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Recently I've been trying to update my project's android api from 29 to 32, so it can comply with the new requirements for Quest 2.After the update attempting to launch a non-distribution build causes the following crash during the initial splash screen: Spoiler (Highlight to read)06-07 16:16:54.995 29239 29239 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x006-07 16:16:54.995 29239 29239 F DEBUG : Cause: null pointer dereference06-07 16:16:54.995 29239 29239 F DEBUG : x0 0000007c83885ab0 x1 0000007c8a6094c0 x2 0000007c8a6092e4 x3 0000007c8a6092f006-07 16:16:54.995 29239 29239 F DEBUG : x4 0000000000000001 x5 0000000000000001 x6 0000007da5d9b280 x7 000000000000000106-07 16:16:54.995 29239 29239 F DEBUG : x8 0000000000000000 x9 e5d9a1578e8c507b x10 000000000000722d x11 000000000000722d06-07 16:16:54.995 29239 29239 F DEBUG : x12 000000000004c000 x13 0f9160e40d945523 x14 0000000000000001 x15 000000000000000006-07 16:16:54.995 29239 29239 F DEBUG : x16 0000007c8379
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution?Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!
I run molecular dynamics simulations using MATLAB/Simulink (from MathWorks). Using the Simulink 3D Animation add-on, I can output a *.avi file of the simulation. I can change the perspective parameters and rerun the simulation to generate a parallax file. With those two files, I would like to build a file that I can view on my MetaQuest2. I am asking for advice on how I can do this: what tools and processes will I need?
Free ringtone has taken on an important role in the world of mobile communication and represents the possibility of creating individual sound worlds without having to spend money. The search for free klingeltöne has become an integral part of smartphone usage and has created a wide range of possibilities for acoustic customization of mobile devices. Pre-installed ringtones are often the first sounds that users experience on their smartphones. These prepared options range from traditional melodies to modern sounds, providing an easy way to shape the device's acoustic profile. However, these pre-installed options are often limited, and many users are looking for greater choice and individuality.
Hello! I would like to know if there is a way to install an x-system for oculus quest 2. I serve a software called A\VROS, and using it on Quest 2 would be possible, if I can get root access to android linux. Ofc, users need root access to install and configure linux software, with the x-system, so I'm interested if this is possible, or is it against some kind of ToS? Using A\VROS is possible with a link cable and external computer, but its not optimal for quest 2 that has its own linux based operating system, and can do everything a PC can do, if given enough access to software installs.
No matter what I do it won't let me enable developer mode. I've done every step and when I click on the app or in the developer hub to enable it all it does is load for a second and won't enable. I have 10 headsets I've been unable to use for weeks because nothing will work.
HiAs mentioned in the title I am using my Quest Pro for developing in Unity using Oculus SDK. I have tested all basics features (oculus integration, interaction, movement and avatar) which I will all require for my project and have encountered two main issues. 1. When loading the Movement sample scenes (Aura and high fidelity) the right eye does not display the mirrored avatar correctly and is showing an un-refreshed trail of the gameObject. 2. Using custom scene and the sample scenes of the Integration SDK, the passthrough is lagging, even tho the stats window indicates 72 FPS. I am using Oculus integration v47, unity movement v1.3.2, Unity 2021.3.16f1 LTS, oculus xr plugin 3.2.2. Any help ? Thanks in advance!
We know that Meta does not allow third parties to access the camera data. However, I would like to develop an application that allows me to combine real objects in the virtual.I want to develop my application for Oculus Quest 3 in Unity, and I would like to combine an external camera to recognize QRs or specific real objects and show their virtual representation in the virtual world. How can I do this?
I have found that in the latest v60 software, an Android app cannot invoke a quest app in the headset. Specifically, our developed quest app called Moon VR Video Player, which supports being called by other applications. For example, some third-party Android file manager (2D application) used to be able to open video files with Moon VR Video Player, but it is no longer possible in the latest v60 system as Moon VR Video Player crashes after being invoked. We tested other video players / file managers and obtained the same results. We basically confirm that this is a problem caused by the 60 system. I would like to confirm whether this is a feature or bug of the 60 system and if it can be fixed afterwards?
Hi, im new in Quest development and i didn't found anything on documentation or forums about how to know my glasses serial number by code or some id to differentiate which glasses im using in an app im making. Is there a way?
Hi guys,I am a PhD student of louisiana state university, recently our lab is working on VR/MR projects, and professor just got a new Quest 3 for the team.Actually we will have to design a demo with a pin-pad, with user's recognized two hands.I just want to know how to avoid your index finger tip move though the pad? Just like in the Quest 3 main menu, hands can be stopped by the menu pad.We are using Unity3D for this demo. let me know which api or what module I should use will be enough.Thanks a lot.
I created an app made with AR Foundation's Plane Detection in Unity and built it for Android running on Quest3 and it does not detect anything but walls. I created an app made with AR Foundation's Plane Detection in Unity and built it for Android (Meta Quest3).When I install that app on Quest3 and launch it, the walls of the room become colliders, but the colliders of other furniture such as beds and shelves are ignored.I think the problem is in the way the app is made, because Quest3's Room Setup detected the furniture correctly and created the mesh. I thought from this article that I could use AR Foundation's Plane Detection to create an app with room furniture as colliders, but..,https://blog.unity.com/engine-platform/get-started-developing-for-quest-3-with-unity I referred to the following for how to make AR Foundation's Plane Detection.https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/manual/features/plane-detection.htmlhttps://docs.unity3d.com/Package
can you help me with another meta quest devoloper accountI cant login my meta quest devolopper account - I do have the email the password - but when i try to log in it will ask for authenticator code or recovery codes - I have microsoft authenticator but it simply does work getting the autehticator code and I dont have the recovery codes can you please help me with this issue
Hi everyone,I am looking forward to develop a Camera App for research purposes.Among the many things, I would like to record 3D videos with the external RGB camera.I am OK with running some terminal commands or enabling developer mode to access the camera. I saw many posts in this forum complaining that Meta does not give access to the camera feed, but at the same time, it looks like that can be done in the sideQuest app.The goal would be a simple data collection app that stores the RGB camera feeds, microphone, and IMU.Unfortunately, I do not have experience in developing VR apps. If you have any suggestions for me regarding which platform to use and the SDK entry point I should be interested in, I would highly appreciate it.
Hi everyone, We are developing a MR app with the Meta Quest 3 passthrough and we're trying to imitate eye sharpness/bluriness. Preferable with image input (black white mask where it should be sharp en where it should be blurry). Ideas we've tried: - Placing milk glass in front of the player - results in black view - Trying to adjust camera DOF - doesn't affect passthrough- UI Background blur - results in black view as well I think it's also possible if we can acces the passthrough feed as texture/material, adjust it in a dynamic material instance en place it back. So far we can't seem to figure out how to retrieve the passthrough feed. Is this possible or is this inaccessable?Or are there any other suggestions on how to achieve the effect? Thanks in advance. Kind regards
Whats the way to save players XP an Money? Player buys IAP Consumable, gets XP and money - how to save to his Meta account?
I am looking for a way to hide my apps in AppLab. I want it to NOT show up in search engines and be available through link sharing only.
Recently, one of my team members decided to add his payment information for In-App Purchases without letting me know in advance. Since I'm the owner of the organization, I feel like it's necessary for me to be managing all the financial information. I'm trying to remove it, however I see no option to do so, is there any way I can?
Hello everyone,I would like to contribute an idea to implement in Meta's software for the Quest. The concept is to be able to view the environment and menu of a friend or family member from another headset or pair of glasses if they require it. This is crucial for guiding and assisting them from a distance, especially when their knowledge is limited. It would be wonderful to have this feature. It would even be amazing to be able to view or accompany (solely through viewing) in any application or game, opening up a world of cooperation. Additionally, Meta currently only allows streaming on the same network and only to a mobile device or PC, not to other headsets. This is a common practice on PCs and Macs through software like TeamViewer, AnyDesk, etc. Please implement this feature! It would greatly benefit the majority of users who are trying to assist or introduce others to virtual reality.Thank you.
Hello,I saw we can render passthrough over mesh surfaces using the OVR Passthrough Layer. I want to create a gaussian frosted glass effect, all that is left is to blur the passthrough incoming image. Do you know how i could achieve that?Kind regards,Alexandru Buzdugan
So im Creating a VR game for the quest family in Unreal Engine 4.27, and after hours of trying to figure out why my game was crashing, i've identified the issue to be ovr_Entitlements_GetIsViewerEntitled(); from the Online Subsystem Oculus.I have no idea why this crashes my game, as it works fine in the editor. I build it, upload it on the developer hub, open it on my quest, and that causes a game crash. This is from the CrashHandler i found in the ADB logs12-09 16:32:44.894 1165 3200 E JavaBinder: java.lang.RuntimeException: android.os.RemoteException: Couldn't get ApplicationInfo for package com.ZeroGames.Ossisim12-09 16:32:44.894 1165 3200 E JavaBinder: Caused by: android.os.RemoteException: Couldn't get ApplicationInfo for package com.ZeroGames.Ossisimi Don't know if this is associated with the method im invoking, but my appids are correct in DefaultEngine.ini
Hi, when using UE5 with Meta Quest 2, launching VR preview will crash the engine the second time I try to launch (first time works fine, as expected).Steps to reproduce:Connect Meta Quest 2 to the PC, open Oculus Link in the headset, launching the Oculus App on the PCOpen Unreal EngineLaunch the game in VR Preview-modeClose the VR Preview-modeLaunch the game in VR Preview-mode again It will remain white, then crash. image1027×730 49.8 KB Searching through the logs, this seems to be the reason:[2023.11.08-12.00.19:855][356]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1045][2023.11.08-12.00.19:855][356]LogOutputDevice: Error: OpenXR call failed with result XR_ERROR_SYSTEM_INVALIDMy Meta Quest 2 is connected and is running the Oculus App, using Oculus Link to enable the VR Preview in Unreal prior to launching both of the times.I believe this is
HI! I have decided to develop for Meta Quest 3. But I notice that Meta documentation is often old and has never been updated. It refers to the Oculus Plugin and has the Quest 2 as its most modern reference device. This is a problem when we, as developers, try to set up a job seriously and want to respect all the Meta directives, because it is not clear if they will end up creating a greater cofusion, referring to procedures sometimes 2 years old. With the introduction of openxr, Unreal Engine 5.3.2, the new Meta headsets, a new plugin no longer called Oculus Plugin but Meta XR, it is no longer clear what should be done, especially before developing an app for Quest 3 Some examples: 1) is it necessary to set a target device indicating Meta Quest 3 in advance APK Packaging? 2) Is the Get Device Type node useful for Quest 3 or can it be ignored? 3) the configuration recommended by Meta for Oculus Plugin Settings is no longer referable to the MetaXR plugin. What are the best settings for t
I tried to use OVRLipSync on unity. I’m using MacOS now.I got the error below. I already confirmed scripting backend is set ILCPP2.I know OculusPlugin.bundle is included in Assets/Oculus/LipSync/Plugin/MacOS.Does someone know solutions to fix this? Please let me know if you can.DllNotFoundException: OVRLipSync assembly: type: member:(null)OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267)OVRLipSync.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217)DllNotFoundException: OVRLipSync assembly: type: member:(null)OVRLipSync.Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:267)OVRLipSync.CreateContext (System.UInt32& context, OVRLipSync+ContextProviders provider, System.Int32 sampleRate, System.Boolean enableAcceleration) (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:309)OVRLipSyncContextBase.Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSyncContextBase.cs:113)OVRLipSyncContextBase.SetSmoothing: An unexpected error occure
Make an ai companion from 1000s of video clips of an actor reading lines with green screen. The ai plays these clips in mixed reality 3d in the same position, in response to the users words or actions. It knows the layout of your home, can lean against walls, occlusion, etc. It could cure loneliness.
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