Developer Forum [Archived]
Recently active
So I was here for about 45 minutes spinning my wheels trying to figure out why it wasn't working. I did the usual checklist, making sure things were plugged in and what not to no avail. Started with the troubleshooters which suggested I restart all the things and that didn't work. Tried to purge the appdata and that didn't work.Okay, so my solution was actually a simple one in the end and it should have been detected BY THE SOFTWARE itself.The firewall wasn't allowing the connection from the air server. Now, this isn't very hard to code a fix for, and it should have redundant checks on this front. The program did not request firewall access, so I had to manually go set this up.A simple and elegant fix for likely a humongous amount of people stuck on a cable.
Hi, Digging into the developer documentation for Quest 3 I see there's an API for Scene Understanding that utilizes AI/ML for recondition of common objects like ceiling, wall, door, desk, lamp, etc... but what I do not see is the means to recognize objects. For example if I wanted to create a MR training simulation for Quest 3 that involves object condition of a custom computer control panel and then provides augmented dialogs (see picture below). I don't see any means to provide pictures of custom objects for the recondition to occur.Compatibility with developer.vuforia.com could provide this, but it seems Meta will not allow imagery to be shared with the app running on the device making object and image recondition style AR/MR apps impossible. Is this correct?
I want to ask players to rate our game after certain conditions while playing, and then opening the game store page after clicking on a button. But I don't know if this is possible.I've tried the following code:Oculus.Platform.Application.LaunchOtherApp(appID, appOptions);But as the game is already installed, nothing happens, or the game just tries to open itself again. Basically it's the same as this question here:https://communityforums.atmeta.com/t5/Oculus-Go-Development/How-to-open-the-store-page-for-your-app/m-p/721903Appreciate some help.Regards!
Hello All, I am using Unity and going through the Unity-SharedSpatialAnchors-main sample on github. I have some questions?1) Can spatial anchors be shared across a local wifi network, rather than sharing via the cloud? Or is there some "trickery" that happens on Meta's online platform services that are required?2) What exactly is the data being shared? Is point cloud data being shared - downloaded from the cloud to another user?Thanks.
Does anyone know what the expiration timer for the nonce returned by GetUserProof is?
Hello!I'm using unity and ovr platform tools to upload my build for quest 2. Recently if I update to the newer version on my quest2 I can't run my game until I uninstall and reinstall the whole app.Could someone please help?
Hello All,I am developing an openxr 56 app for Quest 2 and have a persistent lifecycle issue. When I install my app using "adb install" I can always run the app the first time, but if I exit the app, return to the oculus hub, and then try to relaunch the app, xrGetProcAddress fails to find xrInitializeLoaderKHR. This is the first xr* call I make, so maybe I'm missing something in the lifecycle, but I do unload everything when leaving the app's native activity.Thanks in advance for any insight 🙂
Hi,We are a VR studio with multiple released titles,Two weeks ago all of our headsets (a mix of Quest 2 and Quest Pro) stopped seeing our computers via Air Link, they spin in "Searching for PCs..." forever.Cable Link works normally.Since we have a fairly complicated network setup I contacted our network consultants to see if anything had changed on that side. Nothing had changed, but they still tried to reset our Wi-Fi Access Points, to no avail.The headsets are on the right subnet, with the right DNS server.We tried:* a factory reset of one headset* moving to and back from PTC* disabling the windows firewall of the target PC* connecting the PC to the Wi-Fi AP the headset is connected toWithout success.Using MQDH we are able to connect to the devices via USB and then transition to ADB over Wi-Fi without any problem.Inspecting the logs in MQDH shows that a non factory-reset headset still thinks it's paired to a computer, but is unable to DNS resolve to it's hostmdns: DNSServiceProcessRe
Any eta on an 5.3 oculus branch? For a new project using MetaXR v57, is it better to go with the github engine integration or just use the plugin zip file? What does the engine integration give you that is not in stock 5.2.1?Thanks for any feedback
Anyone know which event to handle to get in before the OS terminates the app in Unreal to do an auto save on exit?On PC in Unreal the Game instance's Shutdown event works but not on Quest.So the user scenario is when you click terminate app in the Oculus menu bar, how does the app know it's being terminated in Unreal?
May I ask if anyone has tried to get the foveated center from Meta Quest Pro?I am working on this, and I have tried XR_FB_eye_tracking_social. It seems like this feedback is only the pose.We would like to try the XR_Meta_eye_tracked, which seems to consist of the processed data. We want to implement it in the ALVR application, however, it seems like returning the default value (0,0). May I ask if there is any method to get the correct value, like enabling some developer option or what?Thank you
As title says i was wondering if 2nd gpu in my pc could be used to compress/decode the data that is sent to quest 2 via usb cable in order to save the main gpu for game performance?
hi! i'm working on a project and i've noticed that the distance of shadow rendering doesn't seem to be affected by changing the quality of the shadows in project settings? is there somewhere else i should change these settings? thank you!
Hello,My team and I are building training simulations for a local college to present to students. Yesterday, we had our first trial run of using the Oculus app, link cable, and Oculus quest 2 to present our "game"/project. The app only responded by saying provide internet and sat on a blank screen. My question: is there a way for the Oculus App to load without internet so we can use the link-cable screen casting without the use of internet? If so, has anyone come across a fix for this issue, as my team will travel to local schools to present our project in hopes for recruiting new students. The lack of the Oculus app loading restricts any further advancement to present this project effectively. I look forward and appreciate any and all assistance on this topic. Does the error saying "Provide Internet" only happen in one game/app or in multiple?The App on the laptop just spins as it tries to load the UI for the app but failed to do so unless I connected to my personal phone hotspot
how to make headset emulator work with the unity new input system
How do I I sync the Meta Avatar hands to the OVR Controller Hands? I'm using the Interactions SDK and would like the avatar hands to mirror the OVR hands for grabbing and such.
Does Alpha release channels has life time?To publish the app privately with enterprise, what we can do?Is there any limitation for Alpha, beta and for private users?
Greetings, fellow Atmeta Community members, I've been diving deep into the world of edge servers and content delivery networks (CDNs) recently, and one question has been on my mind: How does the choice of an edge server provider truly affect website performance and, consequently, user experience? From what I've gathered, selecting the right edge server provider seems to be a critical decision for website owners and administrators. But the specifics of how it affects performance and user experience aren't always clear. So, I'm reaching out to our community to shed some light on this. Here are some points to consider and discuss:Latency and Load Times: Have any of you noticed significant differences in website load times based on the choice of an edge server provider? How does latency play into this?Global Accessibility: How does the geographical distribution of edge server locations impact the accessibility of websites for users worldwide?Content Delivery: Does the choice
I'm a new Quest developer and the option is not in my Settings. I have Developer tab, and I turned on the Developer option in my Meta Quest app. Just the one option is missing.-------------------------------Here's another post on this issue. For existing developers, it can be worked around through SideQuest. https://communityforums.atmeta.com/t5/Get-Help/Suddenly-No-USB-Connection-or-Setting-on-Quest-2/td-p/1088374/
Hello, does anyone know how to get the Quest HMD to stop going into sleep mode when a user takes the thing off using Unreal Engine. The user can simply change the timer or disable on the hardware's built in software but I can't count on all users making sure to do this before hosting a game. And if the host headset goes to sleep all replication stops and game freezes for other players far from ideal.I hardly want to tell users to tape the sensor or have to go into sleep settings.I tried using the "Control Screensaver" node can disable sleep on an android phone but my tests don't seem to show this working on the headset.Thank you
Here's a simple idea, now that the default dashboard in the home environment is the small touch version, how about being able to use a controller (right joystick) to move the window closer or further away from yourself as well as being able to move it left and right by grabbing it..? Finding it a pain to have to put both controllers down then switch to hands mode to drag the window nearer..!! (Or am I missing something???)
Hello everyone! My team and me are working on a VR game.My game goes like:-The experience START when HMD detecting a player wearing it.-The experience STOP when HMD detecting nobody wearing it-then ***screensaver Mirrored on screen*** with the VR still activated (Working in Unreal Preview).We are using the proximity sensor of the Oculus to know when changing the level. (So it is impossible to just Tape the sensor to solve the issue).THE PROBLEM: The Oculus Rift in standalone builds, for performance issues or something, will not render camera when not weared, and then will not mirror any images on screen, making the screensaver full black.Is there any option, or modifiable SDK code to prevent Oculus to stop render? Thank you!
ملاطيه
I'm developing an application with Unity for the meta quest 2. This application has a functionality that need to open the system browser with a specific url. I tried both the "Application.OpenURL" and "Oculus.Platform.Application.LaunchOtherApp", the system lauch the browser and open the url specified but in a layer "over" my application (my application still in background). This disable the full screen mode of the browser. I want instead to close my application and start the browser like from the lobby so I can use the full screen functionality of the browser. Any idea about to make that? Thank you so much to all.
A false dev group is using facebook to steal local and state data and posing as a real google dev env, is creating phished sites to steal HBC and DWP data within phished domains. Reported on twitter: goooseberrypieInc using my staff id and distributing in aosp build being illegally installed on community devices by a fake play store and stealing googlepay acts. How do i report this. Help as the group is now attacking friends, and using my bank ac inc hmrc staff ac for money laundering. They have created a gdpr incident which I am going to court but hijacking hmcts domains inc MOJ Twitter ac. Aosp build Superproject. False devs name and forum. Monorail. All to tag staff and cabinet IDs.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.