Developer Forum [Archived]
Recently active
I’d like to spark a discussion on a potential feature that could significantly enhance our experience with VR applications like Netflix or Amazon Prime on the Quest 3. Currently, engaging with real-world tasks while immersed in full VR applications disrupts the viewing experience. For instance, if you’re watching a movie and need to grab a glass of water, you’re faced with two options: either double-tap the headset to activate passthrough or walk out of your play area boundaries. Both actions, unfortunately, pause your movie, pulling you out of the immersive experience. Imagine if future software updates introduced a passthrough option that activates when we step outside a predefined boundary while still allowing the movie to play. This feature would let viewers seamlessly interact with their physical environment without missing a beat of their film—imagine walking to the kitchen to grab some popcorn while still being able to watch your movie through a passthrough view. 
Meta created a great lip sync tool with OVR LipSync. Looking at how Meta is slowly becoming the Open Source leader, I was wondering if they would ever make this plugin Open Source and let the community develop it further. It seems stuck in limbo. Saw this video on how they initially had plans to even bring it to iOS and MacOS here . I feel it has so much more potential then only being stuck on headsets. What do you guys think? Do you think we can encourage Meta to Open Source OVR Lipsync?
Hello everyone. I apologize for such the low level question but I am not sure where else to turn. Out of nowhere, my oculus 2 stopped booting and is stuck on the logo. I know the proximity sensor was on the way out bc I would have to turn it off in the MQDH app in order for the screen to come on. But now, it is just stuck on the boot logo. I have not factory reset, because I do not want to lose connectivity to SideQuest and MQDH, but I have sideloaded the latest Firmware 63.0.0.146.363.566760361 via adb in the bootloader, but still the same issue. Any other suggestions? Thanks to all PS I have a more verbose logcat available however I did not want to attach here due to size restrictions.https://drive.google.com/file/d/1MemNFUiJ3-taw-i0BSZ1MDDEyj_YCqUI/view?usp=sharing
Oculus Quest Mixed Reality OBS needs an update! I can't connect Quest2, Quest Pro using OBS because of this issue "Please verify the Quest IP adress, and if MRC-enabled game is running on Quest. Reboot the headset and re-launch the game if the issue remains" but I can use OBS connects to Quest1. I think the key to the problem comes from the system of the helmet. Quest1 is currently V50, while the systems of Quest2 and Quest Pro are V60! Before the system update, my Quest Pro could be connected to OBS normally to record MRC videos. Now I can only use Quest1 to record MRC videos!
I need help creating a game for the meta quest store I want to know what programming language and tools can be used to develop a game for meta quest and do I need to pay for online servers or is there a free option I can use for the game
I'm trying to figure out how to trigger haptics on a button press. My main issue right now is I don't know how to find out which hand is the one that has poked the button, and only trigger the haptic feedback of that specific hand. I'm working with the new Meta SDK in Unity. Any suggestion would be appreciated!
I’ve been trying to do the admin verification since 2023 November but I never had any luck it keeps rejecting and sends a notification to fast no matter what I do does anyone know how to solve this problem?
[Package Manager Window] Error while getting token info: Server response is "Aborted Request" [Code 299]Meta SDKs v60 & v62Unity 2022.3.15f1 and 2022.3.20f1
Hi everybody !22/02/24 - My son and me are developing a tool which 'll be used to tame the effects of stress. This project is constructed in exchanges whith a searcher in neuro-cognition.We're looking to utylise some Text To Speech ; and in fact the TTS from Google does not work on quest ("2" and "3"). Our ecosystem is Godot. Is somebody have an idea to help us ?..Best regards, and thanks by advanceSerge / France
Hello all,I follow the documentation: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/When i have to install the driver, it is wrote that i need to right click on the .inf file and select 'install', but there is no 'install' menu.I work on windows 10, x64 and with an oculus goCould you give me some helpBest regards
hi guys: I was new to quest3, recently read an article "A VR Frame’s Life" in that article said, "On both Quest1 and Quest2, its per-frame work is split in 2 for latency optimisations, preempting your application usually twice per frame as it runs every 7ms" however, when I use MQDH to capture quest3 systrace, I found that was 3 times of timewarp Is anyone know why?, previous design it seems one for left eye one for right eye regards, leon
First, I'm working on theAsset/Oculus/Interaction/Samples/Snapes/Tools/HandGrabPoseTool sceneI've already recorded hand poses on the cup and these work well when I actually using hand trackingBut what I want is to work with the pose I recorded even when I grab using the controllerSo I added OVRControllerHands, HandGrabInteractor was also added to the BestHoverInteractor Group component.Nevertheless, when I grab using the controller, it still doesn't grab according to the recorded pose.(This is what OVRHands looks like in advance)(And this is what the recorded pose doesn't look like when I use OVRControllerHands)
No matter which swapchain format I specify, my OpenGL application always renders washed out. That implies that OpenGL always thinks it is rendering to a linear render target, while OpenXR always thinks I am submitting an sRGB render target. Changing the swapchain format that I ask OpenXR to create between sRGB and linear makes no difference, and neither does glEnable(GL_FRAMEBUFFER_SRGB).
I have been working through the docs to get the device started. This one makes problems:Mobile Build Run Hello XR App Problem one, your replacement code for the CMakeLists.txt does not work. It needs to beOpenXR::openxr_loaderinstead of justopenxr_loader.Next, I am getting a linking error when I run "make" in the last building step. At first I noticed, cmake doesn't understand the `~` expansion in file names. Then it tells me about your "libopenxr_loader.so" (the one that you provide in your custom loader download) an "error adding symbols: file in wrong format". I looked into the .so library and it is Arm64 code but make will compile for amd64 architecture. The section "Build the OpenXR SDK" is very unclear of what goals it pursues and why I need to do it. I was confused first because I thought, it is only about building the example app, not the shared library and the test programs.The BUILDING.md file you refered to, does not explain how to only compile specific test programs. I
Hi dear members! My name is Diederick Geers and I own a Meta Quest 2. For a project of a client, we are using the Meta Quest VR 2 to create 360 videos for the company's open day. Guests on the open day are going to experience these VR videos through the Meta Quest 2. Although we have supervisors to guide guests in putting on their headphones and adjusting them, we want the playback process of the videos to be as easy as possible. Two things are crucial here, and I'd like to know if these are achievable or not:The videos always have to be in the same orientation (starting point). Some experiences require the guest to walk a specific path, so we need to make sure that the orientation of the video only has to be set up once, and will stay the same all the time, therefore matching the actual walking path in real life.We want the video to autoplay after the guest has put on and adjusted the headset, in the correct orientation. We'
Has anybody had success using Spatial Anchors in Meta XR Simulator? I'm getting some errors when trying to save an anchor locally. I don't know if it's just that there is no support so far.The errors:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrSaveSpaceListFB(m_xrSession, &saveInfo, (XrAsyncRequestIdFB*)requestId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12384 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)[OVRSpatialAnchor] OVRPlugin.SaveSpaceList failed with error Failure_OperationFailed. Thanks in advance!
I followed the Android deep linking documentation to be able to open my Quest application from the Quest web browser:1. Edit the AndroidManifest.xml of the application to add this: <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <category android:name="android.intent.category.BROWSABLE" /> <!-- Accepts URIs that begin with "example://gizmos” --> <data android:scheme="example" android:host="gizmos" /> </intent-filter> 2. Deploy the application to the Quest device3. Run this command where "com.example.android" is the application pacakge: adb shell am start -W -a android.intent.action.VIEW -d "example://gizmos" com.example.android This works, e.g the previous command launches the application on the device. The "android.intent.category.BROWSABLE" is here to allow this intent action to be launched from a web browser. So
Hello! I'm looking for some help/clarification for the Meta Quest Developer Hub's build deployment feature. The Documentation Page covers the basics of using MQDH to upload an application to the Quest, which seems to work fine as long as the app only requires a single OBB file. Unfortunately our Unreal Engine game has recently exceeded the 4gb limit and we've had to split the package into multiple OBBs. When I install the app through MQDH the app fails to launch. If I then manually push the patch OBB (like the install script Unreal generates does) the app will launch correctly. This indicates to me that MQDH will only grab the main OBB file (i.e. `main.1.com.___.obb`) Does anyone know how to get MQDH to install all OBBs present in the same folder as the APK file? Do I need to follow any specific naming conventions or processes? I'd like to continue using MQDH as for some reason it seems that installing the Android commandline tools themselves has been... troubl
I have an application that we are constantly modifying and before publishing the application to App Lab we sideload the APK for testing. This testing APK allows access to settings otherwise not available in our App Lab build. As of late the device is unusable: It incessantly updates itself to the latest App Lab build and this is a behavior we CANNOT SUPRESS.Additionally, cloud backup sabotages our application, it is almost certain that after one of these cancerous, uncommanded software updates, that our app will be sabotaged by yet another unwanted feature.1) HOW DO WE DISABLE THESE TERRORISTIC UPDATES? I have never seen something this toxic, even viruses are less persistent.2) How can we build our app with a flag that specifically disables this cancerous cloud backup that constantly sabotages 100% of our installs?We require this assistance ASAP as we are unable to test builds properly on our devices since these heinous, totalitarian and incompetent software update behaviors have been
I need to separate Submit/Action button and Hide button on virtual keyboard. But onSubmit called on both buttons press. Is it has ability to understand what key pressed ?
Hi!I have the following question: How do I specify the directory where DLC files go during the upload for the Rift Platform?This is the given expample in the docs: ./ovr-platform-util upload-add-on --app-id XXX --app-secret YYY --sku ZZZ --file <path-to-file> I need the file to go into the game's Paks folder (e.g. WindowsNoEditor\GameName\Content\Paks)When I upload a regular build (not DLC) I can specify a directory for all my game files, so the folder structure stays intact. But for the add-on upload process it seems I can only specify a file path. On Steam I can specify the file mapping for the content of DLC depots. How do I accomblish this for the Rift platform? Thank you,Marc
I have added several users to the alpha release channel of my app, but no one is getting notifications in their emails and no one can see the app in their library. The documentation on this is confusing, here it says they will get an email once I've added them (but they are not getting the email)https://developer.oculus.com/resources/publish-release-channels-add-users/ here it says the app will show up in "my preview apps" but doesn't mention the notification emailhttps://developer.oculus.com/resources/publish-release-channels/ In addition I can't seem to change the app banner without doing a final submission, that's not helping anyone find it in their library either. How can I change the icon?
We have an oculus game on the store that allows users to import their personal assets (picture, video, music), and a web portal for users to upload/manage those assets. We want our users to be able to login to that portal using their Oculus account. The docs for Account Linking in the Oculus Developer dashboard reference a url to start the SSO workflow that turns out to be 404: https://auth.oculus.com/sso/?redirect_uri=https://someloginuri.com/oa&organization_id=1234567812345678 We thought that because Oculus accounts have now been merged into Facebook/Meta accounts, we may be able to use a classic FB login to authenticate our users, but this doesn't give us access to their Oculus user id, and the FB OAuth tokens are considered invalid by the Oculus Graph API. What is the up-to-date flow to authenticate oculus users on our website using their Oculus/FB/Meta account?
Good Afternoon.I'm trying to import starter samples to a project but this error appears in a few files :'OVRLocatable' does not contain a definition for 'SetEnabledSafeAsync' and no accessible extension method 'SetEnabledSafeAsync' accepting a first argument of type 'OVRLocatable' could be found (are you missing a using directive or an assembly reference?) Does someone encounter the same issue ?
Then Meta XR Core SDK is now at v62. But the Meta XR All-In-One SDK is still at v60.When does the Meta XR All-In-One SDK get updated?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.