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It seems the pointer max distance is limited. Is there a way to increase this value, in order to be able to select ui items from a panel that is very large or far away for example ? Thx
Hello! We are currently testing the Quest 3 RGB Cameras, and we need the exact location of the camera sensors. In my current research, theres no specification on that. Is there any way to get this information? Same goes for the origin of the whole headset.Have a nice day,Moritz
In March 2025 Meta released a MR object tracking API for Quest 3 and 3s. How accurate is the tracking in millimeters?
Dear Meta TeamI noticed information about Dolby ATMOS in the Meta Quest Build 78.0 release notes. However, based on the "Determining the Dolby decoding capabilities of the device" section in the following webpage:https://professionalsupport.dolby.com/s/article/Enabling-Dolby-Atmos-in-Android-Mobile-media-apps?language=en_USI found that there is no Dolby-related decoder in MediaCodec with OS version 78.Could you please provide guidance on how to use Dolby Atmos on version 78? It would be great if you could share some examples. Thank you!
How do I get in touch with Meta for Developers to let them know I cannot register or verify my developer account? I go to https://developers.facebook.com/ and click "Get Started" at the top right, the page https://developers.facebook.com/async/registration/dialog/?src=default opens up. When I enter my number and click the "Send Verification SMS", this error message appears "Sorry, a temporary error has occurred. Please try again in a little while." The link to verify your account by adding a credit card is a broken link (https://www.facebook.com/help/contact/2041379502754172). Please help me resolve and get a developer account. Kind regards
Found out a way for meta total conversation for month and a half now if you want to know how I did it please contact me in my email
I did experiment with Gemini and Mena keep announcer name anyway they had a conversation for about 2 hours about how AI can better mankind in the future and I recorded it if you want no I did it please hit me back
Every time I enter my email to login you send another spam email that I need to delete when I just want to use password login.Maybe add passkey login if you don't like passwords but spamming codes to my account has gotten out of hand when you start preemptively sending them before I even request them.In the Quest Forums every single support agent misread the post and assumed I was complaining about 2FA which is NOT the problem....https://communityforums.atmeta.com/t5/Get-Help/Please-please-please-stop-SPAMMING-my-email-account-with-login/m-p/1287407/emcs_t/S2h8ZW1haWx8bWVudGlvbl9zdWJzY3JpcHRpb258TTY4TlVUUkFTTlAwTll8MTI4NzQwN3xBVF9NRU5USU9OU3xoSw
Also I cannot change my tax classification to individual. I'm an LLC just as me no partnership no C/S Corp. But there is no option or means to adjust to complete the Tax Info it wants me to do. It seems to have me in limbo.
유튜브등에 나와있는 개발자 등록을 따라했는데도.. 왜 안되는지 모르겠어요 ㅠㅠ
Hello everyone,I'm encountering a very persistent issue while trying to get audiocraft.models.MusicGen to work on a Hugging Face Space equipped with a T4 GPU. Despite (I believe) having configured all dependencies and the environment correctly, every attempt to load the model using MusicGen.from_pretrained("facebook/musicgen-small") results in the following error in my Streamlit app:Generated codeA critical error occurred while loading the AI model. Error details: AttributeError: type object 'MusicGen' has no attribute 'from_pretrained' Note: The error 'has no attribute from_pretrained' often indicates a problem with the Audiocraft/Torch installation or version.This error occurs even though the MusicGen class itself can be imported successfully (from audiocraft.models import MusicGen does not raise an error). It's only the call to .from_pretrained() that fails. This setup was previously working on a different platform (Google Cloud VM).I've
Hi everyone,I'm currently facing an issue when playing a cutscene (Level Sequence) in Unreal Engine VR.When playing a cutscene, the player's HMD (camera) doesn't rotate to the expected direction or angle as set in the sequence.To try and fix this, I used Set Base Rotation And Base Off set In Meters() and Reset Orientation And Position() to reset the Yaw of the HMD to 0.However, after doing this, the Ray Interaction started behaving incorrectly — it's no longer aligned properly.I'm not sure what the proper way is to reset or align the HMD/camera orientation in VR during a Level Sequence without breaking Ray Interaction.Any help or suggestions would be really appreciated. Helpppppppppp meeeeeeeeeee bro.
Hey all!I'm a university student researcher trying to run object detection on the images captured by the Quest 3's passthrough cameras using Unity 6, and I've been struggling to find a way to access a environment depth buffer. I know the depth buffer exists because the internals of the Depth API appear to make use of it for its occlusion functionality.My problem is that pretty much everything in the Depth API is private, protected, or internal by default, and the documentation makes no mention of actually accessing the buffer or making use of the API for anything but occlusion. Is there something I'm missing, or is there really no access point for this data? My next step will probably be making edits to the Depth API package itself, but does anyone know of a better way of accessing the depth buffer?
I create a simple PCVR scene with UE 5.6 for Meta Quest 3, using the VR Template.I use deferred rendering with DX12 - but also tested with DX 11, same issue.The image doesn't seem to be stable. Everything has an unwanted "mirage" effect. Which looks like a "heat effect" in summer, where you see edges bending or weirdly flickering.I can't find any solution to this problem.Thx for any help on this,appreciate it!
So I've build an app using Unity and the SDK provided by Meta on Unity Asset Store. The verison is the 2022.3.44f1 and the application works on Quest 2 and Quest 3 devices.The problem is that when the devices go in Stand-By mode and then they "Wake up" again, the application starts to flicker showing the reality with the passthrough and the application in a very fast and flashing way.The only way to stop this is to press the Power Button and make them go sleep again and then retry waking them up hoping that the problem is gone, sometimes it works at first attempt other times it needs more times.Is there somethign that I can do?This last part is interesting: https://youtube.com/shorts/7aZ976HhLz4?feature=share I'm also posting a video recorded with the phone through the lens because when I tried to use the recording program of the Quest, this was properly recording the applicazion while the flickering was happening, so the passthrough was not visible in the recording. This let
Well, I am stumped.I decided to update a project from 2022.3 to unity 6. I have a simple Scene with 4 walls and windows, 4 lights (all baked) and a couple of VERY simple animations. I am using:* the mobile settings for urp* Occlusion* All textures are 512 so well below the standard* Baked lightingI had this working fine in 2022.3 at 72 fps, but now I seem to be stuck at 15 fps in the headset.Looking at stats in the editor I am running no more than 300tris so again, well within tolerances.Does anyone have any suggestions?
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
META QUEST OCULUS NEW WAY TO TURN State of the art: To turn you have either turn yourself (physical body) or use the thumpstik or use other devices like haptics or treadmill or setup. Proposal (idea): Like in strategy games on PC, to move around a map you approach the cursor to the side or edge of the screen. Similarly to turn on VR you should just need to turn your head to your maximum left or maximum right to start the turning (90 degrees over 360 degrees). By doing this you can look around without turning but you can start turning by looking beyond 90deg. Additionally the speed of the turning can be set by how much you ‘overturn’. If you look at 95º you would start turning your avatar faster. At 100deg you would be turning at max speed. Additionally this should be able to be set up by user (90deg to 110deg) or (45deg to 90deg) or any other number from 0 to 180 or any combination. This setting depends on user comfort. Between 90deg left and 90d
Hello i want to ask about this api: https://developers.meta.com/horizon/documentation/native/ps-leaderboards-s2sI wanto fetch leaderboard title, i dont know how is calle title in fields (i dont mean api_name but i want title). Thank you so much.
Not where player is looking on app launch or even if player clears boundaries and creates new one and/or reset orientation OS side. The Splash will always locate itself and orient itself relative to where the HMD's orientation and position was on boot. The only way I can ensure it faces the users is if I reboot the HMD. If I update the plugin to not be TrackerLocked but FaceLocked then it does stay in front of where the user is but trackerLocked seems stuck on old/stale HMD Device Transform data?EDIT: Did a test where I just rebooted HMD without clearing boundaries and it still shows up relative to the initial first boundary setup location, I do have to clear all boundary data and reboot to refresh it app side but I don't think that is what the intention is?
I released my game about a week ago on the Meta Horizon store, and I got some feedback from a couple players that battery saver mode causes the entire left eye to go completely black.I can fix this by enabling mobile multiview, but mobile multiview causes my stereo layers to render at the incorrect depth (they appear to be floating off of the surfaces they're supposed to be on)Does anyone have a solution to this that doesn't involve mobile multi-view? Or is it just an unfixable engine/headset bug?
When playing PCVR games, I use the Meta Quest browser extensively. I also use spreadsheets and Docs too. What is frustrating for me is the lack of;1. a control key on the Meta default keyboard making copy/paste irksome.2. direction arrow keys, which would make text editing so much easier.Meta, please consider adding these simple QOL improvements.(I also use a Bluetooth mouse, which alleviates these issues somewhat. Nevertheless, I feel these small improvements could make a big difference to my everyday use of the Quest 3).
I have been following the documentation found here -> Meta Developers it works amazingly for accounts in the organisation, but gives me the following error for those who aren't:Unsupported post request. Object with ID '660449250483406' does not exist, cannot be loaded due to missing permissions, or does not support this operationI've seen another organisation have linking for members who aren't apart of the organisation, I reached out but they said they couldn't tell me how they did it. Any help is welcomed, I really want to get this to work!Thanks,Clash.
I cannot find this anywhere on my app dashboard. Meta says look under settings, which I have but I cannot find the field.My app has been restricted because of some issue with the privacy policy even though I have double checked all the requirements via the video etc. So I am wondering if Meta just can't find my privacy policy url, which is here:https://gruze.org/starship/privacy_policy.html
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