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I have enabled 2FA and I'm still not verified.Tried entering Mastercard info, no go. Tried SMS, it doesn't send message.I live in Slovenia, EU.
Hi, I am trying to upload my app to the store but they requested me to change something in an aproved metadata, but when I go into the metadata and change it it says "This metadata has already been approved and cannot be modified" when trying to save it.I am not in reading mode and I cannot eliminate de submision and create another one, it says that i can not do that since this is the first submission.Thanks
I am trying to make an experience, where only the head of a Meta Avatar is displayed.I have changed the Manifestation Flag, to only be head in Creation Info, with a Third Person Active View. I have toggled Active Manifestation to be Everything and tried it with Head only, without any success.Could anybody please advise me on what I might be doing wrong, or if this is even possible at the moment? I could envisage it being a later feature.Thank you
HiFor the purpose of a research project, I am trying to use the META Avatar SDK to represent participants in VR and change the different active manifestations. I would like to get sometimes only the head, sometimes head and hands, etc.I am aware that the documentation says it;s currently not available, but did anyone try to find a way ? Alternatively, I was thinking creating a transparent object that would render above the avatar, like an invisible cape, to hide specific parts of the body, I tried with shaders, cameras, but I haven't managed yet. Anyone would know how to do such a thing ?Best regards,Anthony.
So i want to start a experience on multiple Quest 3 devices running an app at the sametime. I dont need a multiplayer setup, but just to check on the computer if al Quests 3 are connected to the PC, and to run a function from the PC to all the Quests at the same time. Do you know any tool that would help me solve this? I count with wireless connection, i dont know if it is better to go bluetooth or wifi.
Hi all,I am trying to finish my final year project in VR built in Unity and one of my scenes is not loading when clicking on the button menu (Start).This scene is loaded with different assets and in fact, is the only one that would not open and let my app crash.I have tried to remove a few assets but unfortunately, I am still experiencing the same issue.Any thoughts or suggestions? I really can't remove more assets from the scene as it would match the design I wanted to recreate. metasupportcase MetaStoreHelp https://youtu.be/HKHHjwHlRns
Hello, I'm developing an app using the meta xr interaction sdk, and I'm having some trouble making a gameobject move on a curve instead of a straight line on release with their snap interactions. In their docs, it says I can easily customize the movement with a movement provider but i can't seem to get it working. Would much appreciate it if anyone has done something similar and could point me in the right direction
I still need to find my way through all the SDKs proposed by Meta. I'm a little bit confused about the one to pick... from what I can see the Interaction SDK is enough to create a VR experience, without the need to install the All-In-One pack... but I have a couple of questions: - Core XR SDK: the name sounds like something that MUST be included. In my project I haven't included it but I can compile and run my app without any issue. Is this just a misleading name? - Audio XR SDK: could I use the default Unity system or should I use this SDK? what's your take? - Interaction SDK: Am I correct saying that this is the only SDK I need to have a VR App (...capable to manage handtracking and controllers) ? In general I feel that for my App I don't need all the stuff included in the All-In-One. Big_Flex could you help with this question 🙂 ?
In the oculus apliccation I can not activate de Open XR ejecution, I have done everythin and nothing
Hello everyone,I've been using TryGetBoundaryPoints in the process of calibrating multiple headsets on the same physical space without any external trackers.I'm trying to find some documentation on the points we get from the function, where are they calculated, by whom (Unity, OpenXR, Meta) and if they are sorted in a way or not. I sadly can't find any documentation, the only thing I know is that OpenXR didn't supported it 2 years prior and it feels like it is still the same.Based on my tests, I would have said that those four points are calculated from a "biggest inner rectangle" algorithm where the last step would leave 4 points with random orientation. Am I wrong to think that the rotation is random ? Why not use OpenXR XrExtent2Df width and height property to align the longest boundary wall to one of those two properties so that two kinda alike boundaries would have either a close to 0° difference or close to 180° difference (or is it managed by OpenXR?).On top of that I would like
Hi there,I currently have XR Core Utilities, XR Legacy Input Helpers, XR Plugin Management, Oculus XR Plugin, Open XR plugin, and HURRICANE VR assets in a 2023.2 project Unity.I'm noticing I am unable to get any response from trackpad, thumbrest inputs, have tried in build also, just wondering if anyone has a solution or can confirm they actually work in Unity? Thanks!
I want to publish a Minigames collection and make the different Minigames accessible individually using DLCs. However I also want to publish a Bundle, where users can buy the entire collection (Party Edition) for a fixed price (~20$). As the game will be in Early Access for some time, the price as well as the content of the Party Edition Bundle will increase over time.How much can you modify an already published Bundle?Like for example in the beginning, when there are only 4 Minigames, the Bundle should be around 10$ and after some time I want to add 4 more Minigames and increase the Price to 20$. Probably gonna add even more and increase the price to 25$.Will players who have already bought the Bundle in the beginning (with only 4 Minigames back then) also have access to newly added Minigames?Also on the Steam Shop you have this bundle option called "complete the set", where players, who have already bought DLCs from the Bundle individually, will pay a lower price for the complete set
Hi, We are developing a local multiplayer Mixed Reality game with the following criteria/features. - All players have passthrough and can see each other.- GameObjects in the scene are NetworkObjects and are usable by all players.- NetworkedPlayers's location must match their real life position. Here are the 2 main issues we are having: We want players to be located correctly, the virtual avatar and hands of NetworkedPlayers also need to match their real life counterparts.So if I see my friend in front of me I want the virtual assets (head and hands) to match his head and hands. I see that many games have this featurebut I found no documentation on how to actually achieve this. The second issue is Shared Spatial Anchors. We don't have a company yet and are (as far as I can tell) unable to use some of the features, one of these is theability to just disable passthrough AND make it work on the app store. We prototyped all other parts of the game already
Hello I am developing an AR app for meta quest pro and meta quest 3.I have already an app for it which works on Android Smartphone phone but the experience not so good. In that app i am using tensorflow on Android and recognizing the object at runtime and over laying some icons based on the recognized the app. I want to (1) Is there anything similar for Meta Quest? Like object recognition and icons over laying(2) Do i have to develop in Android only? (3) Any Unity framework to do so?Looking for soem good developer advRegard.
Hello , I am not able to login to the MQDH using my oculus login inside my organization.The error seems really bad. Attached.IS there a way to configure the proxy for MQDH?login-error-behind-proxyThanks to reply soon !Regards
Hello,I'm developing VR pc app using Unity.Ever sinece I updated my oculus pc app, whenever I call "XRGeneralSettings.Instance.Manager.InitializeLoader()", oculus pc app is turned off.Because of this, I have to reconnect Quest link again whenever I call xr initialization.Does this happen to anyone else? if you know the solution, please let me know. I'm struggling so much.
So I've been seeing this issue in my Oculus Quest app where, upon returning to the main menu from a level, the screen freezes and the image follows your face around - I'm not sure if there's a name for this but I feel there should be, since I've seen it happen many times and I'm sure others have too. At first I thought it was because the OVRManager component of my OVRCameraRig was getting destroyed/disappearing, but I made sure it didn't disappear and it's still happening. Then, I thought it was because the OVRManager was getting disabled, so I made sure it's always enabled and the same thing happens. I do know that the object that is the parent of the OVRCameraRig, which we have called the Overlord, has clones that are created and then instantly destroyed - it seemed like this may be causing the issue but I'm not sure. Has anyone seen this behavior before, and does anyone know what causes it? I'm using Unity version 2019.3.15f1, Oculus Utilities version 1.51.0, OVRPlugin version 1.51.
Hello!I was curious if doubles were natively supported in hardware, or if there is a performance downside generally for using them. I'm working on projects that would benefit from the added precision for positions and physics but am unsure whether or not I should use them.I've tried looking for the Qualcomm chip documentation for the XR2 gen 2 and similar chips but couldn't find what I was looking for
Hello, I need to talk about using Quest3 for education purposes. I'm the IT guy in a public high school and we bought 5 headsets as a starter. I'm having a few problems on securing the device and the UI. We want to buy more headsets but I will wait before these issues are fixed. We need a somewhat controlled environnement for students. We want them to give them access to only specific apps and games and be able to block them from downloading any games that they want. Because we don't see what they do in VR, we don't want them do to somehting completly different than what they are supposed to do and download and play Population One for example. The only way I was able to do it is creating child accounts but now all social features are not available so they can't be in a VR experience together so that is not a viable option. If I could have the option to put a **bleep** on the store that would literraly fix most of my problems. 
I'm developing a PCVR app in Unity 2021 using the VR Interaction Framework in OpenXR. (Unity version)Every time I change code or open the project I get the Enable OculusXR Feature notice to support Oculus Utilities. But as soon as I enable this, I get errors and can't make a build. Unity stops loading external DLL's as soon as you enable this on windows 11.As I'm not targetting Quest 2 (atm) and eveything works fine using OpenXR and I don't want to use Oculus exclusively (as it doesn't work on HTC, pico etc), I don't want to use this option, but can't get rid of this notice. Where can I disable this???Or does anybody have another solution?
Hey,We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models.To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue.Does anyone have any idea why this is happening? Thanks!
I want the legs to move like it does in the Quest Home Page. It automatically shuffles and takes small steps depending how the user moves his head. I am using Unity and have been able to spawn the legs but they are stiff like wooden logs.
The latest public test channel update PTC V63 locks scoped storage meaning those who mod games like bonelab will be unable to manually mod their games. While some games are starting to work on built in mod managers it still doesn't make meta locking scoped storage okay! Worst thing is multiple games have experienced save data loss. I stand with modders and the dev of mobile vr station against this update. Please for the sake of all modders far and wide stand up and make your voices heard! Show meta your unhappy with this update rather it be posting your anger on twitter facebook or anything else. Do something because if this update rolls out with this feature still preventing people from modding. then it may aswell be the end of modding all together.
I really want to try microOLED but the options are BSB no IPD adjustment. AVP is 3.5k with a locked system : D Currently quest 3 is the only good option that also has a reasonable weight. Meta bring microOLED+passthrough. BSB put IPD adjustment ffs. Samsung bring open alternative for AVP.
Hi,We are developing a Rocket launcher simulator and we are using a real testing weapon.The firing pin of this weapon is extremely quick and we have registered the pin to hit the button (A button) and retracted within 1/100th of a second.We are experiencing a non-consisting registration of the fire and we are wondering if it might be because of the high velocity of the press.Do you know what the sample-rate for the button press?Do you know if there is a buffer for input?
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