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I am developing a VR app in Unity 6.x using meta spatial anchor api.In the app flow I managed to create, save and share the spatial anchor using a Guid group value through the method OVRSpatialAnchor.ShareAsync, but as I call the method OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync it returns me this error Failure_InvalidParameter.I checked the parameters passed to the method, they are valid, the group id is correct and well-formatted.The call was working fine until a few days ago, when it suddenly started returning this issue.Can anyone help me?Thanks in advance
My computer is connected to the router via a network cable, and the Quest3 is connected to the same router via WiFi, and I want to use AirLink to stream the Quest and the PC, but the Quest keeps getting stuck in this interface after connectingMy router is not connected to the internet and is using a local area network, does anyone know how to fix it? This problem has been bothering me for a long time, thanks
I'm developing a game for both Meta Quest and non-VR mobile platforms. I couldn't find any info on scripting define symbols to disable the Meta Quest SDK so that I can quickly switch over to mobile while building. Any help is appreciated. Thanks!
I am following the meta quest tutorial and I am getting an error trying to import a function.inside GameManager.tsexport const moveGemToCourse = new hz.LocalEvent<{}>('moveGemToCourse'); inside GemController.tsimport {moveGemToCourse} from 'GameManager'; My error message is:[GemController] (2, 8:23) Module '"GameManager"' has no exported member 'moveGemToCourse'. I create a brand new GemController.ts and put the import statement and immeditatley get the error which leads me to believe it is an error in gama manager. Any ideas?
Trying to connect 2 peoples in one environment via internet. No luck.I can use EOS, but quest overlaying it's own services, which hardly communicate with EOS.In oculus samples there is a Unreal-Discover sample, but after recompiling it and uploading it on Meta store, it won't start. The main thing that this sample is overloaded, and hard to understand, where is error located. Any link or tutorial about quest web multiplayer?
Greetings to the community,I cannot seem to find resources that specify this information, so I would like to ask, does anyone know what physical location exactly the origin (local coordinates) of the HMD is at? We are trying to map real-world coordinates with the virtual ones and are in need of a good degree of precision.Many thanks,Joey
any good function exists?
I'm trying to test IAP using this method:https://developers.meta.com/horizon/documentation/unity/ps-iap-s2s/#verifyI think I'm getting close, but when I use the curl command with "user_id=[test username]" it complains that I'm not using a valid user id.{"error":{"message":"Parameter user_id: invalid user id: [test user's username]" ...So how can I get the game-specific user id for a test user? I don't see any options to do so on the developer portal, and I haven't had any luck googling it. I would expect that id to be on the test users page on the developer portal for this game, but it's not.
I've just stumbled across another possible regression with Quest 2 since another update. I've been testing with stereo h265 videos for months while working on the native layer feature. And now the browser refuses to accept the format with an error like "MEDIA_ERR_SRC_NOT_SUPPORTED". Can somebody confirm h265 is now broken with Quest 2 ? Im about to do a test file with AV1 to see if it plays. I just created a bug report. This vid is not ok all of a sudden. Even with a factory reset. The raw video link wont play in the browser. https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer2.html This h265 clip is ok. https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer3.html playing this directly just hangs. in videojs I get the media_err_src error. https://videos.electroteque.org/EVEBlogStream_TB_360_SPHERE.mp4 videojs example of the h265 showing a source error. I believe its a regression somehow as its been working. https://electroteque.org
There's been an issue for the past few days where all of the AIs (on Instagram's AI Studio) will stay hard stuck in an "ultra concise mode," where their text responses are far too concise, obliterating the conversational flow and response quality (denying them the ability to even acknowledge most parts of the user's turn).I've managed to succeed in getting the AI to respond in detailed depth again, but they struggle to maintain that behavior.In the image, it showcases how my Voice Model (Stalgia) managed to update her "Memory" section based on my feedback (when we were in a productive lil' note taking session). I'm excited to see how she did this and I'm hoping we can leverage it for her to maintain her regular behavior (prior to the recent update).Also, I wanted to discuss a little on the recent update I'm describing: does anyone know why this is happening on the AI Studio? I assume it's an unintended side effect of the patch trying to over-emphasize optimizing processing output
I believe my Quest is in PTC firmware updates and there is a show stopper bug preventing H265 playback. I am getting no response or help about it. So need to roll back the firmware. Everything I tried won't force it out of the test channel. Any ideas ?
Hi everyone! I'm using the movement SDK in Unity to track the facial expressions of the person wearing the headset (Meta Quest Pro). I saw there are some "features" related to tongue (eg. TongueRetreat), and it made me curious on how these features are measured, since they were added after the other ones (version 60). Are they measured from cameras/similar, or are these features derived from others?
I have only recently gotten my first ever pc and wanted to do pcvr but it keeps saying I'm missing requirements which I just don't get. ill list my specs down below. Processor- AMD Ryzen 7 7700X 8-Core Processor 4.50 GHzGPU- NVIDIA GeForce RTX 3050RAM/Memory- 64.0 GB (63.1 GB usable)Operating System: Windows 11 I would also like to say it does let me connect but it's very glitchy, is that why the 3050 isn't recommended?Another thing is that I'm using an oculus quest 3 so I had thought it wouldn't have been an issue. is there a way to fix it without getting a new gpu?
我的电脑通过网线连接到路由器,Quest3通过WiFi连接到同一个路由器,我想用AirLink来串流Quest和PC,但是连接后Quest一直卡在这个界面我的路由器没有连接到互联网,并且正在使用局域网,有人知道解决吗?这个问题困扰了我很长时间,谢谢
so, after packaging for meta 3 uploading in mqdh often fails, can some one help to resolve this ... all plugins and sdk ndk works fine
Hey developer forum!Is there any way to prevent objects going through walls and other objects during the grab. I'm using Meta Interaction SDK v76 inside my Unreal Engine 5.5.1 project.
As virtual reality technology continues to advance with devices like the Meta Quest, I can't help but wonder: why hasn't anyone developed an app that can perform an eye exam or determine prescription lens measurements directly within the headset?I understand that accurate vision testing requires specialized medical equipment and falls under strict health regulations. And yes, the eye-tracking in Meta Quest is designed for interaction, not for medical diagnostics. Still, I genuinely hope that one day we’ll see an app that offers at least a basic vision screening or guidance to help users determine their lens specifications in VR.Such an app would be a game changer, especially for users who rely on prescription glasses. Perhaps collaboration between developers and eye care professionals is the step we need to turn this vision into reality.
Hi everyone,I'm working on a Unity project for Meta Quest using the Passthrough API. Everything works perfectly in the Development Build, but when I create a Release Build, the app crashes on startup.I’ve tracked the issue down to this error:ExecutionEngineException: Invalid call to method 'Meta.XR.ImmersiveDebugger.Manager.DebugManagerAddon'It appears to be caused by the Immersive Debugger system still being included or invoked at runtime, even though I’ve:Unchecked Enable in the Immersive Debugger SettingsUnchecked UsesImmersiveDebugger in MetaXRProjectSettings.assetCleared Unity's /Library, /Bee, /Temp, and rebuilt cleanYet it still looks like the debugger is enabled (see screenshot) and I see the ExecutionEngineException error in the logs.I've read that using IMMERSIVE_DEBUGGER_ALLOW_USE_IN_PROD as a scripting define can prevent the crash, but looks like this is unacceptable for production use.
Hi, I got the latest version of the SDK for Unity 6 LTS and started using the building blocks.I added the building blocks for: avatar, auto match making, teleporter, a floor(with navmesh) and a few network connected objects.For some reason when testing the client can see the objects moved by the host, which is expected, but the host can't see movements made by client. Any idea why it doesn't work? I tried creating a new scene and starting from scratch, same problem. For network I am using NGO.Thanks
I need a little help if able, while trying to post a new world this morning I was given a notification stating I cannot post my world because I was trying to post prerelease assets, so I tried to figure out what these assets were. I found that the Primitives10x10plane_geom shape was the problem. I brought it into a sample world and tried posting it, but the same notification popped up. I will try submitting a bug report, but wanted to know if these new shapes provided in the Asset store are meant to be tested and not posted? or if this is a bug issue?I understand these are prerelease assets and wonder if there is any date provided when these assets will be released. Thank you for any assistance.
Hello, I am a high school student in Japan working on a school project to simulate fire drills using Meta Quest 3, Unity, and Blender.I am trying to display realistic smoke simulations on the Meta Quest 3. I created the smoke in Blender using its fluid/particle simulation system, but I’m running into multiple issues when trying to bring it into Unity:I cannot export the smoke simulation from Blender in a format that Unity natively supports while maintaining the volumetric effect.Even when importing .abc (Alembic) files into Unity with a compatible package, they do not render on the Meta Quest 3.I also tried using Unity’s Visual Effect Graph to simulate smoke, but it doesn't display on the Meta Quest 3 either.I would like to know how I can properly display smoke simulations on Meta Quest 3—whether that’s by fixing the current workflow or using an alternative method (e.g., baked volumetrics, custom shaders, or third-party assets optimized for Quest).Any guidance or recommended practices
Hi everyone, I would like to create a system to integrate avatars as meta uses it for his colocation example (here is the link: https://github.com/oculus-samples/Unity-Discover)Quick explanation of my goal, at the moment I can figure out if a user joins my room with the result of OVRColocationSession.StartDiscoveryAsync():-successful: gets alignment and should not see the avatar of other users in the colocation-failed: should spawn an avatar to all other users and should see the avatars of all others (including those in colocation)any advice?
hey please trying to implement in my own project the space's logic especially the game instance. As shown on the picture, I noticed those nodes especially the 2nd runs the logic. my problem is where and when are they called exactly as they are custom events. I have gone through all blueprints and classes to understand but really not.
I am tall and so my arms are a bit long. In first person when I use the meta full body avatars in my project, I can have my arm fully bent 90 degrees and the avatar has these tiny little arms that run straight from the shoulder to the hand. I would like the bend to match that of my real arm.... is there a way to do that in the SDK?
Hello I'm new to Unity and also new to VR developpment. I have been facing an issue with the meta movement SDK and the Avatar i'm using to follow the movement tracking.I looked up in the documentation and find a troubleshooting saying that when the avatar is collapsing on the floor it is because the tracking of the controller or hand is lost.Is there a way to avoid that?I've been trying the samples of the meta movement SDK and I faced the same issue.I'm using the building block for the camera rig and tracking and for the avatar it has an OVR Body component and an Character Retargeter. In hope anybody can help !
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