Developer Forum [Archived]
Recently active
After a discussion with tech support, we've established that the Oculus organization is convinced it has done this, relative to hand pointer action in Unity with the All-In-One SDK:"Hand tracking updatesWe’ve made hand tracking more stable and responsive when navigating the universal menu and in apps, making it easier to interact with your hands in mixed reality. The cursor is now stabilized as you pinch your fingers together, so making selections should be more accurate. We also improved the responsiveness and stability of drag-and-drop interactions like dragging a Browser tab into a new window. The cursor should also perform more predictably and naturally when your hands are close to your body. Finally, new cursor visuals should help locating and targeting elements with your hands."In reality, this is not what you have done. What you've actually done, in Unity, is prioritize a limited 2-dimensional panel use case on hand pointer function that requires your interface is in
Hello.I try use (SpaceWarp) in my project for (VR + Android).In tutorial for activate (SpaceWarp) written, that i need enable (MetaXR) plugin.The question is that I want to use (SpaceWarp) without a plugin (MetaXR). I need use standart (OpenXR).Is it possible or is the plugin (MetaXR) a must?
Hello.I packed the game for (Android) for (Oculus 3). I did it on UE5.4.4 meta fork. In the game I try to enable the (SpaceWarp) function via the command line (r.Mobile.Oculus.SpaceWarp.Enable 1).As soon as I do this, (Prims) in the game increase by 2 times and (FPS) drops accordingly. Maybe I'm doing something wrong? Because if I turn off (SpaceWarp) via the command line (r.Mobile.Oculus.SpaceWarp.Enable 0), then everything returns to normal.
Hello,I'm working on a mixed reality project using spatial anchors on Meta Quest 3, with Unity and the Meta SDKs.Use case:A master headset places anchors in a physical environment.I want another headset to be able to retrieve those anchors, even if the master headset is turned off.My questions:Is there any way to manually save/export anchors (e.g. serialize them or store them in a custom/local/cloud service), so I can handle transfer and reuse between headsets myself?I haven't found any API to do that yet.Regarding the "Shared spatial anchors" (https://developers.meta.com/horizon/documentation/unity/unity-shared-spatial-anchors/) system with GroupId sharing, I understand that a headset can pull anchors from the cloud even if the original (sharing) device is offline.Can you confirm that this is correct?How long are anchors retained in Meta’s cloud once shared?Are there any conditions (expiration period, retention policy, etc.) that I should be aware of?I'm addressing this to Meta suppor
Hej,I'm sorry, but on my old windows 10 machine, these versions of mqdh simply don't start up.starting with 5.4.0 .the only version working for me is a prior version.... 5.3.8 or something.the windows, when starting the app, is black, then white, then black, then nothing happens.even starting it as administrator does not help.is this been brought up? cheers!
Hello,I am using "Open level by name" to load the levels. I would like to know how to implement smooth transitions between the levels? May be some fadein and fade out effect.I am using Meta XR plugin 76 and Meta XR Interaction 76 with Unreal Engine 5.5.4.Best regards,Saurabh SaxenaFollow me on Youtube(https://www.youtube.com/@DelhiTechnologyClub ) and Instagram(https://www.instagram.com/mesaurabhsaxena/ )
I want to implement push functionality like Google Play Firebase FCM. I looked up the guide document and it says that there is a dashboard supported by MetaQuest Develop, but I have a few questions. 1. Is there a way to send a push to all users who have installed the app registered in the store? 2. Is there any script content that I need to add to the built APK to receive the push code? (I am currently testing based on the previously uploaded APK, so the relevant code is not included.) 3. Related guide documenthttps://trunkstable.developers.meta.com/horizon/documentation/native/ps-user-notifications-eventIs this all? The reason I ask the above question is that I tried sending a push as in the guide, but it returns 'success: true' as the result, but the alarm does not come from the MetaQuest device. (The test alarm is the same.) What I want is to implement a push alarm from the MetaQuest device itself. I would appreciate it if you could provide a guide.
I have an important development idea and I would like to discuss it with you.
Hello, our setup is similar to a VR arcade where it's always the same large room. The maximum size of the Quest boundary is too small for us so we disable physical space features using the developer options.However this has the disadvantage that the coordinate space is reset every time you turn on the device or it goes to sleep, which creates different problems for us.Is there a way to have a persistent coordinate space and just not render the boundary?We are running VR streaming over wifi using Virtual Desktop if that matters.
Hi Guys,Lately I have been ran into some issues when trying to integrate Tone-mapping into our Oculus-VR project. We are currently on the 5.5 Oculus VR fork but with the Mobile HDR turned off for bettery performance. My question is, the post-processing volume doesn't seem to be working even I execute the following command:r.Mobile.TonemapSubpass=1Unreal Tone Mapping for Oculus the post processing doesn't seem to be affecting the scene. And when I turned on the Mobile HDR the Post processing start to work.So I wonder if the ToneMap Subpass requried to have the Mobile HDR On or am I doing something wrong?
Hi everyone,I'm encountering a recurring issue when entering a scene using the comprehensive rig provided in the Meta XR All-in-One SDK. Occasionally, I get a MissingReferenceException related to Oculus.Interaction.Surfaces.PlaneSurface, as shown in the attached image.This issue seems to happen randomly and causes the hand interactions to break completely — the user can no longer interact with the environment, and the only workaround is to restart the application.Here’s what I’ve tried so far:Checked if any PlaneSurface references are being destroyed prematurely.Ensured that interactor components (PokeInteractor, GrabInteractor, etc.) are properly initialized and not referencing destroyed objects.Tried to reproduce the issue consistently, but it appears sporadically.It seems that some component is trying to access a PlaneSurface that has already been destroyed or is no longer valid. Has anyone encountered this before, or is there a recommended approach for safely cleaning up references
build 5115411.7080.520 installed on 26th June 2025, It's created an issue with charging at a slower speed and no longer connects to the PC.
What I want is for the UI to be visible over all 3D geometry (ignoring depth) BUT at the same time have the line-casts and the controllers visible over that UI.[ UI Panel ] | [3D World Mesh] | o------ [Hands or controllers]With underlay the UI Panel is not visible, culled by the 3D Mesh.With overlay, the controllers and lines are covered by the UI.My solution, but awful for performance:Using URP stacked cameras, the UI and controllers are rendered over everything. Again performance tanks with this method but it's exactly what I want.Possible solution:Underlay transparent but ignoring depth... hard to test as it requires making a custom shader. I can set controllers to 4000 render queue and transparent and they do render over everything.
Do you have any feedback and/or issues in regards to the Voice SDK? Use this place to discuss, as we'll have members of the team reviewing this thread! Read the blog on Presence Platform (of which the Voice SDK is a part of) here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural-interaction-for-oculus-developers/
I use https://github.com/oculus-samples/Unreal-Discover sample, based on Epic Online Subsystem (EOS).I can create session (testroom) as host, and i can join remotely as client. Players see each other. Let it be SceneMap1.I want to switch map, and keep host and connected client(s) on SceneMap2.When i try switch map by any of this nodes, session just ends, and throw me at game default map. (Server Travel from Advanced session plugin)EOS log is following- Application Entering Background / Quitting- Attempting to Destroy Session testroom- Application entering foreground- Destroyed session testroomHow to fix it?
Cannot turn on switch to Developer mode in ios app, Red block appears in the bottom of the screen to try again.One of my fingers is aches badly and turned red too. Please help me to solve this problem,BTW I cannot join any wifi network after hard-reset and changing META account due to IP-problem (cannot get).
As a WebXR developer you can imagine how delighted I was that the facility to add browser shortcuts was added to Meta Quest in v74 back in February......As a WebXR developer you can imagine how frustrated I am that this feature has still not materialised on my headset despite now being on v78 some four months later.There must be some actual way of determining what is wrong with updates on my headset or method for unblocking my headset/feature on the rollout schedule being disappointed every time I switch on my headset is wearing thin. And wishful thinking every time I reboot is getting annoying.
i have 5 meta quest 2 each and every is casting on other pcs with same cable.but neither of them is casting on my one particular pc.on this particular i have tried everything i have reinstall the complete window.i have reinstall the drivers.i have reinstall the mqdh.i have tried each and every possible way.whenever i click on casting button in mqdh casting window is not launching.----Casting Issue Video Linkhttps://drive.google.com/drive/folders/1WBjY7PlxRA-_MCUsyzzpoly3Ptvu75UX?usp=sharing
I everyone,I am trying to use the xr simulator for quicker iteration on my mixed reality app. Unfortunately the xr simulator always shows "Not connected to SES". The synthetic environment server is running (I changed the registry entry to make the window appear too hence it should be very obvious it is running, see screenshot). I do not know why the connection between the two might not work.Unity 6000.0.49f1, XR Simulator 77 Does anyone know what could be wrong?thanks in advance --- I think I figured it out. The SES connection only works when the pass-through component (for example found on the building block) is present in the scene. It does not seem to work with the open xr implementation of passthrough.
0Actualice el metalink y me parece esta pantalla cuando conecto por cable he comprobado cable. He desinstalado oculus home , y borrado todas las carpetas. Bueno, he cambiado el nombre a la carpeta. He seguido los pasos pero cuando vuelva a conectar me vuelve a aparecer la pantalla con esos tres puntitos y se queda esperando. En el visor de oculus link me dice que no tengo conexión con él con el PC.
I've been using the previous version 1.34 (I believe). Outside of known issues, it was working as expected. After installing 68.11, it crashes on startup 100% of the launch attempts. I've reinstalled multiple times and restarted my computer. I am on m4 macbook pro, mac os version 15.3.1 (24D70). I am able to revert to 68.2 with success.I'm pasting the Apple Crash Log here:-------------------------------------Translated Report (Full Report Below)------------------------------------- Process: qrenderdoc [1243]Path: /Applications/RenderDoc Meta Fork.app/Contents/MacOS/qrenderdocIdentifier: com.oculus.renderdocmetaforkVersion: 68.11 (???)Code Type: ARM-64 (Native)Parent Process: launchd [1]User ID:&n
My app is an immersive, collocated multi-user experience, and should always start in roomscale mode. How can I set the default or required boundary type for my app?Since updating to v74 (and currently on v76) the Unity app I am developing starts by default in stationary mode, when before, it would simply start in the currently active mode.I could recreate the behaviour by the following steps:Set up roomscale boundary.Start app - it switches to stationary mode without asking.Set roomscale mode through quick settings while app is open.Quit app. When opening it back up now, it will start in roomscale mode.While I could not recreate it on purpose, it seems to me that the default mode also sometimes resets back to stationary, maybe when updating the app version or something. I'm also not sure if this is a bug or intended behaviour...Others have also run into problems with this new boundary behaviour where the active mode does not carry over to the app, because the way it currently
Meta Link just plain doesn't work anymore, so my only hope is Virtual Desktop, which works like a charm. But... there's one problem: my app uses hand tracking, and as far as I know, Virtual Desktop thinks my hands are Quest 2 controllers (I'm on a Quest 3). Does anyone know if there's a way to use hand tracking with Virtual Desktop in Unity?
Hi guys, Ever since I updated to Version 77, the Real Hands building block stopped working. I suppose it's because the Virtual Hands component has been removed and integrated into the new OVRInteractionComprehensive Building Block. Now I only see the virtual hand mask in my application and not my real hands. I am using Unity 6000.047f1. I have another project with v76 where it works perfectly fine. Is anyone else experiencing the same issue? Can you manually add the required components for the real hands Building Block?
Hi Community,Hi Audiocraft Team & Community,I'm encountering a persistent `AttributeError setup.The import from audiocraft.models import MusicGen works, but hasattr(Music: type object 'MusicGen' has no attribute 'from_pretrained' when trying to load facebook/musicgenGen, 'from_pretrained') returns False. This setup previously worked on a Google Cloud VM.Key Configuration-smallwithin a custom Docker environment on a Hugging Face Space (T4 GPU). Theaudiocraft.models:Base Docker Image: nvidia/cuda:12.1.1-cudnn8-runtime-.MusicGen class imports, but the from_pretrained method is missing at runtime.This setup previouslyubuntu22.04`Python: 3.9 (via `deadsnakes worked on a different platform (Google Cloud VM).Key Configuration:Base Docker Image: nvidia/cuda:12.1.1-cudnn8-runtime-ubuntu22.04/ppain Docker, in avenv`)Core Pinned Versions in requirements.txt:torch==2.0.1 (cu118)Python: 3.9 (via deadsnakes/ppa&
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.