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Can I play two 360° stereo videos, one for the right eye and one for the left eye, on MetaQuest 3?I don't know much about this fieldIn the attached photo, which type of video is played, either 1 or 2?All about 360° stereo videos! In the picture below, VR360 3D is in form 1 in the picture above, and "3d side by side" in the picture below is in form 2 in the picture above?
{'isValid': True, 'createTime': 0.0, 'predictedDisplayTime': 79603507982894.0, 'swapchainIndex': 2, 'createPoseLocation': {'x': -0.1154637336730957, 'y': 1.0762470960617065, 'z': -0.05503325164318085}, 'createPoseRotation': {'x': 0.11832347512245178, 'y': 0.9198459386825562, 'z': -0.05764325335621834, 'w': 0.3695405423641205}, 'fovLeftAngle': 1.376381754875183, 'fovRightAngle': 0.8390995860099792, 'fovTopAngle': 0.9656887650489807, 'fovDownAngle': 1.4281479120254517, 'nearZ': 0.10000000149011612, 'farZ': inf, 'minDepth': 0.0, 'maxDepth': 1.0}I create a system that get the EnvironmentDepthFrameDesc using GetEnvironmentDepthFrameDesc(targetEye). But I don't understand what does the predictedDisplayTime mean. It is usually a very large number. Even if the unit is nanosecond. it is still very large, like 79603507982894.0 (about 22 hours). I don't know is it is related to the previous bug shown here (https://steamcommunity.com/app/250820/discussions/8/2647504242049377020/?l=t
Hello!I just compiled the latest 5.3 version on the Oculus branch that uses v60. I tried to create a blank project and I received this error while opening the project: The following modules are missing or built with a different engine version:VoiceSDKPlatformIntegrationWitWitEditorWould you like to rebuild them now?Choosing Yes brings up another prompt that says you need to manually rebuild. Curious if this can be fixed or if the Oculus branch could be updated to 5.3.2? Thank you!
I consistently experience crashes on my Oculus Quest 3 when attempting to use the room model, but it runs smoothly when questLinked in Unity. I have double-checked my room settings multiple times and everything appears to be correct. Is there any solution to this issue?I have configured all the required settings as indicated in the documentation.
I try to test the multiplayer colocated space and shared spatial anchor with my Quest3 and my Quest2 as second profil/player but it appears complex to understand the good way for a developer to configure a second or different profile/account.- There is a special procedure for dev to configure the Quest2 to be seen as another account/profile/player?Thanks
Unless developer runtime features are off on the oculus app, I cannot run unity on it. I put the quest 2 into link mode and then run unity and it shows the loading screen for a second and then exits link mode and the unity game engine crashes when I stop it from play mode. It was just working about a week ago and I don't know what happened but now it doesn't work, I need developer runtime features for passthrough integration on my app. I have tried:Creating a new project in (2020, 2022, 2023) with out any other assets but the oculus integration.Factory resetting the headsetUpdating the oculus firmwareReinstalling the oculus appReinstalling the unity packagesI don't know what to do now, I read on the oculus integration unity website that this is a known problem but does anyone know of any fix? Update:I posted this bug on the unity website and a staff member responded with thisHi,Thank you for contacting us.I found this in your Editor.log file: 0x00007FF85CFA980B (R
We have found an open source called pd-for-android, written in JAVA, that allows to transform analog and MIDI signals into music. Do you know if it is possible to incorporate it into a Quest VR software and be able to play musical notes with an iRig2 or USB-C connected to the glasses? If it is not possible, is there any other way to send the sound of instruments to the glasses other than through the Quest's microphone?
I think I've found a bug in the meta avatars sdk version 17.2. After calling LoadUser() on an avatar entity that has already been loaded before(which may happen if you'd want to update an avatar's look), the transforms Joint Head, Joint LeftHandWrist and Joint RightHandWrist stop being in the correct positions and simply fix themselves at 0, 0, 0. Here are the steps to reproduce it:In a blank scene add a AvatarSdkManagerHorizon object and a empty gameobject with a SampleAvatarEntity component.Set the SampleAvatarEntity's BodyTracking input to be the AvatarSdkManagerHorizon's SampleInputManager.Add some code in the SampleAvatarEntity which will enable you to call LoadUser() in runtime.Ensure you have UseStandalonePlatform checked in your OculusPlatformSettings so that your own avatar loads.Connect your headset with Quest Link and run the scene to let your avatar load.In the hierachy see how the Joint Head is in the correct place.Now manually call LoadUser() and see how Joint Head is no
Is there a way to take the raw sensor data of meta quest 2 such as the rotation that the sensor returns, or that of the controllers? I use OVRCamerarig but i'm not sure that are the raw sensor data
Do the com.unity.xr.oculus or the new com.meta.xr.* packages support Unity's OpenXR hand tracking subsystem for Quest hand tracking? Is there any sort of hand tracking provider given, or has that not been implemented yet? I haven't found mention of it in the documentation yet, but there's Meta Aim stuff in XR Hands so I assume it's at least planned.
Hello Oculus Quest Community,I'm encountering a challenge launching my self-developed Unreal Engine project from an Android app. I've tried the following two approaches, but neither seems to work on the Quest:Using Intent.ACTION_MAIN with intent.setClassName:kotlinval intent = Intent(Intent.ACTION_MAIN) intent.setClassName(packageName, "com.epicgames.unreal.GameActivity") intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK)Using getLaunchIntentForPackage:kotlinval intent = packageManager.getLaunchIntentForPackage("com.meta.MovementSample") if (intent != null) { startActivity(intent) }These methods work correctly on other Android systems and Pico VR devices but fail on the Quest. Implementing a reliable launch mechanism from our VOD system to manage our in-house VR game on Quest devices is crucial for us. This issue is affecting our decision to purchase Quest units for our VR experience centers in large quantities. I'm seeking insights or solutions for why these methods might not work on the
Just wondering if this has been discussed so far.Many years ago (90s) I worked with stereoscopic LCD shutter glasses and stereo pair images, both computer generated and photos. My initial development plan is to make an image viewing app for the Oculus Rift, where large resolution images (and image pairs) can be loaded and viewed by tilting the head and looking around (to get around the low resolution display in the Rift, images will be loaded at a 1 to 1 pixel ratio and the viewer can move their head around to see the full image).It seems to me like there would be an obvious linkage between the Oculus products and stereoscopic photography, so a discussion of hardware and techniques could be interesting.What I've been using is a Pentax digital SLR camera with a prism lens to split a single image into a stereo pair.This works, but it has a fixed interocular distance so there is no control over the depth of field (the image viewer I am working on will allow you to shift an image pair left
Hi!I have a problem. 6 or 7 months ago (I can't remember it clearly) I added an organization and tested it. I could use developer setting so I installed an app with side quest.but after this time, I signed to my account again to install our first app, but found lost my developer access. I tried to use 2FA (via text service and Google Authenticator app) again, text service not working, also I had my first setting on GA app, however did it again.now I need this access to test our attempts, to install this app. I requested a friend also to send an invitation and I accepted it to join his organization as a developer but we couldn't fix it. I'm a nurse that our team is working on an app with medical field (simple games for autism children) so I hope you help me, we spent a lot of time, money and etc..., to get this experience so we hope that can help humanity.
Hi community!I am making an application with Meta Quest Pro with Unity that takes advantage of spatial anchors in a large environment that has repetitive elements such as chairs and benches. In addition, some details in this environment can slightly change their position in space. In such a situation, the device cannot always immediately recognize the environment. Could we adopt some strategy to help the device recognize the environment? Has anyone experienced similar problems?Thanks for the help!Giuseppe
I'm developing a mixed reality game where you can grab floating objects and they give you information when you grab them with your hands, and the info goes away when you release them. I know how to make them grabbable, i've been able to make them interactable, but i'm not sure how to trigger an event when an object is grabbed! I've looked everywhere, any help would be greatly appreciated.
Hi community! Can you help me to fix these error logs?OVRPlugin/ Unexpected event type 304 in Compositor::PollEventUnity 2021.3.25
I have an app that is using a shadergraph from Cesium. On quest 2 and Quest Pro it builds fine on singlepass/multiview, but on Quest 3 something breaks unless it is built with Multiview. It ends up showing weird green bars that obscure the objects in the scene. This is mixed reality, so the green bars actually just are a tinted passthrough. Oddly it only does it on built apps to the headset, so it is difficult to pinpoint what element exactly is causing the issue. Anyone else have any problems like this only on the Quest 3? I am not sure if it is a shader issue, or if it is a bug in the Quest 3.
I'm trying to run the lighting sample provided in the Oculus Integration package on the Quest 3 using Unity. But I'm only seeing the flashlight on my left eye (like in the image below) and on my right eye I just see the dark room. I've also noticed this issue with the OVRSceneManager where the global mesh or a wall will only appear in the left eye and not the right.Has anyone else had this happen? Is it a software issue or a problem with my unit? Thanks.
Hello! I have made a game a while ago and I recently reset my pc with the keystore so I basically lost my whole game unless there is a way to get the keystore my apk because apparently the apk allows backup of private data and is the keystore part of it? Anything Helps!
My Q2 headset display went totally black two days ago. At first, I could still hear the sounds of the UI (proximity, power) and I could see on my iPhone that it was still connecting to wifi and the Oculus app, as well as to my mac through a link cable and adb in the terminal. Developer mode was on and all. I tried resetting but the dispay wouldn't turn on (I couldn't confirm anything as the UI was invisible). I tried holding the power button for 30 secs. That didn't work.I tried to awake the poor thing in all manners prescribed officially or not. I can see the power led in a low (red) charging (orange) , full (green) or idle state (white) when letting the headset unplugged for hours and then recharging. I hear the fan going inside non-stop.I have contacted Oculus support. The process is extremely slow. Days. Many.This is unacceptable. My first contact with support was 48 hours ago. I have three different ticket numbers for that one problem.Chat and email are the only options.Oculu
Gentile Supporto di Meta,Mi chiamo Alessandro e sono uno studente presso un istituto professionale.Anche se attualmente sto esplorando varie idee nel campo della tecnologia, ho un forte interesse nel campo della realtà virtuale e dell'elaborazione dati senza storage.Mentre sto esplorando diverse possibilità, ho avuto un'idea che vorrei condividere con il team di sviluppo di Meta. Anche se al momento non ho dettagli definiti, l'idea ruota attorno all'elaborazione dati senza la necessità di conservarli e alla realtà virtuale/alterata.Vorrei avere l'opportunità di discutere quest'idea con qualcuno del team di sviluppo, poiché credo che possa essere una base per esplorare nuove possibilità tecnologiche nell'ambito della realtà virtuale e del trattamento dei dati.Sarei grato se poteste indicarmi come posso condividere questa proposta con la persona o il team appropriato.Ringrazio anticipatamente per il vostro tempo e la vostra considerazione.
I loaded an package with the wrong name. If I try to load an new package with a new name, I get an error:com.OldComp.OldName ---> com.NewComp.NewNameThis upload uses a new package name, "com.NewComp.NewName", but the package name must not change between versions. Please upload a new build with the original package name, "com.OldComp.OldName".how i can change package name?
Is there an API method to query the user's OS settings, in particular if they set their Horizon Home environment to immersive or passthrough? My game is immersive so I won't have a passthrough view all the time but during the load screen I'd like to show passthrough but only if the user is coming from a passthrough view.If anyone knows how this information can be obtained, please let me know. Although I guess it might not be available to the app.
Hello so i am having issues trying to consume a IAP consumable sku even though i can purchase it once but cant consume it and cant figure out the issue because debugging is hard on Meta Quest Heres the code:using Oculus.Platform;using Oculus.Platform.Models;using UnityEngine;using PlayFab;using PlayFab.ClientModels;using TMPro; public class PlayFabShopManager : MonoBehaviour{ [SerializeField] private string skuToPurchase; [SerializeField] private int currencyAmount; [SerializeField] private CosmeticsManager CM; public TextMeshPro ErrorTest; private string[] skus = { "1000Nanas", "2500Nanas", "5000Nanas" }; void Awake() { Oculus.Platform.Core.Initialize(); } void Start() { GetPrices(); GetPurchases(); } private voi
I run the HandsInteractionTrainScene in Quest with Unity, and find that the skeleton physical colliders are not updated with hand tracking pose. I only turn on the Render Physics Capsules and allow Hand Tracking Support in OVRCameraRig. Does anyone know what's going on?You can see the footage in the attached zip file.
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