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Oculus quest... I was downloading skyworld and all of a sudden my headset came up with system ux has stopped the next message was system ux keeps stopping ... My quest then powered off and my new game skyworld also I had stopped installing nothing is working on my quest help please ASAP
I am trying to load Meta avatars as local and remote players in a Multiplayer environment established by photon. I am able to load the meta avatars as local and remote players in one room but my meta avatars are displayed white and black.(i.e with out any shaders or textures). I am trying to instantiate the meta avatar as player when player joins the room using the user id. Below is my code:using System.Collections;using System.Collections.Generic; using UnityEngine;using Oculus.Avatar2;using Oculus.Platform;using Photon.Pun;using System; public class RemotePlayer : OvrAvatarEntity{ [SerializeField] int m_avatarToUseInZipFolder = 2; PhotonView m_photonView; List<byte[]> m_streamedDataList = new List<byte[]>(); int m_maxBytesToLog = 15; [SerializeField] ulong m_instantiationData; float m_cycleStartTime = 0; float m_intervalToSendData = 0.08f;
I get these errors when I try to upload a new build.Validating build...["apkValidationErrorTypes":["OCULUS_PLATFORM__RELEASE_CHANNEL_DOES_NOT_EXIST"],"apkValidationErrorMessages":["The provided release channel (Production (App Lab)) does not exist."] I tried searching for answers and it seems none got a reply nor a solution.https://communityforums.atmeta.com/t5/Developer-Dashboard/ovr-platform-util-set-release-channel-build-fails-when-targeting/td-p/1031756 https://communityforums.atmeta.com/t5/General-Development/Release-Channel-Production-App-Lab-does-not-exist/m-p/1068273 Anyone with similar experiences?We were updated or apk version a few times already but now it isn't working.
Hello,I've been trying to get Mixed Reality Capture working for my app today, and eventually had success - but only with an old build, before I upgraded to Unity 2022, and crucially, before I set the Target Android SDK any higher than 29.If you build with a newer SDK, it seems like the oculus-mrc plugin in OBS can't connect. When I click on the button, it times out with the "check your device ip" error message.For now, I can do some captures with an old build that targets SDK 29, but I sure would like to do some up-to-date captures soon! Could this be fixed please?(Fyi: Unity 2022 does not like building using older Android SDKs.)Thanks,David
Hello meta How I can get my money back Refund
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Hello everybody, I would like to program my oculus for an exhibition. I did a VR 360 video that I wanna show to my audience trough an oculus meta quest 2. The best way to do it for me is if people put the headset on the video start and when they remove it the video stop and wait to start again with some else. No need to use any controller or to get into any menu or whatever. Anyone to help me with that? Thanks you so much
I have started using the desktop for my PC through my Quest 2. I wanted to be able to play games and pin a movie while playing. For some reason, it always goes black when I put on movies. Even ones I own on YouTube. Regular videos work fine. It appears to me that the sites are treating the Quest 2 like recording software and are blocking the feed. The movies are playing regularly on my monitor when I look under my headset. How do I fix this?
How do I enable it? I’ve made a developer account but I cannot seem to find the settings to enable it
I have been trying to open my account center on face book but failed. I need help.
My right controller flashes but does not connect. I've been through all the troubleshooting, turning off/on, changing battery, disconnecting and trying to reconnect. All my right controller does now is flash at me
I installed the VrApi Capture application on my new PC (ADB is well installed with the last version). The app recognizes my headset, I can locked it and and when I press start, after 1 or 2 second, it closes the app. I did the same install in another Pc and it worked well. I really don't understand why!!!thanks in advance
Error connecting to social media paltform
I am trying to verify my Hand Tracking FMM as instructed here: Set Up Hand Tracking | Oculus DevelopersIt says my "Camera FPS" should be "around 60". But I am getting:Tracking NIMBLE:HTEngine: Hand Tracking Processed FPS = 50.0 Hz / Camera FPS = 50.0Is 50.0Hz okay? I am in Australia if that affects EM frequencies.Regards,Richard.
Hello,We use EyeTracking with Meta Pro HDM under Unreal 5.1.1 and it’s worked pretty well.But from time to time we need to align the HDM with the real world and we use the ResetOrientationandPosition that adjusts the HDM orientation and position but not the EyeTracking data return by the GetGazeData.The gaze direction is still if the old orientation of the HDM as not been reset. For example, if we turn the head 10° to the left, the gaze direction will be 10° offset. Is there a way to also reset the gaze data after resetting the orientation and the position of the HDM?Thank you,PixelLeBlond
HiI wonder does anyone has the same problem as I do with this error below.Essentially this error doesn't influence the interaction, but you cannot see the hand mesh. If during the play mode, manually turn on this script under OVRHand\HandDataLeft and Right. The mesh coming back again.I have tried many ways to solve this issue it doesn't work.Including installing different versions of Unity editors, (2022.3.5f1 LTS, 2022.3.4f1 LTS, 2022.3.2f1 LTS )And tried different Oculus Integration SDKs (V51, V53.1, V54.1, V55)The weirdest thing about this is when I start a brand new 3D Unity project, installed the XR plugin manager, installed Oculus XR Plugin, and then installed Oculus Integration (with all the accept, clean up, and upgrade) The first time run, it works (link mode with Quest Pro), and without any error.If I save the project and close the Unity editor, after re-open the project it will never work again. The above error will keep coming, no way to get back working.I don't know i
1 Background For the current project to adapt to multiple XR platforms, we are using Unity XR SDK + OpenXR SDK as a foundation. We combine this with the official interaction extensions for basic development. At the same time, to adapt to Meta's passthrough feature, we have incorporated the Meta OpenXR Feature and ARFoundation to achieve a transparent effect. The PackageManager contains the following extensions, and the OculusXR Plugin is not included: 2 Specific Business Logic At this stage, we want to introduce the ability for users with MetaAvatar to see each other's avatars. https://developer.oculus.com/documentation/unity/meta-avatars-overview/As well as the ability for Oculus Account login: https://docs.unity.com/ugs/manual/authentication/manual/platform-signin-oculusWe have introduced the Oculus Integration extension package into the project. In streaming mode, we can normally experience these two capabilities (still without including the OculusXR Plugin): https://deve
When I got my oculos I wanted sidequest so I turned it on developer mode but then I recently deleted my acount becuase of a glitch and now when I try to make a new account and connect it to my oculus it says that it is owned by a bis and I cannot add acounts. is there anyone who knows how to fix this or help
Hello,I have a problem with screen flickering when packaging a VR project with the MetaXR plugin and the VR template in UE5.2.1.My environment:Windows 11 ProMeta Quest 2 (PC Link)Unreal Engine5.2.155.0 Unreal Engine 5 IntegrationThe steps I followed are:Launch the VR templateEnable the MetaXR pluginRestart the UE editorPackage the projectRun the packaged exe fileThe screen flickers between black and the VR template image when I run the exe file.The flickering goes away when I wake up the HMD from sleep mode.What is causing this issue and how can I fix it?
and the developer mode on the phone goes to the freaking website. The support chat was zero help. Email is no help.... . This is the dumbest things I've seen in a long time. I had to send my drivers license to get them to allow me to turn on a dev mode button. What a joke! I do all that and still no dev mode. TOP NOTCH PROGRAMMING.
I have several apps that I uninstalled that are grayed out prompting me to reinstall them, it's very annoying. I know the quest 2 had a option to filter with (All) (Installed) (Unknown), but I looks like it was removed. This feature should be added back or have the option to hide apps and be able to unhide them from the apps section in the settings or something. I know other people also have this issue too.
I would like to use the Platform SDK from the link below. What are the minimum versions of UE4 and UE5 that I should use? https://developer.oculus.com/downloads/package/oculus-platform-sdk/And is there a public link I can refer to for guidance on upgrading to a new version of the Platform SDK?
Hello,I've been having some issues for quite a while with spatial anchors. I tried to dabble with them some months ago with little success and now I'm trying again. I've had very inconsistent result with the samples where sometimes they work and other times I can't even place the anchor.In my code all I want to do for now is call this function to place the anchor: public void PlaceLeftAnchor(Vector3 position, Quaternion rotation) { SpatialAnchor anchor = Instantiate(m_AnchorPrefab.GetComponent<SpatialAnchor>(), position, rotation); anchor.SaveAnchorLocally(); } and here is the SpatialAnchor code based on the oculus samples: using System.Collections; using UnityEngine; [RequireComponent(typeof(OVRSpatialAnchor))] public class SpatialAnchor : MonoBehaviour { [SerializeField] private OVRSpatialAnchor m_SpatialAnchor = null; public string Uuid { get => m_Uuid; } private string m_Uuid = ""; private IEnumerator Start()
Hello.As a premise I am new to VR development. I would like to do text to speech with MetaQuest2, and I have deployed the VoiceSDK in Unity to check the specifications. I have confirmed that I can deploy a scene (TTSSample) in Unity and read out the input English text, but is it possible to set another language (e.g. Japanese) to read out the text? Thanks
I’ve confirmed my developer account, my business, and turned on developer mode on the quest 2 and the app, and I’m still not getting the icon on the library to access my uploaded test files.Sent from my iPad
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