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Passthrough camera access was recently added which is great! However IR camera access would be great to allow games played in low light environments. Many user describe this night vision as a desired feature.
I can build, and upload app to Meta Horizon store, and everything working fine.But for fast developing i need it in Meta XR Simulator (avoiding uploading build every time)But how i can pass entitlement check in Meta XR Simulator?Meta settings is filled.But Entitlement check always fail"Missing entitlement for xxxxxxxxxxxxx (yyyyyyyy)"Node not helped at all.
Issue DescriptionWe are currently experiencing an issue with the use of Shared Spatial Anchors between two different applications. Our use case consists of: Creating and saving spatial anchors in a first applicationSharing these anchors via a group UUIDLoading these same anchors in a second, different application (different package ID) Environment Devices: Meta Quest 3Meta XR Core SDK: Recent version (post v74)Configuration: Enhanced spatial services enabled in device settingsSharing method: Group-based with a fixed UUID Symptoms The application works perfectly in Unity editor modeAfter building and installing on the device, we get the error Failure_GroupNotFound (equivalent to OVRPlugin.Result.Failure_SpaceGroupNotFound) when trying to load shared anchors Code UsedHere's an overview of our implementation:Application 1 (creating and sharing spatial anchors) anchors)csharpCopier// Create and save the anchorvar spatialAnchor = GetComponent<OVRSpatialAncho
I can't see the list of achievements that can be obtained in the game, for example, as it is implemented in Steam.
i want to deep focus in web 3 development, any one to help
We are trying to implement a custom tracking system along with Quest's tracking. We want the headset to be able to detect custom gloves that we put in our hands, is it possible to train the current ml models or the Spatial sdk currently only uses the pretrained model?
Hi everyone,I’m working on an XR project and using the Meta XR Simulator to develop and test my application without a physical Meta Quest headset. My goal is to eventually deploy this application on Ray-Ban Meta Smart Glasses. Since the simulator is OpenXR-conformant and supports Unity, Unreal, and native C++ development, I’m wondering if it’s possible to use it for this purpose. Has anyone successfully developed an app with the Meta XR Simulator and deployed it on Ray-Ban Meta Smart Glasses? Are there any specific considerations or limitations I should be aware of? Thanks for any insights!
Hi,I am new to the world of VR development, I am trying to do simple things, just interactions with objects, but I noticed that the RAY is not visible although I have all the other components.thanks
The first thing people do with hand tracking is look at their hands.The second thing they do is touch their fingers.Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key.I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive.Literally the entire point of mixed reality.This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled.But can it be delayed?Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view).I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything.Anyone else dealing with this? Found another solution or workaround?
Hi,the "wrist buttons" that move the menu button to the wrist, that was in the experimental options is missing, in the v77 and in the v78, I searched if is moved to another menu but I don't find it.Please for my developments is mandatory use this option, so could you activate another time or indicate how can i activate in the recent versions?Thanks
We are currently developing an application called “Example VR” for the Meta Quest 3 using Unreal Engine.Everything works as expected — packaging, deployment, and testing on the Quest all run smoothly.Now we want to release multiple versions of the app (e.g. “Example 1”, “Example 2”), so we tried the following:In Project Settings > Platforms > Android > Package Name, we changed it from“com.company.examplevr” to “com.company.example1”Packaging still completed without any errors.However, when we tested the build on the Quest, we noticed:The VR view was heavily distorted (one eye is missing or eyes misaligned, warped display)Textures were missingQuestions:What is the correct way to publish multiple Android apps from the same Unreal project?What settings could be causing these issues after just changing the Android package name?Thanks for any help or suggestions!
We as developers absolutely need the Application Space Warp feature for Unity's Open XR Provider.Currently the only way to activate ASW after all prerequisites are installed is by using Unity's Oculus Plugin and enabling it under in the config.But we should be able to also enable it with Unity's Open XR Plugin. Unitys Oculus Plugin lacks many critical features like hand tracking and passthrough. Sure you could implement these features, by using the meta sdk but that would also mean that you are tied to using the OVR Rig components etc. and not the Unity XR Toolkit. I have been digging trying to find a way to enable app spacewarp in open xr.So far my findings have been that when installing the Meta Core SDK, it adds a couple of features to Unitys OpenXR Plugin (foveation etc.) but not App SpaceWarp. I found out that the MetaXRFeature for Unitys OpenXR already includes the XR_FB_space_warp extension to be initialized on launch. But I have no
POST https://graph.oculus.com/$APP_ID/consume_entitlementour server suddenly gets error response for this call.nothing changed on our side in a long time in this regard.did someone notice any change?did something change on meta side ?no issue with https://graph.oculus.com/$APP_ID/viewer_purchases
I have a Quest app built using Unity and OpenXR / AR Foundation. I recently added the OVRManager to my XRRig object to gain access to some of the features of OVRManager. I'm using a single camera rendering to both eyes. Everything seems to work fine except that after launching this update, some small section my users experience the right eye not rendering correctly anymore and say the see weird rendering artifacts across the right eye. The left eye continues to work perfectly. I have not been able to reproduce this issue myself and the majority my users do not experience it. They do not experience the issue in any other app, only in mine. Uninstalling, clearing cache, and restarting the headset have not helped resolve the issue. Wondering if anyone's encountered an issue like this or has any ideas on what could be causing it? Greatly appreciate any advice!
Hi, I have a problem with the Meta XR Simulator v60 in Unity 2023.2.7f1 and Meta SDK v60.When i start a Synthetic Environment Server, set the simulator to active and start the game, everything works as intended. But only exactly once!Afterwards i get always these 2 errors:XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one.Failed to set DeveloperMode on Start. They appear each time until i restart Unity completely (e.g. just stopping the server does not work unfortunately).I think everything should be set up correctly (e.g. plug-In provider is set to Oculus and all the items in the verify checklist are applied), because it runs without problems once... But then it stops, no idea why.Any ideas?
Hi guys, i am trying to fix this for 2 weeks now. I have a glitch, it apear on every project after enabling meta xr plugin. it happen to show on XR API - Oculus OVRPlugin + OpenXR backend (without this i have not glitch but also i dont have passthrough, and i need it)also glitch happen to repair after checking mobile HDR but then i also lost passthrough but also proper colors. in every other cases i checked with diffrent settings, glitch persists. do you know any viable settings or whatever?I dont have any lights on map, i deleted all of them in search for fix. https://www.youtube.com/shorts/nnuqy0UXJ-4https://www.youtube.com/shorts/YW5HlTvlfVUplease help - ahh btw. problem only shows up, after building apk and installing on oculus, but not via link
We have 4 headsets in my household. $$$$ One for my husband, and one for each kid. I only have an account to supervise our kids' usage.1) Why would Meta not allow at least 2 parents to supervise their time? I'm a nurse and work long shifts, sometimes on weekends. So if my kids are with my husband and earn extra time, he has to text me to ask me to allow it. Apple Screen Time isn't perfect, but the Meta parent supervision is so. much. worse. 2) Why can we not purchase a game ONCE for the whole family? I would not have purchased each child their own headset if I knew I ALSO had to purchase each paid app 3 times.3) Please make this better for families, or we will all end up transitioning to the Switch 2 and sell our used headsets to the dudes living in their parents' basements.4) It is embarrassing being a Karen about this, but seriously, I didn't really want these things for my kids in the first place, let alone 3 of them. I'm def not paying for the same game 3 times unless Zuc
please I have not find a clear documentation on the procedure of how to install the OVR Platform SDK to Unreal Engine.
I have not been able to download ANY Unreal downloads for days.The web pages say "woops, something has gone wrong".
I am developing a native app that utilizes OpenCL, Vulkan, and OpenXR, but I’ve encountered a significant roadblock: `libOpenCL.so` cannot be dynamically loaded with dlopen because it is not included in `/etc/public.libraries.txt`.While it’s technically possible to extract the library using `adb pull /vendor/lib/libOpenCL.so` and bundle it within the APK, this is not a scalable solution for supporting a diverse range of devices, even within the Meta ecosystem. I understand this limitation may be due to security considerations, but it’s worth noting that `libvulkan.so` is already accessible. Restricting developers to Vulkan forces additional effort to convert OpenCL kernels into SPIR-V, which seems unnecessary, IMHO.Providing support for `libOpenCL.so` would significantly enhance compatibility and streamline development. This is especially important given that many deep learning frameworks rely on dynamic loading of the OpenCL library through stub code.
i make a 360 image using Panoramic Capture plugin and also make a cubemap but in both way 360 image looks perfect in my pc screen but when i set my VR it feels like everthing is way big and feels like i am so small in my indoor project of room.
I have a great story that I would like to turn into a game or a series or a movie. And every AI that I have told the story to or let read think it’s an epic story and says that a lot of game designers would love to work on this but I don’t have the Designer skills to actually bring it to life I see a lot of people make games. This game will be epic if I can get it right vision that I have in my head and the story will bring them running. I hope I can find someone here that’s willing to help me or collaborate with me. Thank you. Have a nice day.
Hi there, is there anyone can tell me why I couldn't create a developer account? When I come to the step "Review Your Email Address", and I clicked "Confirm Email" button, it shows "Unexpected error, please try again later." Thanks in advance!
I met many problems:1. Meta quest link cannot be accessed, it just always show "operation in Browser" and do not change.2. Cable link can be recognized by windows system, but can not be recognized by Unity Hub software in "building setting/android/run device"3. I FACTORY the device, but wifi still can not be connected.
The compatibility issue is around for more than a year and meta didn’t fix it yet.I have a dell xps with 4070 RTX GPU and thought it would have no issue at all working with meta app. The reality is that it doesn’t work at all and I have been troubleshooting this issue with chatgpt help for a week with no good news. The conclusion I found after looking at the logs in debug tools it shows an issue with the hybrid gpu setup in the laptop. I contacted meta support and they told me they don’t support laptops. It turned out the root cause of the problem is that there are 2 GPUs inside the laptop: 1- Intel integrated for the display 2- nvidia gpu for rendering. When meta runs it checks for the whitelist gpu and does a check to give validation. Your gpu could be compatible but if its not connected to a display its marked as noOutput in the hybrid gpu check as shown in the pic below and this is the main reason for the validation fail. I have tried to find a solution to make nvidia gpu connected
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