode with unity logo in one eye.This however, is not what I can see when I load it from any quest or open it from the Meta Quest Developer Hub. I have tried now for 4 different builds and they keep coming back with the same error I do not see.Please can somebody help, does anyone else have this issue? Thanks
Hello everyone,I get a DllNotFoundException: AudioPluginOculusSpatializer error when I press PLAY in unity.Edit>Project Settings>Audio>Spatializer Plugin already set OculusSpatializer.How can I solve this problem? Oculus integration : V42Unity : 2021.3.2f1
Any update on when this mode will be back?
Howdy!I'm trying to figure out how to add images to the Long Description of an Applab/Meta Store listing. I've tried to just embed an image using HTML, but that didn't work. I also tried to look for an area where I can add UPDATES with a nice image and description, but maybe that's not available when you're not on the official Meta Store yet?
Using the Native Mobile OpenXR SDK, I've setup the controller aim and grip pose actions but the returned poses when calling xrLocateSpace doesn't match the 0,0,0 point of the controller models provided here: https://developer.oculus.com/downloads/package/oculus-controller-art. "aim_pose" appears to have the correct orientation but is roughly 3cm away in the Z axis."grip_pose" is 90 degrees up and not even close to match the modelWould it be possible to provide the required transformations needed (for Quest and Quest 2) so that I can render the controllers at the correct location. I don't want to fudge the numbers.Thanks!
Hi, we started seeing this once our Quest 2's/3's updated to v62.We're using Unreal 5.2.1 (precompiled binaries from Epic), MetaXR plugin 57.0 (latest version supporting UE5.2). Spatial anchors (the Unreal actor) start returning a nonsense position - snapped to the player's head - after a headset sleep/wake cycle (e.g., click the power button on your Quest 2 while wearing it, wait 5 seconds, and click it again to wake from sleep.)What's problematic is, UOculusXRAnchorBPFunctionLibrary::GetAnchorTransformByHandle is reporting success even though the returned position is nonsense.Currently our hacky workaround is to check for anchors very near the HMD, and if so, re-query them with FOculusXRAnchors::QueryAnchorsAdvanced and re-spawn them with UOculusXRAnchorBPFunctionLibrary::SpawnActorWithAnchorHandle after which we get the expected position data.
Hi, i'm developing an app on Oculus Quest 3 but i've been running on an issue.The build on device says low memory sometimes and on some different devices; We've been doing some tests by removing some content on this build to see if they work but the results are still the same. The build some times works and sometimes not calling an error saying "low memory" even if we have plenty of spaces.One of the devices is at version 62.0.0.273.343.570372087The other is at version 62.0.0.260.343.566123828We have already tried to reset to factory reset the devices without results.The issue is basically really inconsistent, sometimes it happens and sometimes not and we haven't been able to locate what is causing it.
Hello everyone,I'm reaching out to the community for some assistance regarding an issue we're experiencing with our latest VR application release on a Live channel through the Meta Quest Developer Hub. We recently launched our app for the first time on a Live channel and have received positive feedback, including features on UploadVR and coverage by numerous YouTubers about our demo. Despite this success and seeing over 7000 conversions in a couple of days in our Marketing Attribution data, both the Meta Quest Developer Hub and our web page are showing zero users, which seems to be a significant discrepancy.This issue is particularly puzzling as we have previously released other apps in RC (Release Candidate) and have always been able to see user data up to the 200-user limit per app without any issues. The current situation with our Live channel release suggests a potential bug or some discrepancy in user data reporting.I am seeking advice on how to address this problem. Has anyone el
Hi. I recently had to reset my phone and lost my access to my Authenticator app which could generate codes to log into Meta. Now when I try to log in at auth.meta.com I am asked to input the code from my authenticator app. which I no longer have.I urgently need to fix this issue but, like many people, there are some extremely frustrating roadblocks, namely: • In order to even email you on this forum I've had to set up ANOTHER Meta account. See my username? That's simply because you can only email support if you're logged in, which I can't do because... well you get the picture. I hope you can see how frustrating that is. • Beyond this forum there is simply no information whatsoever about how to reinstate a lost 2FA account. I saved some 8 digit reset codes when I set it up, but there are no instructions on these mysterious codes, where to input them, or what to do with them. • Any suggestions to "visit support" end up in a round-robin of frustration with no actual inform
I understand accessing the camera image is not possible for privacy reasons (though seems that should be up to the user to decide in settings), but having a feature where you can pass a color (for example green) and a closeness % (and maybe smoothness %) and get back a mask from the camera image based on how close it is should be possible without breaking privacy. If this was possible then apps like Airlink and Virtual Desktop could have a 'green screen' function to allow you to (for example) poke a steering wheel or flight yoke out of a green screen have it integrated into a virtual cockpit.Seems like this would be a GREAT feature to help push Quest 3 as a serious mixed reality device!
Hi.I'm currently exploring the possibilities of an app using Simultaneous Input on Quest3. It's a use case anyone could think of, but I'm experimenting with using the controller as a 6DOF tracker for tracking real objects. However, as one would expect, if the controller's black disc-shaped face is obscured from view, tracking is lost. Even in situations where tracking would likely be lost, the controller in the app continues to behave as if it is being tracked, albeit with some drift. For hand tracking, you can compensate for tracking vulnerabilities in the app's implementation by checking HandConfidence, but is there a way to check the reliability of tracking with the Touch Controller as well?if(OVRInput.GetControllerPositionValid(OVRInput.Controller.LTouch)&& OVRInput.GetControllerPositionTracked(OVRInput.Controller.LTouch)){Track();}I've written code like above for now, but it was far from the behavior I expected. When the tracking reliability of the controller, detached fro
I'm not sure exactly what update caused this, but it's within the last few months. The spatial anchors for my project stop getting valid poses when our Quest 3s either sleeps on their own or the power button is pressed. On wakeup, the positions and orientations don't line up where expected (it's as if we had a recenter event) and the XrSpaceLocationFlags bits are all falseFor example:XrSpaceLocation persistedAnchorLoc = {XR_TYPE_SPACE_LOCATION};XrResult res = xrLocateSpace(anchor.space, m_space, predictedDisplayTime, &persistedAnchorLoc);if (res == XR_SUCCESS) { XrSpaceLocationFlags flags = persistedAnchorLoc.locationFlags; bool valid = (flags & XR_SPACE_LOCATION_ORIENTATION_VALID_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_VALID_BIT) != 0; bool tracked = (flags & XR_SPACE_LOCATION_ORIENTATION_TRACKED_BIT) != 0 && (flags & XR_SPACE_LOCATION_POSITION_TRACKED_BIT) != 0; bool anchorIsVa
Hey everyone, I'm trying to get a video to play on the headset in an AR level. More specifically, a video with an alpha channel (.mov exported with apple software, so avi?). Ideally it would persist into a VR level. Unfortunately, the shader shows up black in the build when running in-headset. I have the Avi Unreal Plugins on, as well as the files in the Movie folder, which exists inside of the Content folder and have used the H265 codec for them.Another question I have is do I need my RHI to be Vulkan to have passthrough enabled, or would DirectX11 work? If the latter is true, the AR levels tend to "break" or not work with DX11 set as the default RHI. Also, would Vulkan being enabled have an effect on the videos? If there are any ideas as to why any help would be greatly appreciated! Thank you.
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