Developer Forum [Archived]
Recently active
Hi everyone,I'm currently facing an issue with the Fade Track in Level Sequence when running a project in Unreal Engine VR on Android.When I test the sequence using VR Preview in the Editor, everything works as expected — the Fade Track works correctly.However, after I build the project to an APK for VR (Android), the Fade Track no longer works. The sequence plays, but the fade effect doesn’t appear at all.I’m not sure why this happens only in the packaged build.Is there something I need to enable or configure for Fade Tracks to work on Android/VR?Any help or suggestions would be greatly appreciated. Thanks in advance!Engine: UE 5.5Device: Meta Quest 3sFade Track added to: Cine Camera Actor
I have two organizations, I am the admin of both. I want to transfer ownership of one of my apps from one to the other. I go to the organizations panel and find the 'transfer apps' option, but the app I want to transfer is grayed out and when I hover over it I see:"This app belongs to an app grouping that contains an approved app."Is there some other way to transfer apps that have been approved? Or do I need to set up an entirely new app? This would be annoying because I already users, ratings, and reviews.Thanks!
Trying to invite a new member onto the Organisation page, they receive the invitation email ook, but when they go to View Invitation, they are taken to their app and then get the message "Something went wrong, try opening and closing your browser". Tried logging out and back into the app, restarting the phone. Any other ideas?
Hello, I'm after a bit of information about who I should try contacting regarding making VR less GPU wasteful for my particular situation.I'm blind in my right eye so I was hoping that there could be a driver level option maybe that would allow users to say "hey, as much as I'd love 2 working eyes, it would be real nice if I can just render a black image to the right eye and benefit from better FPS in the left".I get that stereoscopic is better, given the choice, but for me it's not a choice I have so I may as well benefit from improved frame rates or better image quality. I was born blind in one eye so I've had plenty of time getting used to lack of depth perception, however, I can still take visual cues from surrounding environment on a virtual race track to know when to out brake you :wink: Back on track though (pun intended), would it be a driver level (pun unintended) development, or maybe SteamVR? Something where we do not have to rely on every game studio to provide it as an opt
Hi All,We were looking at performance expectations on the Quest 3 using passthrough, and we wondered if the existing content translates well to MR / Passthrough experiences.The passthrough feature seems to eat into the performance budget quite a bit, so should we significantly alter the expectations for draw calls and verts, or should it still be similar?Reason we ask is that we see quite a significant performance dip in our application even though we are below the recommended ranges. We managed to optimize quite some things already but its good to understand what part is due to the passthrough layer and what part is due to our own application. cheers,Wil
Hi everyone,I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able to record animations from the official HandSample when using the controllers to manipulate the hand mesh. But when switching to hand tracking the hand poses are not recorded. Instead, only rotation and position of the hand component are stored in the sequence. I hope I managed to express what I am trying to achieve in a comprehensible manner. Has anyone tried to record hand animations from tracked hands using Take Recorder before and got it running? Or has an idea what I am missing? Thanks for your help!
Hi everyone,I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use.When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components.I searched for a Live Link connection but found only the tracking for body and face with Quest 2.Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder?(I found this Post similar to my question but didn't know how to record the bone transforms.)Is there a Live Link connection for the Hand Tracking?I'm using the Meta XR plug-in and already set it for Hand Tracking only.
If anyone runs this script below on their Quest 3 using developer mode & ADB will be able to see everyone's ip address in multiple multiplayer games. This is dangerous because if I'm able to run this script it opens the door for other scripts that could potentially be more dangerous in the future. It will show a HUD with a list of everyone's ip addresses in the lobby your currently connected to, and will refresh every time you join a different lobby in game. I've noticed when I'm the only player in a public or private lobby it will not show my IP Address until another player joins then it'll be shown along with the IP Address of another player. This is a huge issue because for hackers that use SSH Reverse shell can gain access to their devices see all their files it's bad.#!/system/bin/sh INTERFACE=$(ip route get 8.8.8.8 | awk '{print $5; exit}')MY_IP=$(ip addr show "$INTERFACE" | grep 'inet ' | awk '{print $2}' | cut -d'/' -f1) /data/local/tmp/tcpdump -i "$INTERFACE" -nn
Just as the title says. Are there resources where I can learn how to go about creating custom home environments to sell on the store?
Currently IAP.GetProductsBySKU( << list of SKU strings >> ) will not retrieve product information for the SKU used for a Bundle, only for add-ons or subscriptions. It would be extremely helpful if it worked for Bundles, so we could display the FormattedPrice in our in-app store. IAP.LaunchCheckoutFlow( < sku >) works fine for bundles (as well as subscriptions & add-ons), so I wish they would be included in the GetProductsBySKU return data.
I only see the alphaMode in the SceneMaterial constructor, but not in the SceneMaterial.custom function? Not is there a settable property for this? I want objects with some of my custom materials to use the TRANSLUCENT_POST option.
I've been working with the Meta SDK a bunch and for a local project I'd need a user to be able to select a custom avatar from a list from pre-made ones.This as it turns out is not possible though since there currently is no way to export or extract a meta avatar from the VR headset. This was further confirmed here:https://metahorizondevelopers.zendesk.com/hc/en-us/requests/66479I'm not the only person who's run into the issue and the only solution I can think of is creating X meta accounts giving them a unique avatar each, which seems ridiculous. I don't expect this message to change much, but I was told to do so by the people from the Meta Horizon Support team, so I rather give it a shot and also warn others about this issue.
Is there a way to get an accurate spec of the FOV of the tracking cameras, relative to the player's centerline?In our app we want to render a full-body avatar of the player to be viewed by other players. But there could be times where the hands go out of the tracking camera's view and for that we want to compensate with our own mechanism. We need to get this number for our algos. (the FOV relative to the player's centerline, not the intrinsic FOV of the cameras themselves as they are also positioned at an angle from the player.)
I am using Meta Quest 3 as a learning tool for students and would like to create a unique environment based on real places. That would give the students the opportunity to experience new and sometimes intimidating environments and situations beforehand. I realized when making a new space that it would have been fantastic to be able to export the mesh of the space to Unreal Engine. Currently that is not possible which is a pity. I think that Meta Quest would find a much broader audience with that possibility. Hope that will be possible soon 🙂
Location of the issue:Quest Link home screen and applications using Quest Link Symptoms:- First, put on the Quest headset while it's in sleep mode.- The proximity sensor then wakes the Quest from sleep mode and launches the app.- At this point, if you use hand tracking to turn your palm towards yourself, it unintentionally triggers an automatic Recenter. Additional information:- Once this behavior occurs, it won't happen again until the Quest enters sleep mode next time.- This issue occurs not only in Quest Link apps but also on the Quest Link home screen.- The Recenter seems to trigger the moment the Meta button appears on the wrist.- We checked the log output using ADB, but couldn't find any relevant error information at the moment this issue occurred. This Recenter occurrence significantly disrupts the user experience when demonstrating apps that rely solely on hand tracking. When users move their hands, it unintentionally triggers a Recenter, causing confusion with t
Hello,I'm developing a simple multiplayer app targeting Quest 3 with the following requirements:Players should see each other's avatars in the multiplayer space.Players can interact with rigid objects (e.g., painting on walls), with interactions reflected across all clients. (The "painting" feature already works in single-player mode.)I'm using Meta's Multiplayer Building Blocks for this implementation as it should be sufficient for my use case.ProblemWhen running the app simultaneously on two Quest 3 headsets:Each player sees their own avatar clearly.Players do not see each other's avatars.Networked interactions (e.g., grabbing objects or painting) do not synchronize across devices.Project Setup & VersionsUnity: 6000.0.51f1Meta XR All-in-One SDK: 77.0.0Photon Fusion: 2.0.6Meta Avatars SDK: 35.2.0Quest 3 Firmware: 78.0.0.961.284XR Plugin ManagementUsing OpenXR (Meta Quest Feature Group enabled) [As Recommended by Meta SDK]Oculus XR Plugin is disabledUnity warning shown:"The Oculus
so this is a idea the meta support team gave me after reaching out for a headset for development, they said the meta socials were the best platform to ask so I’m taking my shot here!Hello, so to keep this short and simple I am a 18 year old Vr game developer, I have a project I can no longer continue since a life event that forced me to sadly leave a lot of things behind including my “Vive Pro with knuckles”I haven’t been able to continue this project for about 5months now and sadly enough money is to tight to issue a plausible reason to purchase a Vr headset at this time so I’m asking around to see if anyone could help a solo game developer.I can provide any and all proof of the game and even provide a demo build if needed to show the honesty in what I’m saying here.game insight “It’s a extensive VR physics game with a custom urp renderer made with deep thought to cater to VR visual’s all built in unity.
Hello,Is there a way to install an older version of Quest Link?We'd also like to be able to programmatically turn off automatic updates for the Quest Link app so we can validate updates before rolling out to other machines.
I know colocation default use local matchmaking with startasHost , Guest to multiplayer . How can i set up colocation with netcode startServer and startClient ?
Referencing this post:there doesn't seem to be a way to set CPU/CPU perf levels in SpatialSDK. Can this be done?
Hello all,I have an annoyance I need to fix.... OVRServer.... it starts with windows...will not close.... How do I stop this?!?!?!?!
Basically add iDeal as a payment method so IT would be more easier for most European’s to purchase from the Meta Store.
Hi,the "wrist buttons" that move the menu button to the wrist, that was in the experimental options is missing, in the v77 and in the v78, I searched if is moved to another menu but I don't find it.Please for my developments is mandatory use this option, so could you activate another time or indicate how can i activate in the recent versions?I really thing that was a good idea.Thanks
When I select "Play" in Unity editor, I do not see the VR playing in my headset. Link is working and my desktop fully connects to the headset. For example, I can build to the headset. I am using XR Toolkit. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively.
Meta quest ceo and workers please let actually good developers create serial killer games that are realistic and authentic because i bet you most of your buyers wouldn't be leaving if you let us get serial killer games that are authentic and realistic enough to blow our minds and make it available for meta quest 2 ad well because your just trying to make people switch over to the meta quest three by making games that people are looking forward to on meta quest three
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.