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Ever since our Quest 2s have started updating to v39, our applications are no longer able to find their device's serial numbers. This is breaking a lot of our work by preventing us to properly communicate with our backend. We previously used the following code in Unity to get the serial number, but this code now returns "unknown". AndroidJavaObject jo = new AndroidJavaObject("android.os.Build");string serialNumber = jo.GetStatic<string>("SERIAL"); Is there anyone else experiencing this problem that might know a solution? It would be very helpful if Oculus Support could provide us with information if they know what might be causing this.
Is it possible to get the Serial Number of the Headset through Code ?? I want to do thing using the Headset Serial Number with Backend data
Tried upgrading my project fromcom.unity.xr.oculus - 4.0.0to:com.unity.xr.oculus - 4.2.0-exp-env-depth.1andcom.oculus.integration.interaction - 0.46.0tocom.oculus.integration.interaction - 0.57.0I also switched from GLES to Vulkan as was needed for Depth API to work. When deploying and launching the game on my Quest 3, it just get's stuck in the loading screen. Tried to read the logs, but there is nothing related to the id of my game. Anyone has any ideas what it can be?Attaching some screenshots of my settings and Android Manifest.json-file:
Hi I am running into an issue it says [Meta Quest Support] only the oculus touch interaction profile and meta quest pro touch interaction profile are supported right now I selected them but it is not working, can you help me?Mac + unity + meta quest 2
I'm very new to Meta Quest development, so please let me know if this is the wrong place.I'm trying to stream video data to my Meta Quest 3, but the Meta Quest Browser keeps throwing a PIPELINE_ERROR_DECODE error whenever I feed it data via SourceBuffer.appendBuffer(). I know this is an issue specifically with Meta Quest Browser as I've tested this code in Chrome/Firefox/Edge on Linux and Windows and they all correctly display the video. It is only when I open this HTML file in the Meta Quest Browser that there is an issue displaying the video.The code below reproduces the error described above:https://gist.github.com/BFergerson/808cc4c9c5eba9e0efc05033a431ced2<!DOCTYPE html> <html> <head> <title>IE delay repro</title> </head> <body> <video id="app" width="160" height="90"></video><br> <button onclick="video.play()">Play!</button> <div id="time"></div> <script type="text/javascript"> var c
Hi,I'm trying to create a portal effect using render textures with no luck. I create two cameras to observe the other side of the portal, using the stereo settings from the main camera (separation and projection matrices), rendering to two separate render textures. Then, to render the portal itself, I want to select the appropriate texture based on the eye index.But this test shows that the eye index is always 0 (renders red to both eyes):fixed4 color = unity_StereoEyeIndex == 0 ? fixed4(1.0, 0.0, 0.0, 1) : fixed4(0.0, 0.0, 1.0, 1.0);I've also noticed that UNITY_SINGLE_PASS_STEREO is not defined when building for Quest. I have set "Multiview" rendering in the XR plugin, which is supposed to enable Unity's single pass stereo infrastructure.Any ideas?Thank you!
I'm wondering if the current Quest 3 offers any APIs that allow real-time retrieval of depth data.I'm interested in whether it can capture 3D data of scanned objects after a full rotation, or any other applications.Uncertain about its accuracy or whether it aligns with what I envision, but I'm eager to experiment and explore its capabilities. I haven't found relevant information in the Unity-DepthAPI.
Hi Guys, Need some help. I have two Oculus Quest 2 devices. And I updated one of them to the latest quest update version available. However, one of the Unity game that I have developed does not work (fps is really low and huge flickering) on the updated version, but works perfectly fine on Quest 2 with the older update Version. Quest 2 details with new quest update:Version - 60.0.0.173.366.544898056RunTime Version - 60.0.0.175.366.544897891OS Version - SQ3A.220605.009.A1 Quest 2 details with older quest update:Version - 59.0.0.173.706.535795449 RunTime Version - 59.0.0.172.706.535797236OS Version - SQ3A.220605.009.A1 I am not very sure why is this happening, I have also resetted the Quest 2 with newer version but it encounters the same issue. can someone please help ?
During the automated build process with GitHub Actions, I am unable to fetch and install the Meta XR SDK packages from the Unity Package Manager due to authentication issues. The system is not recognizing my sign-in credentials and preventing the download of the necessary packages. However, the Unity packages (UPM) are downloaded normally, and there is no error. In the picture below, you can see that MetaXR SDK is under category 'Packages - Asset store' . Normally the packages are under Packages - unity. I get this error on the github action logs:is there something different I need to do to access the asset store packages? Any suggestion or direction to look into. Thank you!
I'm facing an issue in Unity VR. MetaAvatar loads in the main scene but when I change the scene (either by simple Load or using LoadAsync) the avatar doesn't load in the next scene and when I come back to the main scene it again doesn't load the MetaAvatar. Is there any way to tackle it?Also when it loads the first time and the user goes in inactive state and wears the headset again, the MetaAvatar still doesn't loads up again.
Is it possible to start the Quest Pro eye tracking calibration flow (the one in Settings -> Movement -> Eye Tracking) in either of these ways?:Within an application (whether it is an OpenXR call, android intent, or Unity plugin)Through ADB (intent, executable; can use root permissions)If this is not possible, then I'd like to make this a feature request, as it would greatly improve our user experience 🙂
I was aware that access to the front camera was limited on Quest 2. Does Quest 3 have the same limitation? If Quest 3 allows developers to utilize the front camera, would anyone share tutorials on CV projects using the front camera? Many thanks
The recent Unity packages do not have the right built-in dependancies.I have my project fully optimized and started experimenting with the new meta packages.I noticed I got a lot of errors, which is weird. Looking further into it I found out that built-in packages are not set up as dependencies. This causes errors about the videoplayer and networked audio..Please add the right dependencies in a future update
Hey Guys,I am using Meta Avatars with AutoHands asset, and I want to match with dynamic hand poses from AutoHand to Meta Avatar Hands. How can I do that? AutoHand Asset : https://assetstore.unity.com/packages/tools/game-toolkits/auto-hand-vr-interaction-165323
👋Hello everyone! I wanted to ask a question about the marketing attribution of games from oculus app lab. I am developing a VR shooting game. And it is quite weird that some day last week ten times as many players installed the game as any other day. And almost all of them come from the “Direct source”.Does anyone know what the “direct sources” referred to? According to the explanation on oculus store direct conversions occur when users browse organically such as in the oculus store, instead of clicking an inbound link. However according to my knowledge, games in oculus applab can only be found through shareable links or by searching the exact name. So it’s quite weird that the conversions got ten times more just in one day🤔. Does anyone know how players come from direct sources?
I play PCVR cable lin (Oculus3) and use the Oculus debug tool/Tray tool. Everything in this tool works except the FOV setting. I tried reinstalling everything, all possible settings change, and nothing, also in steamVR. Does anyone have a similar experience or solution?
Hi there,Since Meta Quest Developer Hub for Windows fixed non-English Windows can't use cast 2.0.I found the cast stream always get laggy or heavy frame skip at 8 or 9 minutes after cast started, tried all options but no help.I guess it maybe something wrong with Dev Hub or my PC Spec, cuz when I stop the cast and restart again immediately, it goes OK another 8 or 9 mins, seems not a problem on Quest2.BTW, I found no such problem with cable. Quest2 128GBWindows 10 (Traditional Chinese)i7-6700KGTX108016GB ramAsus RT-AX1800
Hi there! I'm yooj. I try testing Depth API with Quest Pro. But according to Documents, seems like it doesn't provide at Quest Pro devices. And the main reason is Quest Pro doesn't have a Depth Sensor. I asked here to clarify that I searched. Thanks for your support 🙂 !
I can't find anything within the documentation on how this works. I've got a scene prefab loading on play within Unity along with EffectMesh creating an outline of it. My assumption is that my camera will automatically be placed within the bounds of this scene as I can see the MRUK script referencing the OVRCameraRig's position. However, I would like to also adjust where this prefabs origin spawns within my Unity Scene/World. How would I go about doing this?
we have a small team building medical training for doctors in hospital question: after building the XR scene with unity/openxr, what is the best practice to integrate XR program with online course platform? is openEdx a good online education platform for delivering XR program?please help
we are building a XR medical training program for doctor with a few software developers, having unity experience. 1) should I choose between Native openXR or Unity? 2) any advantage of using native openXR on meta quest 3 device? we do need to integrate LLM with wit.ai for conversation please advise.
So if we get a failed purchase callback how are we supposed to know if the person was charged? Because we assumed if it was a failed callback that meant that the person was not charged. However we did get a failed callback and then got contacted by the person saying they didn't get the item (we handle giving the item in the successful callback) They were able to provide a receipt showing that they were charged. So how are we supposed to know if a failed callback actually charged a person? I'm assuming if the card is declined it would be a failed callback as well?
I'm wondering if I'm missing something or if the UX is just really terrible. When I paid my Quest 2 to a PS5 controller it seems I'm unable to use either my hands or the quest 2 controllers to actually navigate through the quest. At the same time within the Quest OS I'm unable to use the bluetooth controller to actually navigate menus. As a result, the only thing I'm aware that I can do is turn off or otherwise unpair the bluetooth controller (again PS5 / playstation 5 in my case) at which point I can control the quest with my hands / native controllers again. Am I missing something? It's clear the Quest is still tracking my hands, it's just not actually using it for inputs at all? Thanks for any help!!
I'm unable to setup UE5 insights for my quest 2.I followed ChicoPacoPancho_Rene 's instructions on another post and still didn't manage to make it work:https://communityforums.atmeta.com/t5/Unreal-VR-Development/Unreal-Insights-Quest-2-UE5/m-p/958322 The current documentation from meta on is for UE4 not for and it's not working.https://developer.oculus.com/documentation/unreal/ts-unreal-insights/ Could someone provide instructions on how to set it up for a game? I don't know what to do right now.
I treated myself to the Quest 3 at Christmas, my first VR machine, and it has blown me away. I'm 40 this year so seen practically everything in gaming, to me this is the biggest leap since the Snes to N64. The game that has impressed me the most is Lucky's Tale. It transports you into the 3d platform world, whilst still keeping video game controls at the heart, no gimmicks etc. Due to my admiration for this, especially the camera used on the game, I am wanting to delve back into creating games (I have done bits over the last 10 years), ultimately to make games for myself and son. In looking to recreate something like Luckys tale (again in terms of the camera, which follows you like a camera man is filming it, allowing you to just looking around with your head and take in the world) , what would be the best platform for me to use, Unreal or Unity?In terms of programming, I would be much more comfortable to use visual scripting like blueprints, but ultimately I
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