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Hello dear friends,I recently downloaded the Phanto project to test out the new room scanning capabilities.I added the Voice SDK to this project V56, and this works great in the editor.However, when I make an Android build for the Quest 3 it seems very much so that none of the Android-specific code works properly. It doesn't seem to initialize the voiceServiceImpl or the logger.Now since it works on PC without any issues I'm 100% sure it's a small fix but for the life of me I can't figure it out.Code in InitSDK:#if UNITY_ANDROID && !UNITY_EDITOR VLog.I("Android specific code"); if (UsePlatformIntegrations) { VLog.I("We are using platform integrations"); Debug.Log("Checking platform capabilities..."); var platformImpl = new VoiceSDKImpl(this); platformImpl.OnServiceNotAvailableEvent += () => RevertToWitUnity(); platformImpl.Connect(PACKAGE_VERSION);
We have developed a two player tennis VR game using Quest3. I synchronized the position and rotation of two users' HMDs and Hands in each frame, and broadcasted the position and rotation of the tennis ball in each frame. In Quest3, there was a noticeable lag in the tennis ball's position. When I tested the network connection status between PC and Quest3 using the ping command at a speed of 800 bytes/4 ms on PC, the lag improved significantly, When I reduce the frequency and data volume of the ping command, the lag becomes more noticeable. Is there any optimization for Quest3 in this regard, and what should I do to eliminate this delay problem?
We are a bit stuck. We have a streaming service that be need to consume which only works in OpenXR, but we need anchors which don't work with OpenXR (see https://communityforums.atmeta.com/t5/OpenXR-Development/Unity-OpenXR-OVRSpatialAnchor-Passthrough-Wobbly-models/m-p/1056332)Unity have confirmed our issue, but have not flagged a release version by which this will be fixed. As there anything we can use that is anchor like?
I need to build a game for oculus standalone on UE source code 5.3 and I have a problem:(window 1) In the platforms window I can see that UE has a problem with my quest 2 although it is listed correctly in the device manager (window 2)I left the settings of the android section inside UE at default and also in the android studio I left the SDK platforms at defaultI think that the problem is that in the device manager (2) I can see that my oculus has operating system android 12 API 32, and I have different settings inside android studio & UE settings. I tried install the android 12 API32 inside android studio but it didn't work
I'm planning to use passthrough for demonstration using Quest Pro. But there's a problem.The quality of passthrough becomes considerably bad after about 7~20 min of continuous playing.Here's the dropped quality passthrough video, shot with iPhone.https://twitter.com/hammmm/status/1726280296788873293 It looks to me that the latency of chroma channel becomes much larger than that of brightness channel. How to reproduce the problem:* on Quest Pro (firmware v59), enable passthrough at home screen* Don't make the device sleep, or display off. * To emulate this situation, you can put a sticker on proximity sensor, set display off setting to 15min, set sleep setting to 15min. and put device on a table without blocking front cameras.* Wait 7 to 20 min* The quality of passthrough suddenly drops.If the device go into sleep, the problem will be fixed. It's the same on our custom app using passthrough feature. As we're planning to use passthrough continuously for 15 to 20
The original problem of scratching the surface with glasses is temporarily solved with a set of silicon spacers. The awkward part is that there are two different attachments for each eye (the hard plastic and the silicon), and sometimes they are dislocating on their own. The NEW PROBLEM has appeared: the air circulation is compromised! My eyes are boiling inside! The glasses are fogging very quickly. How much more money do we need to invest to fix the Oculus VR product? Also, Oculus should have thought about this before. Expensive vision glasses are already ruined.I am not sure what else I can do to progress with this “glasses situation." I am not ready to keep investing in this Oculus product.
Hi there, I'm using Unity version 2022.3.10 to develop a VR game for Meta Quest 3. I'm splitting the application binary into APK and OBB. I'm uploading my builds and installing them on the Quest 3. When I open my app it's seeming to use up a lot of memory on start, even though I am not currently including any of my asset bundles, and it is crashing on start due to memory overload and giving a "Low Memory" error. My APK size is small, about 66 MB. When I brought the main OBB size down to 700 MB it didn't crash. When I brought it back up to 2.6 GB it did crash. It was also crashing when the main OBB was 3.1 GB. Previously I had thought the max size for the main OBB had been 4 GB, and I had been able to upload builds with the main OBB size being up to around 4.1 GB. If I had gone higher than that, it would crash, similar to what it's doing now seemingly. Does anyone know if Meta recently reduced the max size for the main OBB down to 2 GB, or is it still at 4 GB? Any help is appreciated, t
Hi!My app instantly crashes when i try to open it after enabling the MetaXRPlatform plugin.It works flawlessly without the MetaXRPlatform.Testing on Quest 3Built with Unreal 5.2.1Meta Plugin V57 (1.89.0)MetaXRPlatform v57 (1.89.0)I've also tested with both Meta and Platform Plugins v56 (1.88.0)The only error i get is when i try to Logcat and i find this:cannot locate symbol "ovr_ApplicationInviteArray_GetSize" referenced by "/data/app/~~bvSnDS-fNz3PZusLcHZUYQ==/com.xxxxx.xxxxxx-sz5bGExZ1nd9G_ukRcJkgA==/lib/arm64/libUnreal.so"...
My applab game has been reviewed and approved. I am wondering how I can facilitate an open beta where people can simply go to my applab page and download the game for free for a certain period of time (1 week for example). The game's price is paid, and I would like to avoid changing the price to free as I will be releasing the game within 30 days of the beta's end date. I would also like to avoid making an excessive amount of beta channels and adding players to each one manually (max users per channel is 100) and I'm not even sure if that's against Meta's TOS. The "try for free" feature also is a no-go since the max trial time is like 30 minutes. My backup plan is to just let players sideload the game, but the sideloading process is a few extra steps and not as ideal as simply going to the store page and downloading direct from headset. Does anyone have any ideas other than sideloading? Is this even possible on applab?
Hi, are we allowed to submit Quest 3 only apps to App Lab?I ask this as my submission has been rejected due to bad performance, which I think is due to the fact that in 'Blocked Devices' it only lists Quest 1, despite the fact I only ticked the option for Quest 3 inside of Unity. Therefore I don't know how to also exclude Quest 2. Has anyone else run into this problem?I would have thought there wouldn't be mandatory support for Quest 2 on App Lab due to the nature of the apps on there.thanks
Hey guys, I got my oculus quest 2 months ago, and I was wondering what debug settings I should use for a Acer Aspire 3, it has a Radeon Graphics Card, and a Ryzen 3 7320U Processer?
Ok, So..... I need to use Shared Storage to access folders that the users wants. I know it works, since flat apps like Amaze file manager can do the entire flow, but when I try from my VR app written in Unity, it fails to receive the request.What I have doneMade a Jar pluginAdded in a Activity to receive the requestsFrom c# call into JavaStart a new activity to receive the result, this makes VR go blankFrom java generate the OPEN_TREE... Intent and pass in a URIThe Activity never receives the result after the popup is presented
Unity 2019.1.2f1 and most recent Oculus SDKOculus Quest fully updated.For some reason when building this project I get no errors at all and it runs perfect in the unity editor with good FPS and went through the Oculus Performance Lint Tool and the other tools.It installs on the headset just fine but once run, it loads up and then crashes stating: "IEP Framework has Stopped". ( IEP Framework is the project )I included the logcat files from adb. I am not good at reading these and cannot figure out why it is doing this. When I remove everything from the scene except the LocalAvatarWithGrab, it still does the same. Any ideas?
Hello, I'm interested in whether it's possible to capture real-time external camera footage using Meta Quest 3 in combination with OpenXR and AR Foundation 6.0.According to the documentation located here: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.0/manual/index.html#top, it mentions that Camera Feature is supported in Meta Quest (OpenXR).In light of this, I attempted to run the CpuImages Scene from the AR Foundation Samples, but I encountered difficulties in obtaining camera information or video feeds. Has anyone in the community successfully managed to retrieve camera feed from Meta Quest 3 using the AR Foundation Camera Feature?For reference, here are the specifics of my testing environment:Unity Version: 2023.2.0b12AR Foundation Samples Version: 6.0.0-pre.4 releasehttps://github.com/Unity-Technologies/arfoundation-samplesTest Scene: Scenes/Camera/CpuImages
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.I'm going to keep making this topic until you stop ignoring me!
Hi, I've been trying to implement some coop features in my game, but I'm having a hard time trying to find the matchmaking tab in the dashboard:Things I've tried: - Submit the DUC including UserID, UserProfile, Friends, BlockedUsers, and Invites with their "Matchmaking" checked. (And the DUC is approved)- Add the coop and multiplayer game modes in the metadata of the first draft- Set the user reporting toolAre there any other steps I have to take? I'm kind of lost since I couldn't find anything in the documentation either.
Hi!We have the following, independent updates that are not aligned with each other:- Unity Update (for rendering)- Unity FixedUpdate (for physics)- Quest controller tracking update (for the physical device)My goal is to achieve possibly accurate physics of an object moved with the Quest controller. Unlike in Unreal Engine, the Unity3D physics reaction to controller-tracked objects is a total mess. Is there some information available on how to align different kinds of updates so that I can make the physics work?Thanks for help!Pawel
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.
Hello. I'm trying to figure out Interactions with the Meta XR all in one SDK. I can pick up a cube (woo!), but I cannot grab a sphere at a distance. I was following what I could find around the Interaction SDK and recently downloaded the SDK for XR-Interaction-sdk-ovr-examples, which I took at face value when it stated, "Contains sample scenes, prefabs, and art assets for Interaction SDK, using OVR variants of the player rig.". I cannot find any scenes in the package that I can successfully import to my Mac project. Can anyone steer me right? Are scenes just not included in this release? The App Lab project works great and I want to decompose the scenes used here to make sense of it for my project, which is suffering from a lack of clear documentation.Thanks for any help on this.
Hi,when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck).That thing should not happen because the remote user has an avatar and has a valid token as well.Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken).I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution.Has anyone faced this issue? Thanks in advace for any help.
Hello Oculus Developers, I hope this message finds you well.I am currently facing an issue in Unity 2020.3.40fc1 while trying to use the eye-tracking technique by the up-to-date Oculus Integration.I kept getting this warning issue and cannot use the OVR Eye gaze script using Quest pro. Could you plz help me?(The permission of eye-tracking has been opened in the Oculus app and device. The warning is as follows:> [OVREyeGaze] Failed to start eye tracking.UnityEngine.Debug:LogWarning (object)OVREyeGaze:StartEyeTracking () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:136)OVREyeGaze:OnEnable () (at Assets/Oculus/VR/Scripts/OVREyeGaze.cs:110)UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&) Since the old integration has been deprecated, I tried to add the new Meta XR SDK Core package in a new project of Unity 2022.3.7f1c1. But I am receiving the following error:> [Package Manager Window] Error adding package: com.meta.xr.sdk.core@59.0.0.undefined == trueUnityEditor.EditorA
Hello, I'm reaching out for assistance with a technical issue. Our project is currently in development, following the guidelines in this document, and the store app data doesn't exceed the 100 MB limit. However, when executing the command 'adb shell bmgr backupnow xxx.xxx.xxx,' the following message is returned: 'Transport rejected package because it wasn't able to process it at the time' If anyone knows how to handle this, please let us know. Your assistance is greatly appreciated!
Hello All, I am trying to load Avatar from CDN. First-time avatar loading successfully. But changes the scene and tries again avatar getting below error log in response of OvrAvatarManager.Instance.UserHasAvatarAsync(xxxxxxxxxxxxxxxx). Unable to send avatar status request for _userId : xxxxxxxxxxxxxxxx Try First and Seconds time getting status log user-related:- GetUserLogged success Does anyone face an issue on loading seconds time meta avatar?
Hi, I set up multiple test accounts from my Meta organization and am trying to assign them to different Quest headsets. However, when trying to log in either on the companion app or headset I'm asked for a confirmation code.But because these test apps don't use real email addresses I can't access the confirmation codes, making the headsets unusable. What's the solution please?
I'm a computer science student trying to do some QoE analysis relating network traffic to Air Link's performance. So I'm currently just trying to gather the resolution of the decoded image that comes in over air link (and preferably the frame rate as well) and I couldn't find any way to do this after searching through OVR Metrics and Perfetto as well as OpenXR and OpenVR. I'm also worried that most of those tools either wouldn't work with Air Link or might just spit out the resolution of the headset. Is there a way to get this information preferably using some tool or library? Thanks for any help!
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