Developer Forum [Archived]
Recently active
Hey! We've been working with App Lab for a long while now deploying VR products, and we're running into some problems with user access to our release channels. When we add a new user to any channel, the App Manager will say that they are invited; they will appear on the invited users list, however we will not receive any emails.Was wondering if anyone has been having similar problems, if so some advice would be much appreciated! Thank you!
Having a problem loading my scene in from OVR Last week worked perfectly fine finding my scene definition. Today no changes at all will not load the scene and am gettinga popup before the app starts that "Scene Capture does not work over link" As well as "Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad." in the warnings output in the editor. I successfuly set up the scene and can see my bounding boxes as I get close to the objects. My settings are as follows:I have also tried dumping point cloud data and re running room setup multiple times and cannot get the scene to load properly. Any help would be appretiated as I have hit a wall on this. PC and Device Specs:Alienware Windows 10Unity 2022.3.7fOculus Quest ProMeta Quest All in One SDK V60.0
I try to use passthrough to fade between vortual and real space. Works theoretically, by dynmically adjusting passthrough opacity and switching from overlay to underlay passthrough.However, if I switch passthrough to overlay and back to undelay, it stays in overlay mode and the virtual objects are not visible.Any idea?
App is crashing on launch on device - how do I get the unreal logs?Have done this before on Quest 2 but cant remember how - isn't there a way to browse files on MQDH or maybe dump via ADB?I just want the log that unreal creates when running on device.Strangely cant find the info googling either?Surely this info must be somewhere in the docs?Thanks for any tips/advice
I'm trying to build to UE5 for Quest 2 and have followed the steps here TWICE. Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com)Can anyone tell me what's missing or why my builds are failing? I'm pretty sure it's a simple fix... (I hope)
Hi, I see that some games offer enhancements based off the device they're running off, for example, walking dead saints and sinners offers quest 3 graphics enhancements now while quest 2 uses the old graphics, my question is how do you package two different versions as one and have it detect the device and adjust base off that
I'm trying to create a compositor overlay of shape offcenter cubemap for Quest3 using the OVROverlay script and I only get the following errors:OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_ENUM: enum argument out of rangeUnrecognized overlay.m_desc.Shape 4 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:9490)It looks like offcenter cubemap is not (anymore) supported, perhaps due to switching to the openxr backend? Normal cubemap works fine. I'm using Meta XR Core SDK version 60.0.0 and Oculus XR Plugin version 4.2.0 with Unity 2022.3.11f1.
I'm working on a VR experience that requires all the users be on the same physical room. I've managed to get working an OVRSpatialAnchor and save it locally for later sessions. I can calibrate the VR room to match the real life room using that anchor, save the anchor and load it for repositioning the content aligned to the real world. I'm using Photon as network solution and I can have all the users on the same room. Al works fine there.The problem is: I would like do the room calibration using only one headset and then share that anchor to other users in order to avoid calibrate the room again and again for the same session. Other users could get that anchor and automatic get the content aligned, ready to play.I've created the app on the Oculus developer dashboard, and I've requested permissions to handle user ID and User Profile on that app, it's approved. So, the next steps are confused to me, should I add every headset user to the users list on the app in order to share
I uploaded a new build to Oculus Quest App Lab (alpha release channel). Usually, automated testing runs immediately and finishes within a few minutes. Then, the app updates for everyone. However, I am experiencing an issue where no tests are initiated at all. Under "Test Results" it says "No test runs were found to be associated with this build." And under "Build History", it is just blank under "Test Results". This fully prevents the app from pushing to everyone. Because no tests were run, it is stuck on the previous version and the app does not update.
Hello developers.Has anyone ever experienced that when requesting app submission, the app submission is conducted on an older version than the requested version? When I request a app submission, he(she) will be conducted using the previous version. I found our game connection log.Has anyone ever experienced? I will remove app and then retry request version.
[System: Windows 11][Mobo: MEG X570 UNIFY][CPU: AMD Ryzen 5950X][GPU: RTX 4090][SSD: Samsung 990 PRO 2TB PCIe 4.0 (up to 7450 MB/s)][Ram: 32.0 GB 3600MHz] [Unity: 2022.3.19f][Device: Meta Quest 3][Using: Meta Quest Link] Fresh project (simple scene: “just falling cube with rigidbody”) when I press the button “Play” starts in 3 seconds and this is perfect, but when I turn on Oculus “XR Plug-in Management” it takes more than 20 seconds to start this super simple scene!!! How can I fix it??? Unity Editor Deep Profile:
How am I able to do it? I have two devices that I was trying to do it but I am unable to do so with are a s21 fe with android 14 and an A5 2017 with android 10 when I go the try to connect health connect I am unable to do it in both devices, what I can do to fix it? I could try to downgrade the meta app, but would it work? I have to use another app like Health Sync? If I have to use another app like health sync or similar, how do I do that https://omegle.onl/ ?
Hi guys,Thanks for all the great work you do on the Unity Oculus SDK! How can I report a bug?I have an app that uses passthrough and microphone. The very first time the app starts (after install) the Android microphone permissions screen appears. This is fine. But after granting permission my passthrough does not work (all black).If I restart the app, such that it doesn't need to ask microphone permission any more, the passthrough is fine.I'm pretty sure it's the 'cut to Android permissions screen' that is messing up the passthrough.Can you please get this resolved?Regards,Richard.
Is there a simple way to add interaction events using the interaction SDK with a default OVR rig? For example, when using OpenXR, you can easily expand the "interaction events" dropdown menu, giving you an easy and convenient way to add on-hover interactions, on-select interactions, etc (as seen in the attached image below), but in all of the interaction SDK examples using an OVR camera rig, it seems needlessly complicated to achieve a similar functionality
Hello everyone, are there anyone know how to detect app quit on Oculus Go? I have tried using OnApplicationQuit(), but it doesn't work. Unfortunately, after googling, there is no luck on what I am looking for. What I would like to do is to save the int with PlayerPref() when app is quit.
I'm following this tutorial on creating ghost line reticles:https://developer.oculus.com/documentation/unity/unity-isdk-create-ghost-reticles/#ghost-lineThe ReticleLine works great with objects setup for Distant Hand Grab Interactables - is there a way to use this for objects that aren't grabbable?e.g I'd like to use the ReticleLine behaviour to detect hover on game objects but not include any grabbable behaviour.Thanks!
After the v62 update, my play in editor times had jumped to 20-60 seconds. I managed to profile and found the culprit as seen in the photo: While I narrowed down the issue in Unity, this happens with my packaged application, and other unity applications. I believe anything using the openXR runtime.Things I've tried- Uninstall Meta Quest Software and clearing all app data folders. Then re-install.- Upgraded Graphics Drivers (I have a GTX 1080).- Computer Restart- Oculus Quest 2 Factory Reset
I want to do full body tracking using iobt. If you install the meta movement SDK and view the sample scene, the avatar will appear properly. However, if I take the avatar fbx file I use and use it, the avatar comes out distorted like that. Is there a way to automatically and accurately perform avatar retargeting?i use Meta Quest Prounity 2023.3.17f1please help me!!!!
Hi,I'm wondering how one can check the velocity of the hands when using the Quest Handtracking. For the right touch controller I use GetLocalControllerVelocity(OVRInput.Controller.RTouch). I tried it with GetLocalControllerVelocity(OVRInput.Controller.RHand), but the values are always 0 when moving the hand. Anyone knows how to get the velocity and is it possible at all?Danny
Hello, fellow Meta community members,I wanted to bring up a discussion about the privacy and security measures Meta has in place for our children's accounts, especially considering the extensive amount of personal information collected. This includes details like their names, email addresses, birth dates, activity data on Meta Quest devices, and even voice and video recordings, along with location and physical activity data.Many of us appreciate the intention behind creating a safer and more controlled environment for our children. However, I'm concerned about the balance between protecting our children and maintaining their privacy. The requirement to provide detailed personal information, especially under tight deadlines, can be particularly challenging for guardians of foster children, where legal guardianship nuances can complicate compliance.Moreover, the potential risks associated with the extensive data collection cannot be overlooked. Despite the best efforts of companies, data
I'm a developer, when I integration avatar sdk, Avatar's rendering has encountered an issue, such as the attachment video, I only know that there is an issue with the main texture generation, And I don't know how to solve it.
Hello everyone,I am facing an issue with the passthrough mode on the Meta Quest 3 using Unity (version 2022.3) with the Quest Link feature. I am seeking advice or feedback on this matter.I've developed a test application in Unity for PC, aiming to create a mixed reality application that runs on PC and utilizes the passthrough capabilities of the Quest 3. The application works perfectly when connected through Air Link (wifi 6). The rendering is smooth, and hand tracking works well. However, as soon as I activate the Passthrough effect on a surface, the application slowdowns and becomes unusable. I've noticed that this issue disappears when the application is launched directly in the headset through an Android build, indicating that the Passthrough when using Air Link might be the problem. I plan to buy a cable to test Quest Link with a USB connection, but I'm skeptical that this will resolve the issue. My ultimate goal is to ensure seamless performance of this mixed reality application
Quick question.. Does anyone here know if IOBT is compatible with Meta’s current Avatar system? Or are they two separate things?Thanks In advance.
Did anybody get the MetaXRAudio plugin to work with the implemented reverb? I have followed the description here: https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal-room-acoustics/ and did only get the spatialization to work properly. I am testing on unreal 5.3 with a blank project only with the Meta XR Audio enabled using regular Headphones. I havent found anything on the web so far.Any pointers or help are greatly appreciated.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.