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Hi everyone, watching and reading into Meta Connect 2023 it sounds like lots of the SDKs - particularly in the presence platform and for designing custom controller haptics - are only supporting Unity (and sometimes Unreal). However, we've been building our game on a custom game engine for Meta Quest.Will we be able to integrate these Meta SDKs with our custom engine?
Hi,I'm working on a project where I switched from VRTK to openXR. Everything works well except the Universal Button recenter. When I hold the button the ring UI shows up it does a circle around as if it should recenter but nothing happens in the screen. I'm using Unity 2022.3.7 - OpenXR Plugin 1.8.2 - XR interaction toolkit 2.4.3. - XR Plugin Management 4.4.0Both PC and Android in project management are set to OpenXR (and actually if I switch android vr plugin to oculus it stays loading forever in the build).When I run ADB I see that it does something with recenter. I uploaded that snippet of the log and here's a more specific snippet where you can see some things where it updates the recenter timer and says.10-02 19:23:27.000 2769 3079 I RecenterTimer: UpdateTimerData(-1.00 -1.00)10-02 19:23:27.000 3144 3320 I SpatialAnchorPipeline: Guardian needs anchor search = 0, 1 && (1, 0, 0) 10-02 19:23:26.675 3144 3320 W [CT] : Anchor:SlamAnchorMemoryOSSDKClient: [Throttled count=6
"I feel like I'm in this place, not just looking at this place" Not sure how many of you watched the recent Lex Fridman interview with Mark Zuckerberg, showcasing the Meta CODEC avatars? https://www.youtube.com/watch?v=MVYrJJNdrEg It got me thinking about the sense of presence in VR. It's a topic I posted about on a private discord server recently and thought it might be worth sharing here too. I work in a psychology VR lab where we use the fact that immersion triggers real physiological responses to help patients with mental health problems. When you get it right, you really can trigger involuntary fight or flight responses in a participant, or something like a palpable sense of vertigo (think Richie's Plank Experience). All the while, part of your conscious brain knows that you're still in a simulation and that duality - feeling true to life emotions in a safe virtual environment - can be used to help people try things they might not be able to do in
Hello,I am using Unreal 5.2.1 with MetaXR 56.0I managed to make a shipping build and upload it to AppLab with the Meta XR Platform Window (in Unreal editor), but when I launch it in my Quest 2 it just shows the 3 loading dots.The build runs correctly if I install it from my pc using the Install_*.bat in the package folder.If I make the shipping package activating "Package game data inside apk" activated and upload it to AppLab, then it works. However this is not a solution because the apk must be less than 1 GB, and my final app will be more.I also tried uploading from command line, with: ovr-platform-util.exe upload-quest-build --app-id **** --app-secret **** --apk .\MyApp-Android-Shipping-arm64.apk --channel ALPHA --obb .\main.2.com.mycompany.myapp.obb Upload and validation are ok, but when launching the app I still see just the 3 dots.I suspect that the obb file is not correctly managed, because while downloading in the Quest I see that the app size is just the size of the
hey,i tried hand tracking sample of integration package [v56] on v57 firmware of Quest 2 ...but fingers does not working ...and hands are inverted ... any tips?
Hello,I am working with a developer who is creating their first VR App/game. When reviewing the VRCs, in particular the VRC.Quest.Performance.1 test case. The expected results readsThe application should not experience extended periods of framerate below the requested refresh rate of the display. Exceptions include when there’s a black screen or loading scenes, or when system menu overlays are present.We were interested in, what Meta considers an Extended Period? 5 seconds? 10 seconds?Any information would be helpfulThank you in advance,Lee-Roy
Hi guys,I mostly develop in sketchup and cinema 4d and am looking to get a Meta headset to display my work and possibly start modelling directly on the headset. Would you recommend a Meta Quest 3 or a Meta Quest Pro for this?Thanks in advance,Maarten
When opening a capture and selecting any of the Meta performance counters, half/most of them can be missing. For example, there are 200 drawcalls in the DrawOpaquePass but there are only 50 to be found in the Performance Counter viewer.We like to see the data for all vertex and fragment instructions on all drawcalls.
Hello! As the title says, I have been having issues profiling compute shaders. I am doing and investigation on VR volume rendering on the Meta Quest 2; and the performance counters on the Renderdoc Meta Fork have been fundamental on my work.But, right now, the only information that is provided on the counter are the millisencos for each pass, only when taking about compute shaders (the render passes present all the data as expected).At first I thought that it is as expected for some fields to present missing values, since we are not using the raster pipeline, but the texture pipelines are also reporting 0 fetch stall & 0 bytes readed; wich is not true since this shaders perform a surface nets algortihm.Am I missing something? Has anyone encoountered this issue?Also, it is not a dead-or-live situation, but the shaders run very fast; and would love to look a bit closer.
Hello Meta Community, I hope everyone is doing well in the world of virtual reality. I'm an enthusiastic PCVR developer, and I've been fortunate enough to work with a consulting company that has helped me immensely in the past. However, I've reached a point in my journey where I want to dive deeper into PCVR development and handle challenges independently. That's why I'm here today, seeking your invaluable expertise. I'm currently facing a rather complex PCVR development challenge that has me scratching my head. I've developed several VR applications in the past with the help of a consulting company. This time, I'm working on a PCVR project that demands a high level of technical expertise, and I'm determined to tackle it on my own. The Dilemma: My PCVR application is running into performance issues. It's not as smooth as I'd like it to be, and I suspect there's room for optimization. Are there any best practices or tools you recommend for optimizing PCVR
Hello,I'm just wondering, is it possible to download a list of all Meta User IDs that have downloaded an app? Know account linking is possible, but if I wanted to download all IDs for reference, would this be possible through the API?All the best,Henry
So when i go to settings to make oculus the current open xr runtime,it just doesint do anything,steam vr works fine,but when i hit the"set oculus as active"button,nothing
I connected my Oculus Quest 2 for the first time in a few weeks to my PC to continue some UE4 development.I was given a notice in Oculus Link to take off the headset and review Oculus App updates.I followed the Oculus App update notifications and restarted my PC (Oculus App Version 57.0.0.254.153).After this, the 'Desktop' function in Oculus Link started showing this yellow '!' icon. (where previously it showed a live stream of my PC)I restarted the headset which showed what looked like an SD card icon and an update progress bar. I thought ok great maybe the headset firmware just needed an update too.Unfortunately, after the headset update I am still seeing this error:
Hi. I've noticed since updating to recent Oculus Integration that LeftHandAnchor and RightHandAnchor is stuck in 0,0,0 even when I can see the synthetic hands moving around in the editor. They move and snap to the accurate position once I either grab an object or pinch my fingers together. It's like they are stuck in an idle mode until a form of interaction is triggered.Is this a known bug? And is there any way to sort of "force update" the HandAnchor transform?
Hi all, I recently upgraded to unity 2022 and also upgraded oculus integration to the latest version.Now when I use hand tracking the first 20/30 seconds the right and left anchors of the hands, in TrakingSpace, remain stationary, both in position and in rotation but the fingers work... Has anyone had this problem before and know how to fix it?
So, I have used the Quest, Quest 2 and Quest Pro, and while the products had been mostly satisfactory, one of the most mind bugling issues I had was the relative unease of use of the USB-C connection mechanisms. While using the Oculus, many times I had to inadeptly move my position in a way to pull the cable, and in doing that I feel a sympathetic discomfort for my Oculus and the cable especially when it is forcibly pulled out with side friction, and as every time this occurs it decreases the life expectancy of the link-cable, the quest usb-c port and eventually the whole product use-cycle length. My quest began failing this way after a year or two, and it became very difficult for me to stably connect the usb-c cable so that pc tethering became unusable.So why not implement a magnetic-attached cable attachment solution, so that every time the cable is pulled beyond thresholds it simply disconnects and fall off without inducing any sharp feeling of cable pulling and goldfinger-friction
I get no input from mic when i start voip.i used the sample sdk to implement voip into my project.i enabled "Add permission to support Voice chat" in project settings, have voice enabled in DefaultEngine.ini(both [voice] and [OnlineSubsystem]). On the developer page all boxes for All platform features are approved in Data Use Checkup. This is the code I used to start voip after creating and joining session. for (auto RegisteredPlayer : RegisteredPlayers) { if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("33333")); // don't register the local player, only the remote if (RegisteredPlayer.Get() != *UserId.Get()) { OculusVoiceInterface->RegisterRemoteTalker(RegisteredPlayer.Get()); OculusVoiceInterface->StartNetworkedVoice(0); UE_LOG_ONLINE(Display, TEXT("Registered a Talker: %s"), *RegisteredPlayer.Get().ToString()); } } My log prints "registered a talker" with correct id.
I have worked at it all weekend, and I'm having trouble wrapping my head around how to synchronize rigidbody objects over Fusion networking so that multiple players in the same physical room can see the objects in the same place. My confusion is centered on the fact that the physics are run on the server, and Unity requires the physics to be in world space (correct?), so the position data that Fusion sends is in SERVER headset world space. But each client headset in the room has its own unique world space, and the renderer will take the networked position and render the objects in the individual player's world spaces, which will differ from the server. To have all users see the physics objects in the same apparent location, the objects need to be set as children of the spatial anchor (right?) that everyone shares from the Meta cloud server. Can anyone with Fusion AND shared anchor experience give me an overview of how all that works? Or point me to a shared anchor / Fusion s
Is it possible to change the release channel you are on without unsubscribing from the channel?E.g. I'm a dev wanting to test the alpha version of the app and then switch back to production to help live users.
Hello! We use OVRPlugin for unity to extract scene data (walls and furniture). This worked recently, but it seems to have broken after the last update.Now the OVRPlugin.RetrieveSpaceQueryResults(requestId, out var results, out string strResult) method returns an empty array of results, even though the walls and furniture are already set.Can someone help me, please?OVRPlugin wrapperVersion = OVRP_1_87_0Unity 2021.3.28f1Oculus Version 57.0.0.261.669.517337457Oculus Runtime Version 57.0.0.261.669.517337474OS Version SQ3A.220605.009.A1
Hi,With both Oculus Quest and Oculus Quest 2n in Unity 2021, 2022 (LTS versions), TryGetFeature(CommonUsages.deviceAcceleration) returns Vector3.zero. It is also the case with all acceleration features (rotationAngularAcceleration). This is the case for both handlers and for the helmet.It works perfectly with Unity 2020 (with the same code), and whatever the version, it works for all other tested features (UserPresence, devicePosition, deviceVelocity, deviceOrientation, deviceAngularVelocity.Please not that I don't want at all to compute it from the deviceVelocity. The information I need is the acceleration measured by the handler accelerometer.Has anybody encountered and solved this issue ? Is this a known bug ?Thank you allRenaud
This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only.But a only use a arm64 in my unity project i do not understand the problem,Meta help me
Hi, I've noticed that my posts on the FIFA Mod forum don't seem to include a link to my website, even though I've mentioned it in my discussions. Is there a specific guideline or process I need to follow to have my website link included in my forum posts? Thank you for your assistance!
Working on a mixed reality experience at the moment and trying to get a color LUT on the OVR layer to edit the mood of the color passthrough on quest pro.I've made several different LUT's trying a range of different compression and build settings using meta's documentation.https://developer.oculus.com/documentation/unity/unity-passthrough-creating-color-luts/https://developer.oculus.com/documentation/unity/unity-passthrough-neutral-color-luts/Compression SettingsExtra DetailsUnity 2022.3.5f1Graphics - VulkanColor Gamut - sRGB Haven't been able to see the effect of the LUT come through on the color passthrough.Understand it's an experimental feature so maybe a little bit untested but curious if anyone has had success in making them work ?? Is there a simple step / setting I'm missing?
On my Quest 2, I open the Oculus Web Browser, navigate to a website from which I download a "csv" file. The browser seems to handle this fine, and if I later check via SideQuest browser, the download does indeed exist in /sdcard/Download.I now run my app a internal file browser (based on OxOD) but when I go to /sdcard/Download the directory is empty. I tried direct to list the directory contents programmatically but again got no content.Any suggestions on how to programmatically access a file that has been downloaded via the Quest Browser?
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