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Hello, I just put a Cube on the scene with his Box Collider then I added the Event Trigger > Pointer Click and I attached my public method as you can see below in the picture, but when i try to build and run on my MetaQuest 3 the application works fine, but i can't trigger the method when i pressed the controller's button on the Cube.I just want to click an object with my controller and execute a method, but i can't find any example any documentation related to this easy step.Any Idea?Thanks Andrea
We updated our sdks and since we done that, TryRecenter don't work. Is there's a new way to call recenter? Oculus XR Plugin 4.0.0 -> 4.1.2. We use same code, call tryRecenter at exact same palce but work on old plugin. And is there a reason you removed this? We need to be able to switch between theses.
Hi!Everytime i try to capture a frame using RenderDoc, the application running on the headset crashes and renderdoc produces no capture. I'm not sure if anyone else is experiencing this. I'm wondering if there's a fix so i can use renderdoc reliably. Here's the fatal log: Android PID 12063: [10:34:20] libc(0) - Fatal - Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xfffffffffffffe08 in tid 12188 (RenderThread), pid 12063 (main) Android PID 12800: [10:34:20] DEBUG(0) - Fatal - *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Android PID 12800: [10:34:20] DEBUG(0) - Fatal - Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/49882890235800150:user/release-keys' Android PID 12800: [10:34:20] DEBUG(0) - Fatal - Revision: '0' Android PID 12800: [10:34:20] DEBUG(0) - Fatal - ABI: 'arm64' Android PID 12800: [10:34:20]
I have not been paid out by my app lab game GetaWay - i have met the threshhold last month which is over $100 and it has not been transferred to my bank account. I am worried that my earnings have been discarded and not properly transferred. Any help i would be very grateful. Thanks.
We launched our app into the AppLab on Oct, 2022. However, after almost a year Meta has not promoted it at the Oculus Store yet. If all the documentation and graphics don´t have any issues, we don´t know what else we could do in order to get it past AppLab since Meta doesn´t provide any clear guidelines about it. Anyone has any tips?
Hi,I have published my app on AppLab, I want to know the procedure for moving the app to Oclus Store. Thank you
Heyo I'm using SDK v60,in my scene I have a floor that consists out of multiple seperate tiles. Every tile has their own Ray Interactable component and I'm casting the ray from my hands. The cursors are correctly displaying on the surface, switching seamless between tiles.Now when I make the Pinch gesture, it locks the cursor and CollisionInfo to that specific selected interactable. That means everything stops updating when I leave the border of the selected interactable. I guess thats expected behaviour, but is not helpful when I'm trying to paint something for example and don't want to release the pinch every time, before switching to the next tile.I would like to implement a seamless switching between interactables, while keeping the pinch active. I tried Unselect(), without results. Maybe somenone here give me some pointers.
Hello, I have a problem in developing Oculus application with Unity.I want to reset player position when player hold oculus home button.I found that I can use OVRManager like below.private void Start() { OVRManager.display.RecenteredPose += ResetView; } private void ResetView() { // Reset tracker origin } But the problem is this code doesn't work while I use oculus link to connect with unity editor.There is a same functionality button at unity window but OVRManager.display.RecenteredPose event is not called when we use this button. I read some thread saying that application cannot reset device offset but if I adjust device origin to reset view, player cannot reset view by holding oculus home button since device origin will not be at correct position. If I can receive event when player press Reset view button, everything should be fine.Thank you.
Is there a way to import a prebuilt Sketchfab model into the current World Building environment in Unity format?If so and once it is in my inventory, will I be able to modify it with the tools available within the HW app? John Arborfield
I'm transitioning my project over to the new All-In-One SDK, and can't figure out how to add a pointer to the controller in order to click on canvas buttons. I can't find any UI Helpers of Laser Pointer prefabs. There's lots of documentation on hand gestures or scriptable controller stuff, although I'm just looking for a basic point and click feature. Does anybody know if the UI Helpers/Laser Pointer was changed, or I just have to manually script a pointer every time now? Thanks 🙂
I've created a fresh new Unity 2023.2.0f1 project, added the com.meta.xr.sdk.core package and its dependencies, built it for Android, and pushed it to my Quest 2. The app shows up in the Unknown Sources section, but does not launch when clicked. Looking at logcat, there are some messages from the system like "starting intent such and such" and then nothing. No errors, not a single message from Unity itself, and I'm not sure if the process is started at all. What am I missing?
I was trying out the Mixed Reality Capture by Meta using Unreal Engine as per the documentation (https://developer.oculus.com/documentation/unreal/unreal-mrc/), and the problem that I'm facing is that the virtual hand doesn't occlude over the physical controller as shown in the picture below.As per the docs, I have calibrated on the MRC tools application, uploaded the mrc.xml to my app's folder on quest and then imported the .json calibration file on OBS.How do I get my virtual hands to come on top of the physical controller/hand as I see in the demo videos? Can someone help me figure this out? Thanks.
Hi everyone. I can't seem to make the Dynamic Resolution work in any shape or form using the MetaXR Plugin 60.0 and Unreal 5.3.2 ? I'm testing with the default Unreal VR Template and building for Quest 2 Standalone. Fixed Foveated Rendering works, but not Dynamic Resolution.
Is there support for deeplinking through the meta quest broswer, to open uri schemes. I want to direct users from the web to the app with a special uri and be able to register that from our app. I have asked in the Unity forums and I don't seem to be able to find an official answer from Meta. For reference: https://forum.unity.com/threads/deep-linking-on-the-meta-quest-browser-not-working-properly.1420820/#post-9627890
Moreso a Meta question but I cannot find any information.Last year and this year, I didn't receive a 1099 from Meta through snail male nor through email.I don't know Meta's TIN.I keep track of all of my sales through the remittance reports so I'm still able to log my total sales.Is there any way for me to retrieve a digital copy or request a copy of my 1099 tax document?Steam sends me a digital copy. But I have never received one from Meta.Any help is appreciated. TIA!
I'm trying to setup a deeplink in order to promote one of our other games. The idea is that when players open one game, they'll see a promo for the other, click a button, and be taken to that game's store page.I've tried using the method here:https://developer.oculus.com/documentation/unity/ps-deep-linking/But all that happens is the screen flashes black for a second but doesn't leave the first game. Looking at the logs, it says the deeplink was successful, so I'm not sure why it isn't opening the store page.I've setup the intents for both apps so the VIEW, DEFAULT, and BROWSABLE have been added.I've also tried the method listed here:https://communityforums.atmeta.com/t5/Quest-Development/Linking-To-An-App-s-Store-Page-Review-Tab/m-p/841949Without any luck.Any info on how to get this working would be appreciated.
I have photon in my unity game for multiplayer and voice chat between players i also have a dashboard for people to communicate with our in game Ai with which you can talk with. I am using voice sdk to convert the speech to text the problem is that the voice sdk is not working with photon voice as there is no input going in after coming in scene. While investigating the problem i got to know that this problem is a known issue with photon and lipsync but i havent found any good method to apply the same for voice sdk
We've got a heart rate monitor synced directly to the headset with our headset and are looking to display heart rate data in our application. As described here, the heartrate monitor is displaying the data in real time to an overlay. Is there any API call (Unity or native SDK), function, or native android method to directly access this data once paired?
Hello everyone,We are currently realising a VR app in Unity for an exhibition in a museum (Meta Quest 3). In order to make the interaction as easy as possible for the visitors, we do not use navigation and only gaze-based interaction with a small set of interaction elements. The whole application has already been tested and even inexperienced users quickly get to grips with it.As no controllers and no hand tracking are used, users do not have the option of opening the menu. Now to my questions, I have seen that Oculus for Business is being discontinued, hence the question - is there any experience with a kiosk mode and is there any documentation on this? And the second question, can I start an app via a network interface and ADB using a hardware button, for example?Thank you very much
I've spent the last two years creating for the Quest 2 and now received the Quest 3. It's an excellent item, and I am quite pleased with it. There is only one major issue standing between me and complete developer joy. How is it feasible that we won't have a stable, robust hand tracking implementation across the entire development pipeline by 2023? I'm not sure how Meta expects developers to fully utilize their (really good) hand tracking technology if there are consistent discrepancies, fumbling about, and attempting seven different versions of all of the small SDKs, components, etc. Could someone kindly tell me how to create a simple Unity scene using the normal Oculus Integration, so that I can simply click "Play" in the editor and have hand tracking working via my Link cable? So far, I've tested five different Unity versions ranging from 2021 to 2023, as well as several different Oculus Integration SDK versions (v50-57) and three different headsets.
I have installed Meta Quest Developer Hub and am using it to cast. Well attempting to anyway. But the audio is not picked up. I have set both the Desktop Audio to Headphones (Oculus Virtual Audio Device) and the Mic/Auxiliary Audio to Headset Microphone (Oculus Virtual Audio Device) but neither of them work. Why isn't it detecting the audio? I have Meta Quest Developer Hub connected ADB over Wi-Fi. I first have to connect it with a USB-C cable. Then I unplug it and wireless mode takes over. At the top of the window it sometimes says device cannot be refreshed.Is there another driver I need to enable the audio to be captured? Or is there other casting software I can use?
Is there an API that can tell me the version of my app I registered in the store?This is to provide an update pop-up to users by comparing the current app version with the app version registered in the store.
Our app published beta channel, and made invite url.The following error occurs when another user accesses the link.How can I fix this error?Unable to joinYou are unable to join this release channel for the following reason:Our policies do not permit users from South Korea to take part in this program.
Hi, I'm currently developing an application for the quest 3 but need to use its depth and camera data. It already gives me depth but I can't get camera data due to meta's policy on "security". Many people complained about this already and I just want to put another post out there to spread the word.
Hello,Is it possible to test the fps values of the developing game with Meta XR Simulator with Unity?When using Unity game mode, do the fps values of the game I run with the xr simulator match the fps values I will get on the quest device?
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