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Hello, I noticed that in Unity (2022.3.15) when I want to use multithreading I only have 2 Job workers available. On PC I have many more, the question is if there is a setting or Quest 3 gives only 2 threads to use ? Thank you in advance.
QuestPro has been updated to v60.After that, when developing an app in Unity,Execution data from build and run is not sent to the QuestPro console.The pass-through and hand tracking functions are also not normal, so development in Unity has come to a halt.With the update to v60, have there been any other reports of bugs in Uity development? Please help if you have a solution.
We're starting a group for Devs to help test each others games and provide feedback.Ideally we'll have 100+ developers in the group that can all help each other succeed. Please send a private message if you'd like to join.Thanks
Every time I load my project in Unity or press play in the Unity editor, the OVRHandPrefab for the left and right Anchor get the Skeleton Type reset to None (from Hand left/right) in the OVR Skeleton section in the inspector. Seems like some enum or json parsing of the values in the project file is not working and therefor the setting is reset.Anyone experienced this and found a solution? The hands are working (e.g. I can pinch to go to the Meta menu, but they are just not rendered.Best regards Hans...
For the v60 update, Oculus said it is now possible for apps to turn on passthrough while an app is loading. How can I do this?
Hello!i'm a bit confused about differences between PCVR and Deployed APK workflow.. What i understand is that PCVR makes Quest to be used as a second screen (in this case VR screen), so, all the gpu process, computation and logics are made in the computer, Quest is only rendering results... In this case, Quest requires the computer running the application in order to work...By the other side, Deployed APK allows application to run directly in the Quest and there is no computer dependency, all computation are made directly in the Quest... Until now, this is all i know, my question points to performance, i'm using Unreal Engine 5, my game works smooth on standalone mode, very smooth...... but when i switch to VR Preview, my game lags a lot, i was wondering why is this happening if GPU computation is being made by the computer.... I tried using both Air Link and Cable, but same result... Any help will be very appreciated..
We are a team of 4 game developers, bringing WONDERS to VR. World’s 7 Magnificent Wonders brought inside 1 VR App for an experience of a lifetime right from your couch. 🌎We need the help of this community to guide us in making this idea a HIT.React to let me know how you feel about this idea. I will be posting updates regularly. 😁
Oculus Quest VR app submission still taking around 6 weeks and not approved yet and in the release timeline shows like this. Any idea on this please?
Hey I'm having performance issues with a WebXR app that I'm working on specifically when connected to Oculus Link and viewing the app with WebXR through PCVR.I expected my RTX 4090 would make it faster but I'm getting worse performance.I've tried profiling on mac pro, quest 3 standalone, and link cable (quest 3). Link cable is by far the slowest and I'm not sure why. My beefy GPU should make the scene render faster shouldn't it? For this particular webgl scene, the per frame gpu time is less than a ms on my mac pro when using the emulator and using the webxr emulator on my windows pc yields about the same. Once I plug in, the gpu time shoots up to 10-15ms. I've run the oculus profiler and it reported a min-max of (0,20ms) and an average of 9ms. This is a super small scene with only 60k vertices so I'm not sure what's going on.I ran profilers and verified that my CPU and GPU both have enough headroom. They're both <50% utilized. I don't see any abnormal Garbage Collecting in the
Is there one of these for the all-in-one sdk?https://docs.unity3d.com/Manual/ExecutionOrder.htmlit would be useful for my project if I was able to just take a look at how the meta stuff fits into the schedule.thanks for any guidance
Hi,i saw an interesting video here on how to create a 360° panorama image for VR using Photoshop. You have a kind of panorama template for orientation, on which you can draw. But how do you now create a 3D effect so that it looks like the cube is tangible in space and "sticks out" in VR headset? I have placed this image side by side and moved it slightly, but it doesn't work. That's how it's done in the VR videos, isn't it?Best regards,René
Hello!!im creating a simple floor cube and a sphere to test my scene on my Quest 3... i am testing directly from Unreal (5.3.2) it cook, build, deploy and run successfuly my application, but when i put my Quest, i see my game running in a window rather than inmersive mode.. I tried then building apk, then deploy it using Meta Quest Developer Hud, but same happens..An image as illustration of what i see:My setup:I exactly followed this tutorial : Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com)i'm using Unreal Engine 5.3,2, Windows 11, USB connection between computer and quest3...Any help will be very aprreciated..
I faced a problem about Keyboard Overlay. I tried using the system virtual keyboard but it doesn't stable.The below step reproduces a fatal bug.1. Set Require System Keyboard2. Build app3. Quickly pull a trigger two times.It can not return to the app like the video. Was there a mistake in my usage? Version info- Unity 2021.3.32f1- Meta XR Core SDK 59.0.0
I'm using the brand new Interaction SDK with Meta Quest 2, but there is something that is not working at all: input field typing. Nor editor or PC build, input fields (TextMesh or legacy) are not receiving typing from my hardware keyboard. I'm using the ray interaction system to select to input field.
I am trying to build a multiplayer (online) where people in different places can play together. I am using Netcode and I am confused whether it is just for multiplayer playing side by side or can be played online as I see there is host and joining but how do I create a separate playing option. Any suggestion is appreciated. I am a new developer.
Hey, so I've been banging my head against the wall for the past couple hours trying to get passthrough to work properly, I can get the camera to show up using this example https://github.com/Ayushanbhore/Unreal-Quest3-PassthroughSample but when using the OculusXRPassthroughLayer with LayerPlacement set to Underlay, Meshes and objects just wont show up... Does anyone have a solution for this, or is it working for you? Would really like to get started developing Mixed Reality Games.
The last update makes switching to MetaXR read-only packages, is there a way to convert standard shaders to URP shaders ? Material converter from rendering settings won't update those from the package, so the controllers are pink 😕
My team is currently developing a game using UE4 and currently trying to include the MRC function by first using the "MixedRealitySample" project. It would be much appreciated if someone could provide any relevant information regarding the issue below: -SpecificationsEngine - Oculus-VR/UE4.27.2 ( github )Plugin Version - OculusVR 1.74.0 -Issue OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().Media_IsMrcEnabled(&mrcEnabled))mrcEnabled == ovrpBool_TrueMRC enable does not seem to work. The output keeps showing False.MixedReality and Media initialization (seen below) works fine.OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().InitializeMixedReality())OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().Media_Initialize()) What are we missing here? Is there a separate API to enable MRC that is currently unavailable in the Plugin or are there something else we need to do? Thank you.
Hi, i am trying widget interaction component in UE4 and for some reason the debug line is not visible if Multi-view is enabled. any idea of a work around the issue?thanks
I don't know what's changed but I am no longer able to upload a build to my app lab app alpha channel using Oculus Developer Hub on my desktop computer (months ago it used to work). I get the error "Build Upload Error - an error has occurred" and nothing else. I've tried uninstalling/reinstalling ODH multiple times, and this error has persisted even through updates of the last 2 new versions of ODH. This only happens on my desktop computer. If I try to upload the same exact build through ODH on my laptop, it works as expected.
Hi everyone,So we launched a VR Game and want to advertise it on Facebook & Instagram. We do that in the Facebook ad manager for our game in the oculus store. The problem is that we can't track if the ads are doing anything at all. We don't see purchases in the Ad manager, although the SDK is implemented.Do you guys have a solution for this? Shouldn't we see the purchases from our ads directly in the ad manager from facebook?
I've been having an issue with the recenter view functionality (holding down the oculus button to recenter the app) not working correctly in builds. When running the app in VR Preview in Unreal Engine, using the oculus button to recenter the app works perfectly, but when making a build and running in the quest headset standalone, the recenter functionality is always off by several degrees (up to about 90 at the most it seems like). Does anyone know what might have caused this and/or where I should start on fixing the issue? Thanks!
Hi!I am currently developing for unreal and I find the hand tracking will be perfect for my use. The issue is that of all the gestures we can use, the thumb and index pinch is by far the most accessible and easy gesture to use and for the headset to recognize accurately, and that is a gesture that is system reserved. Even if I try to close my fist and then pinch it still sometimes recognizes the pinch as a system gesture instead. It would be unreasonable to request access to system gesture behavior for obvious reasons as apps and programs shouldn't have that access to begin with. I'm not sure what would be the best solution here, as I'm probably not alone in feeling a bit hamstrung trying to use such an awesome feature as hand tracking but being constantly thrown to the menu while using it. Some proposed solutions:-Make it possible to change the behavior in the headset menu so you would have to hold the palm up pinch for X amount of time before triggering the system menu. 1 s
Anyone has solution
This is still an ongoing issue months later.I have a split binary apk and obb build that I upload using the Oculus Platform Tool.My build is about 5gb. The first scene in my game is the APK, the rest of the game is within the OBB. When I download my game from the Meta servers in my test channel, I cannot load any scene beyond the first. I cannot play my game.As a test, if I remove half of my scenes to reduce the file size it magically loads the next scene. What?! I need the full game to work.This is still an issue months later and I have ZERO issues on Steam. It's getting a bit ridiculous now since I have to push out an update soon on the Meta Quest.Through UNITY, I have tried doing an Asynchronous Scene load and a regular SceneManager load and the results are the same.
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