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I'm really hoping someone can help me with this. I was attempting to get my Whatsapp business number verified so I could send messages with the business name appearing instead of the phone number. It looks like I headed off down the wrong path and I did something with the Whatsapp API that added a Test Number to my Whatsapp. Now I can't find a way to remove the Test number and it also seems to preventing me adding a new number to the whatsapp manager.Any help with this would be greatly appreciated.Thank you
I posted an issue at https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/16 but adding here for visibility also.I found that if I grabbed an object with a custom pose and moved the controller back and forth quickly the grabbed object doesn't seem to to track my virtual hand quite right. It kind of looks like the object "wiggles" or jiggles/lags behind the hands. This was only happening with pose mode set to "Snap Object to Pose". I tracked it down to CalculateInteractorSnapTransform() in OculusInteraction\Private\Interaction\Grabbable\IsdkGrabTransformerComponent.cpp but I'm not sure the best way to fix. I notice some of the other branches in UIsdkGrabTransformerComponent::UpdateTransform() end up calling TransformTarget->SetRelativeTransform(TargetRelativeTransform); which doesn't exhibit the issue. Hands tracking also seems to have the same issue.I asked Gemini for a solution and it suggested this code:FTransform UIsdkGrabTransformerComponent::CalculateInteractor
The only documentation I can find on multimodal setup is for Unity and for the Quest pro... is there any way to set up Multimodal on Unreal 5 with the Quest 3?
I'm really trying to avoid traveling with a giant router. I know many recommended the Kevin minions router but that thing is not in a easily packable shape. From my research there is basically no portable 6e router that allows me to just plug it in, go to web interface, and setup from there. I don't want to install any android apps or give any personal info. I'd basically never connect it to the internet. Maybe once for any software update.If there are no portable ones what's a recommended one that almost easy from travel?
Hey all,I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected.But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have:Meta XR Space Warp enabledVulkan as the only graphics APISame Project Settings → OpenXR (Application SpaceWarp checked)Same Player/Quality settingsI already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck.Any tips for narrowing down what breaks it?Maybe some other package that I have on my main project?Thanks!!!
I´ve been developing a 360° XR panorama platform to upload, view and share 360° panoramas. You can try it here: https://360.insidethesimulation.net. It´s still in development, so please share your feedback with me via email (martin@insidethesimulation.net) if possible.It supports:- 360° equirectangular panoramas up to 16k resolution- stereoscopic panoramas- favorites and likes- counting views- easy uploading without account (panorama will be deleted after 24 hours)- VR menu to switch panoramas- works on any WebXR headset including Quest 3, 2, 1, Oculus Go, Pico and Vision Pro
We wanted to use Quest (have v2 currently) headsets for showroom VR, but they have proved too complex for none-IT users to deal with, even if you are accustomed to PC tech the way you have to put on the headset and choose the PC link every time is a drag and at times the it's glitchy.Is there any way to mod the headsets to always start up in PC link mode so no in-headset menu navigation is required?
Problem SummaryWe're developing VR applications that integrate Meta Quest Pro with external motion capture systems(Nokov). The Quest Pro's automatic origin reset mechanism is causing severe coordinate system misalignment, making it impossible to maintain stable synchronization between headset tracking and external mocap data.Technical DetailsCore IssueAutomatic Origin Reset: Quest Pro automatically resets its tracking origin to the current virtual node position during runtimeCoordinate System Conflict: This conflicts with our external motion capture system's fixed coordinate systemCannot Disable: The automatic correction mechanism appears to be hardcoded and cannot be disabledCurrent BehaviorWe successfully calibrate and align Quest Pro tracking with external mocapQuest Pro automatically resets origin after some time/movementAll previous positioning/calibration becomes invalidHand tracking and head tracking become desynchronizedCode/SDK ObservationsPositioning logic is encapsulated in
Can I get a passthrough camera stream open while running the Spatial SDK? I modified the Starter Template (https://github.com/meta-quest/Meta-Spatial-SDK-Templates/tree/main/StarterTemplate/app) just to open the camera but it seems to cause the camera to disconnected immediately.I added a startCamera method to run when one of the panels is selected (instead of running the video): private fun startCamera() { if (checkSelfPermission(Manifest.permission.CAMERA) != PackageManager.PERMISSION_GRANTED) { Log.i("MainActivity", "Camera permission not granted") } if (checkSelfPermission("horizonos.permission.HEADSET_CAMERA") != PackageManager.PERMISSION_GRANTED) { Log.i("MainActivity", "horizonos.permission.HEADSET_CAMERA permission not granted") } val cameraManager: CameraManager = getSystemService(Context.CAMERA_SERVICE) as CameraManager val cameraIds: Array = cameraManager.cameraIdList var cameraId: String = "" for (id in c
Hello all, I've been trying to get debug attachment to running process on headset for two days now. I normally use Rider but I had installed and setup VSCode to use the Oculus Debugger.I however was not able to attach a running instance on headset.I get an error where the Oculus Plugin doesn't download the LLDB filesHere is the Log. Create debug adapter with configuration:{"name":"Oculus (Development) Attach","request":"attach","type":"fb-lldb","android":{"application":{"package":"com.example.project","activity":"com.epicgames.unreal.GameActivity"},"lldbConfig":{"librarySearchPaths":["\\\"C:/PROJECT/Binaries/Android/Symbols_arm64\\\""],"lldbPreTargetCreateCommands":["command script import \\\"C:/PROJECT/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py\\\""],"lldbPostTargetCreateCommands":["process handle --pass true --stop false --notify true SIGILL"]}},"__configurationTarget":5,"terminateCommands":[]}C:\Users\User\.oculus_debugger_runtime Exists!C:\Users\User\.ocul
Hello everyone!I'm developing a networked experience using Unity 6 with Netcode for Gameobjects and the MetaXR SDK. I am trying to get Shared Spatial Anchors working using Colocation so that the players can see the same frame of reference in Mixed Reality.I managed to get Colocation and Shared Spatial Anchor sharing to work but when I try to align my player rig using the Shared Spatial Anchor from the host there is a misalignment in the scene.No obvious errors or warning are being thrown,I am using the code in the documentation as well as a video tutorial from "XR Dev Rob - Colocation with Meta’s Shared Spatial Anchors & the new Colocation Discovery API" as my main point of reference for my own code.Below is my alignment codeif (await unboundAnchor.LocalizeAsync()) { Debug.Log($"Anchor localized successfully, UUID: {unboundAnchor.Uuid}"); var anchorGameObject = GameObject.Instantiate(_anchorPrefab); var spatialAnchor = anchorGameObject.GetOrAddComponent<OVRSpati
I'd thought id ask in here as its the worst in vr I have an oculus quest 2 / meta quest 2 and Its not any settings on vr or pc vr its like vr is almost in 480p. I got others to check my vr for me and they say its fine. am I going blind? whats going on? it makes vr games unplayable
Looking for some advice on how to Debug my standalone game. I have my game (UE 5.5.4) that until recently was compiling with no problems and the build was working on my headset. It recently stopped working completely and crashes as soon as the app starts on the headset. I tried migrating my project to a fresh install and same result.I have been trying to debug the problem but struggling to work out what tool I need to use. Have tried using the Meta Dev App/Device Logs but I cannot see what exactly in the warnings is triggering the crash when the app starts. As far as I can see nothing specific to my game is flagged in the warnings.If I run the app in UE using the Meta simulator it runs fine. If I run it via VR PREVIEW/PIE it runs fine. If I change the game level and instance to the standard VR template level and Game Instance - I can get the VR template level to load in headset so I know that building/compiling/Android settings are working in theoryCan anyone give me any poin
Hello,I'm new in Horizon Desktop App, started creating few things. I have 2 questions that needs your helps.Is it better to parent+stack everything into a single Asset after I finish building some objects? For performance issues, because my world itemwise only %3 but almost %70 in vertex limits. How can I reduce this vertex usage?I cannot adjust textures. I'm creating one, inserting into my floor, but all the stones on the floor are so big that doesn't look realistic. I want to pattern to repeat itself in a smaller scale.Thank you for your helps
Hi all,I've been working on designing a simple web app for 360 virtual tours using 360 images. The images were taken by an Insta 360 X4 camera. I designed the scripts using Threejs and React Three Fiber components to view these 360 panoramas and added simple hotspots for navigation purposes. The images are embedded as textures to the inside of a large sphere. However, when I viewed the images through my Meta Quest 3 headset, the scenes seem to be quite larger than their real-world scale. Is there any way to reduce this scale into a realistic value?
I need apk that shows my details and my posts about maxmus interiorszw
We are experiencing an unexpected and undocumented bug with the SharedSpatialAnchors when having the devices enrolled into Meta Horizon Management System. We've have reached out to MHMS through work.meta.com, though they redirected us to post our problem on this forum instead. The problem: When restarting a device that is enrolled in MHMS the SharedSpatialAnchors of our application no longer works.Our application works as expected on devices not rolled into MHMS, and it also works the first time opening the app after enrolling the device into MHMS. However, when restarting the enrolled device the SharedSpatialAnchors no longer works. This happens for all devices we have attempted to enroll into MHMS, where enrolled devices fail after a restart whereas non-enrolled ones works as expected. The failure we are experiencing is this weird failure when saving the anchors (OVRSpatialAnchor.SaveAsync). The returning OVRAnchor.SaveResult gives FailurePermissionInsufficient, a
Tracking the left hand separately is possible, but not the right hand. How can we solve this problem?meta sdk V77
I have a strong and innovative idea that I'm truly excited about, and I'm eagerly waiting for the right opportunity to present and bring it to life. I'm confident it can make a real impact and I'm ready to contribute with full passion and dedication.please contact me for further details
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.
Hi Team,I am struggling to perform screen navigation from a VR screen to another VR screen.I checked the samples but could not get any clue.Is it even supported or do we have to survive with loading different scenes in the launcher activity itself?Yes, I have added the activity in the manifest file and it works when I make that 2nd activity as launcher. However when I try to launch it from the 1st activity it simply crashes.This is the error I get ...FATAL EXCEPTION: main Process: com.mixed.reality.factory, PID: 26659 &n
In the world of gaming, the marriage of creativity and strategy defines the pinnacle of entertainment. Meta, the renowned gaming company, should delve into the realm of Adventure Time's Card Wars, as it promises an unmatched amalgamation of immersive storytelling, engaging gameplay, and a dedicated fan base.Firstly, Adventure Time's Card Wars offers a unique blend of strategic gameplay and whimsical storytelling. The rich lore of the Land of Ooo, coupled with the diverse array of characters and creatures, provides an intricate backdrop for Meta's game development. With the potential to incorporate various gameplay modes and intricately designed cards, the game's dynamic structure can offer players an immersive experience that transcends conventional card games.Moreover, the existing fan base of Adventure Time, spanning across generations, serves as a solid foundation for Meta's venture. With a robust community that has embraced the show's quirky characters and narrative depth, Meta's C
Hi, I'm getting a problem with the distance grab function using the Meta Interaction SDK. Using the Quick Actions, I am adding the utility to my grabbable object. When I test the grab, it works fine the first time. However after the first 'pinch', the second pinch returns the console error 'Setting linear velocity of a kinematic body is not supported'. The resulting behaviour of the grabbable object is that it moves only halfway to my pinching hand and then stops. I'm using the built in render pipeline and the OculusXR plugin.Any help would be great!
On September 23, we will be relaunching the Meta Horizon Developer Forum. We've heard your feedback, and we’re excited to let you know about our plans to provide you with an updated, streamlined, and improved forum experience for your development needs. What's New? Simplified Categories: We’re simplifying the forum category structure for clarity and easier navigation. The new category structure will help you easily find the information you’re looking for, whether you’re just beginning your development journey or you’re ready to showcase your latest app. Updated Tags: We're moving to a unified tagging system. You’ll be able to filter entire categories to find relevant posts on a range of development topics, including SDKs, APIs, sound design, hand tracking, and much more. Community Support: We're introducing a team of support agents and Start program mentors who will be available to help you problem solve and find resources, whether you're working with a new SDK, troubleshooting a bug,
Hello, I'm using the Interaction SDK for Unreal Engine. I followed these documents: https://developers.meta.com/horizon/documentation/unreal/unreal-isdk-getting-started I encountered a problem and couldn't find any documentation explaining the method.All I need is a simple method to make the cursor click using the button I specify.For example, I want to make the cursor click the widgit button when I press the A button on the controller.How do I do that?I use Meta Quest 3 and Unreal Engine 5.5
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