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Hi everyone.In our app we are using media files which we download via that android download manager.The files are being saved to the persistentDataPath for the app.We have noticed that these files are disappearing randomly from the devices and this is proving to be a major issue.I thought it might be something related to android's GC but:A - I don't think it deletes files in the persistentDataPathB - We tried to replicate the behavior by downloading the files and letting devices sit idle for 10 days but the files were still thereI would appreciate any help with finding out the cause for the file deletion, and advice regarding the best practices for media files downloading in general.Our app downloads a large amount of files (our experiences have several pictures, videos and jsons that fully define it) and we use the android download manager to allow the device to keep downloading while the headset is not mounted.
Hey Im looking to connect with a VR/MR Developer to create a "Star Walk" type App for Headsets.I have produced a similar App for the IPhone/IPad market & now Im looking to create a similar user experience for on the Meta Quest/Playstation VR platforms. Hit me up if you have the kung fu to do this!
Having just recently been exploring the Quest 3 for introduction to seniors in memory care and assisted living, I remain shocked that there is no way to demonstrate VR experiences to adults who are either incapable of learning or don't see any value in learning complex controller operations. I've explored extensively non-gaming apps and processes to realize that there is currently no way for me to exercise complete operational control to demonstrate VR to a 2nd (or multiple) headset(s). Sure there are lots of ways to cast to a flat screen - but NO WAY to cast to a second VR headset and demonstrate the value of VR without also teaching complicated controller operations. Why? Is it technically just not possible or is Meta (and other developers) just missing the boat.Further I note that YouTube "Co-Watch" doesn't allow display of 360 videos and Meta discontinued "Watch Party" last year. I've explored VR remote desktop, Skybox, BigScreen (flat screen only - n
what if you can give other people meta credits. all you would have to do is go to there profile, next go to more, then press give meta credits. last put a number between 0 and the amount you have then enter.
I am using Oculus Integration SDK (yes, the legacy version currently due to needing to make changes to the Assembly Definitions), and I am making a flat canvas. I have placed a PlaneSurface script on the object holding the canvas component. I have a sibling object called "Surface" that I put components `ClippedPlanSurface` and `BoundsClipper` on. I dragged the Canvas object with `PlaneSurface` into the Clipped Plane Surface component's 'Plane Surface' field. Interaction works just fine ... however ...The issue is that now I have an infinite plane surface for ray interaction with world space UI, even though the flat panel is just a rectangle right in front of the player. This makes it so I am able to ray cast against an invisible plane even when there is no UI there.Can anyone help me make the BoundsClipper component work, or somehow to limit the plane surface to the bounds of the UI actually on screen?
I have a fleet of headsets through Oculus for Business. We deploy Oculus Browser on it for our WebXR project. Is it possible to change the start page in the browser, so that our site comes up automatically? If so, is it possible to do through Workplace? Currently, we set a bookmark to the site when we provision the headsets, but this has to be done manually on each headset, and the users have to remember to look in the bookmark list.
Hello everyone, I have a VR game on the Meta Quest Store and I've received this email several times last months :Hi,An issue with your Meta Horizon payout account has been resolved and your payouts will resume in the next monthly cycle.- The Meta Horizon Team Any idea of why and if affects sales? Thank you !
Hi I'm trying to get a behaviour exactly like Unity XR's velocity tracked movement type like below but for Meta's ISDK v77: This is what I'm currently getting:as you can see, it goes through the object, both are grabbables, both have rigid bodies, colliders, etc, and no triggers.When I'm holding an object, it does not work, but when I release the object, all colliders work.Im using v77 ISDKWhat I've tried:Using PhysicsGrababble (depricated)Playing around with Rigidbodies and their values (made sure they are not kinematic)Made sure colliders are not triggersIn Grabbable, unchecked Kinematic While SelectedTried using fixable joints (too complicated so I gave up)
I cannot run an A/B test on the developer dashboard. The reason is 'you have a pending unapproved app submission', but I don't have any such app submission. The app is currently live on the main Quest store.Also, under my list of apps, it reads 'Ready to Submit', but there is nothing we are submitting. Everything has been submitted, approved, and published.This is blocking our testing.
Hello,I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs.Use case:A master headset places anchors in a physical environment.I want another headset to be able to retrieve those anchors, even if the master headset is turned off.My questions:Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself?I haven't found any API to do that yet.Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline.Can you confirm that this is correct?How long are anchors retained in Meta’s cloud once shared?Are there any conditions (exp
Using Hand guns with the Quest 3 controller is hit and miss (literally), versus the Quest 2 controller alignment.Hold the Quest 3 controller level and upright and you will find the pointer is pointing upwards by around 20 degrees and off to the right by some 5 degrees, versus the physical position of the grasped controller in your hand.Many individuals have posted on support forums and on individual games sites about this Quest 3 issue - I suggest a universal solution should be in Quest 3/3S settings, as this was introduced with the Quest 3.Add a "tick box option" to "align" under Quest 3 settings/controller to align pointer direction with the actual position the controller is held (like a held pistol). This would introduce a fixed offset in pitch and yaw to zero pointer direction with the hand for pitch and yaw.As an alternative, more advanced option: add a menu option to calibrate alignment while pressing the 'A' button in the menu option (force pitch to 0 and yaw t
Is there a way to run a method in an activity once every frame instead of every tick? I'm aware that Systems exist, but they seem to be tied to the activity tick rate. Side note, my system also seems to not consistently run at 90 ticks per second even though the contents of its execute() method take less than 11ms consistently. I'm running a simple project with this system in it and nothing else-- the tick rate jumps between 45 and 90 sporadically.
Im a beginner in 3D development. I import a glb object into environment.env with predefined textures(baseColorTexture, normalTexture, occlusionTexture), and I try to change the appearance(runtime) when clicking buttons. Here are my code, but It didn't work to change the texture (baseColor or baseColorTexture). Is there anyone could help me? Thank you very much.private fun changeMaterial(node : SceneObject) { val material = node.mesh?.materials?.get(0) var mesh = node.mesh var meshMaterial = node.mesh?.getMaterial(0) as SceneMaterial var test_texture = SceneTexture(activity.getDrawable(R.drawable.test_texture)) //var texture_name = "baseColor" //--> exception: baseColor not found var texture_name = "occlusion" //--> worked and texture is changed meshMaterial.setTexture(t
I want to create a stationary turret that the player can grab but not move. What's the recommended way to achieve this?
Trying to execute a VR game with Vulkan when OpenXR runtime is set to Meta causes crashes before the application starts, although not always.I have checked with an empty Unity project that it only happens with Vulkan and Meta runtime environment.After much searching, it led me to this thread on the Unity forums from late 2023, early 2024, where someone from the support team clarifies that it is a problem on Meta's part, and they make that clear in this bug report.It's been over a year since this bug was reported to Meta by Unity itself and it still hasn't been fixed, we're unable to progress in the development of our game because of this bug.We need a fix for this critical bug ASAP.
Hi There,Writing from United Arab Emirates. My country is not in a supported country list for Meta Quest.Looking for casting Meta Quest 3 to PC/Mobile phone.Please assist.
Since headsets have updated to OS v76 my apps can now be re-centred by the user. Previously while in stage mode it was not possible to re-center which is a requirement for my calibration. My headset on v72 does not have this issue. Have tried multiple versions of the SDK including v76.When building from Unity using 'Build and Run' in the initial run the playspace cannot be re-centred however if I close the app and manually launch it can now be re-centred on all subsequent launches. EDIT: Update on this, when in stationary mode I cannot re-center while in Stage mode. If I switch from stationary to roomscale while in the app still I can still not re-center. However if I quit the app and relaunch while in roomscale I can re-center again? EDIT2: Another update, if you are not in passthrough mode before launching an app then this issue is fixed and you cannot recenter while in roomscale mode. So its an issue with there being no boundry before loading into an app which is now causi
--------- beginning of main--------- beginning of system2025-07-07 11:56:04.391 2122-2638 ActivityManager system_server I Force stopping com.oculus.renderdoccmd.arm32 appid=10389 user=0: from pid 230692025-07-07 11:56:15.247 2122-5906 ActivityManager system_server I START u0 {flg=0x10000000 cmp=com.oculus.renderdoccmd.arm32/.Loader (has extras)} from uid 2000 on display 02025-07-07 11:56:15.272 2122-6120 ActivityManager system_server I Start proc 23191:com.oculus.renderdoccmd.arm32/u0a389 for activity com.oculus.renderdoccmd.arm32/.Loader2025-07-07 11:56:15.282 23191-23191 art &
Hello,I am facing some kind of technical issue when I am trying to register as a new developer on developer portal "https://developers.facebook.com/".I am attaching the screenshot and screen recording for reference.It would be great if I can get an assist on this.https://drive.google.com/file/d/11byetIDaQvP0nPQQ34AXy42Tv02LQwrw/view?usp=sharing I know there is a option to do it with credit card but I have tried that as well it is just redirecting me to a broken link. So really stuck in this.Thank You
Dear Meta team,please consider reintroducing the ability to manually set the refresh rate (e.g. 60 / 72 / 90 / 120 Hz) on Quest devices.This option was available until late 2023 and was extremely helpful for WebXR/WebGL development. Now, Quest 3 forces 90 Hz by default, which causes:High GPU/CPU load for low-performance appsFrame drops and stuttering in WebXRMore heat and battery drainUnnecessary complexity for clients (SideQuest setup etc.) This feature is essential for many enterprise and browser-based experiences. A simple toggle in developer settings or browser flags would already help a lot.Thank you for considering this request.
Im trying to do a build for PC, the problem is that the app crashes when using Meta Quest link as OpenXR default runtime, it crashes when trying to get Vulkan graphics device, the weird thing if that I try opening several times, sometimes, it works.This doesn't happen with Virtual desktop or steam as Default runtimes, with these it works correctlyI would like to see if this has solution or not because would like to ship my game using VulkanxrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILUREWhen crashing it logs this:[Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000[XR] [42020] [18:20:44.692][Error ] xrGetVulkanGraphicsDevice2KHR: XR_ERROR_RUNTIME_FAILURE[XR] [42020] [18:20:44.692][Error ] Unrecoverable runtime error has occurred, shutting down XR experienceCrash!!!Trying to run it several times sometimes works and logs this instead:[Vulkan init] SelectPhysicalDevice requestedDeviceIndex=-1 xrDevice=0000000000000000[Vulkan init] Physical Device 000
Hi, I'm developing a VR game where we need to track the position of one of the Meta Quest 3 controllers, even when it's not actively held by the user.The problem is that the controller needs to be active (i.e., awake and tracked) for us to get its position. However, it seems the controller won’t activate until the user physically interacts with it — by wiggling or pressing a button.For our use case, this is not ideal. We want the controller to become active automatically when the headset starts up, without requiring any user interaction.Is there any way to wake or activate the controller programmatically — without the user needing to move or press anything on it?
Hi, I have a brilliant idea applicable to Instagram and Facebook, but I can not find a responsive and direct department or individual to submit it to. Please help me with this matter. Thank You .
Hello,I create another post to ask, again, to implement AZERTY keyboard layout for bluetooth devices on the Meta Quests VR headsets.I bought the Logitech MX Keys Mini, the tracking does not work, and I discovered that even if the keyboard is azerty, it's working as qwerty. My 80.00€ keyboard is totally unusable. Thanks.Why don't you want to implement such a basic feature that every OS have ? Having a physical keyboard is mandatory if you have to write some texts, the virtual keyboard is too slow. Don't make every azerty's users regret to buy your product.Best regards,
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