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我在官方文档里,获取了空间锚点的示例,在虚幻中打包放到quest设备中,我将创建的锚点保存,重新进项目读取不到创建的锚点信息。空间锚点的示例无法正常工作,请问有方法解决嘛。万分感谢!
Hey I am working on a Project, where I want to use the Dictation function from the Voice SDK. I managed to get it running, except for returning the transcription. The Console Log shows, that Wit.ai managed to transcribe my voice input, but I can't figure out how to do the Event Listener to retrieve the output. The documentation offers little insight. The API reference shows an Event, which could be used, but it can't be registered. I am using unity 6000.0.42f1 and meta all-in-one sdk v74Here is the code i use:using UnityEngine; using UnityEngine.Events; using Oculus.Voice.Dictation; using Meta.WitAi.Dictation; using Meta.WitAi.CallbackHandlers; public class GameManager : MonoBehaviour { [SerializeField] private AppDictationExperience dictationService; private void Start() { if (dictationService != null) { dictationService.OnFullTranscription += OnFullTranscription; //does not work
When I got my first VR headset, it was the meta quest 2, and having pretty much no experience with VR, I expected the FoV to be as big as the human eye's FoV. When I put the headset on, I felt a huge disappointment, as I looked at a screen with black bars around it, basically wide binoculars. It really takes away the immersion for me, and I haven't touched my VR headset in about a year. Are there any VR headsets that come close to the human eye's FoV? Are these VR headsets any good?
Hi everyone,I'm using Unity 6 and a bit confused about the Unity OpenXR term mentioned in Meta's documentation. I’m not sure which version I should be using and would appreciate some guidance.In Meta’s documentation, when they say Unity OpenXR, does it actually refer to Unity OpenXR: Meta? In Unity, Unity OpenXR appears as just OpenXR:However, there’s also a separate Unity OpenXR: Meta option, and I’m unsure whether I should be using that. In the screenshot, I can see that the OpenXR version is 1.14.3. Does this mean the documentation is not referring to Unity OpenXR: Meta version?This is really confusing! I’m trying to use the latest Meta XR All-in-One SDK for Quest 3/3s development. What should I do?Thanks in advance for your help!
Hi everyone, I'm currently working with Meta Avatars and I'm facing an issue. When hand tracking is lost, the avatar's arms remain fully extended and frozen in the last tracked position, even while the body keeps moving. This results in an awkward and unrealistic appearance. Has anyone else encountered this? Is there a way to make the arms return to a default or idle position when tracking is lost? Thanks in advance!
Hello everyone, I build for Meta Quest devices using Meta Interaction SDK and OpenXR plugin on Unity 6. For my projects, it has been possible for me to use the unity multoplayer play mode without any issues, where I was able to simulate up to 3 people joining my sessions (client/server or distributed authority) and switch between the active focus window on my pc desktop to switch between the views of the users on the fly. Very recently, I got the new Horizon OS UI update (navigator etc) and since then the Oculus Link software also changed. I am not sure if it is related to this or not, but for the past week or so, when I run Multiplayer Play Mode and I have two instances of players (unity editors) running, it gets stuck on the player2 screen and no matter what I do to switch it back to player1 screen (main unity editor), it never switches the focus. The only way to get the player1 focus is to kill the second player instance and uncheck its box in the multipla
Hello,I'm a video game developer working on an app on Unity.A couple days ago, my Link with Unity started breaking and I haven't been able to recover it yet.When I prepare my Quest 3S to use Link (via cable) and press play in Unity, my app will become unresponsive and Link will crash and restart, but my app will not respond.I tried everything I know (factory reset for glasses, reinstall Link , reinstall MQDH), and the only weird thing is that MQDH says Link is Updating, but it will never finish doing so.
Library/PackageCache/com.meta.xr.sdk.voice@9c17bfd7306c/Lib/Wit.ai/Scripts/Runtime/Requests/UnityRequests/VRequest.cs(678,44): error CS1069: The type name 'DownloadHandlerAudioClip' could not be found in the namespace 'UnityEngine.Networking'. This type has been forwarded to assembly 'UnityEngine.UnityWebRequestAudioModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' Enable the built in package 'Unity Web Request Audio' in the Package Manager window to fix this error.
While developing my game, the Quest 3 I'm using for testing often has periods with no access to Wi-Fi.I have noticed that when it manages to connect to the internet again, ALL Playerprefs data saved from when it last had a connection to the time of the new connection is WIPED in favour of whatever is saved online.Obviously this behaviour is alarming to say the least and I wonder if it will happen once the game is published and if so how to remedy the situation.Ideally, there would be some sort of check before overwriting or even a pop-up to ask the user if they wish to restore the previous Playerprefs or keep the new and somewhat modified Playerprefs.Any ideas anyone?
Hi Support,Currently we are following the document to do account linking, but now we always got this error {\\\"error\\\":{\\\"message\\\":\\\"Token not authorized for user 103875445938599 and organization 102879835121857.\\\",\\\"type\\\":\\\"OCApiException\\\",\\\"code\\\":10,\\\"error_data\\\":{},\\\"fbtrace_id\\\":\\\"AS4dDquAP4jQRofb-DZuzBm\\\"}}\""}Could you please help explain what caused this issue?Also I had a try mentioned in this document, if I do step 5 immediately after step 4, I will get the token not authorized error, but if I add a delay like 5 seconds before step 5, then the request will always be successful, it seems that the oauth token from step 4 needs some time to take effect in Oculus?Thanks
We recently discovered that our VR app has been restricted from the Meta store, and we believe this happened by mistake. Our app fully aligns with Meta’s policies, and we’re eager to resolve any issues as quickly as possible. We’ve tried reaching out to support directly but haven’t had much luck so far. If anyone—particularly any Meta staff or those with experience in similar situations—can provide guidance or assistance, we’d be extremely grateful. We’re committed to compliance and want to ensure we address everything properly so our users can continue enjoying the best possible VR experience. Thank you in advance for any help or direction you can offer. Feel free to reply here, or reach me via [redacted] or WhatsApp at [redacted]. We appreciate any advice the community can provide!
Earlier I posted an idea but its completely removed. Why is that?https://communityforums.atmeta.com/t5/Ideas/Expert-View-Collaborating-on-Orion-AR-Smart-Glasses-with-Look-E/idi-p/1252442Where is the whole ideas section gone? https://communityforums.atmeta.com/t5/Ideas/idb-p/Ideas
Hi everyone,We came across a new message (not a message we ever encountered before) when we attempt to install the application from the Meta Store:"APPNAME uses an online service that no longer works with this device. Some features may not behave as intended."The message can be ignored, after which the app is installed as intended, with no side effects AFAIK.Anyone knows how to find out which service is causing this message to appear?Thanks in advance!-R
I followed the documentation as on how to install Meta XR simulator V76 on unreal correctly. When I play test with a single player project everything is okay but as soon as i use two players in listen server mode, it crashes (close on its own) after few minutes. please any idea? i really need to test for replications directly without packaging the project.
I am developing an app that uses Meta's spatial anchor features.I deployed the app on two different headsets and noticed that, if the headsets are on different network connections, the Spatial Anchor API does not work well: specifically, it returns an error (-1006 or -1001) when loading shared anchors. Do the headsets have to be on the same network and/or close to each other? Thanks for any help.
Hi ! For my application, i need to detect when the headset is unmount and mount. I used a lot of solutions but none work. The only solution who worked on Quest3, doesn't work on Quest3S. I used OVRManager.HDMUnmounted but it only work when the headset is on veil on the Quest3S and not when is off the head. That kinda weird. If someone have a solution.Thank you
Hello Devs,I am using Meta Interaction SDK(https://developers.meta.com/horizon/documentation/unreal/unreal-isdk-overview/) with Meta XR plugin 76 and Meta XR Interaction 76 with Unreal Engine 5.5.4Please have a look at the BP screenshot how I implemented the hand detection on component begin overlap on static mesh. If you know any better solution, Please share.I hope this will help other devs. I would like to thanks to Meta Developer support for the motivation.Saurabh SaxenaFollow me on Youtube(https://www.youtube.com/@DelhiTechnologyClub ) and Instagram(https://www.instagram.com/mesaurabhsaxena/ )
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else ha
Hey,I'm looking for any guides on building a networked VR game using the oculus subsystem via blueprints in Unreal.I don't seem to see anything online.I've found this: https://forums.unrealengine.com/development-discussion/vr-ar-development/106631-single-multiplayer-touch-vive-proteus-blueprint-only-templateBut it's overloaded, and buggy.I've managed to get networking working with steam subsystem. But I'd like to use the oculus subsystem.
I should have done everything I should do, but my test project does not make any sound with Acoustic Ray Tracing of Meta XR Audio SDK. What are the likely solutions? The project makes sounds normally when I disable Acoustic Ray Tracing. My environment- Windows 11- Unity 2022.3.36f1- Visual Studio 2022- My Unity project is a simple non-XR 3D maze What I did:(1) Installed Meta XR Audio SDK Plugin for Unity tarball into my Unity project, following "Method 2: Download via the Meta Quest Developer Center" in [1]. (2) Set up my Unity project to enable Meta XR Audio SDK, following "Unity Project Setup" in [1]. The project settings is [2]. (3) The sounds are imported into Unity by forcing them to mono [3]. (4) Enable spatialization on my AudioSource components as per "Implementation" in [4]. The resulting setting is [5]. Attached the script MetaXRAudioSource.cs to the Audio Source’s GameObject. The optional MetaXRAudioSourceExperimentalFeatures.cs is not attached
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?
How can I prevent the interactor ray to detect interactables behind other objects? Scene objects do have colliders, for example walls, but I still can click on interactable object that are behind walls or other non interactive objects. I supposed that interactor ray raycast should be stopped by colliders, but it's not.Is there a way to fix this without making a custom interactor?
Hi, I’m experiencing an issue where hand tracking does not work through Quest Link in Play Mode within the Unity Editor — virtual hands do not appear. My setup includes Unity [6000.0.33f1], Meta XR All-in-One SDK [74.0.1], OpenXR Plugin [1.14.2], and Quest 2 (system version [v74.1020]). Hand tracking works when built as an APK on the Quest 2 but fails via Quest Link, despite being enabled in the headset settings. The Unity console shows warnings like `XR_ERROR_HANDLE_INVALID` from `xrGetHandMeshFB` and `xrGetSkeleton2` (full list below), suggesting Quest Link isn’t passing hand tracking data correctly. ```Local Dimming feature is not supportedUnityEngine.Debug:LogWarning (object)OVRManager:InitOVRManager () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRManager.cs:2386)OVRManager:Awake () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVRManager.cs:2508) [OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &
Helllo, normally on unity 5 (2022 LTS) I always used Meta Link during development (pressing Play the application immediately started on the Meta Quest 3 connected via USB). On Unity 6 pressing the play button is simply ignored, and I am forced to waste a lot of time with the Build and Run iterations. I followed step by step the (still usual and fairly standard) instructions on the page https://developers.meta.com/horizon/documentation/unity/unity-tutorial-hello-vr. Nothing to do, pressing Play has no effect. Obviously Meta Link works perfectly with other apps (Google Earth VR, Touchdesigner etc.). Any help? Edit: Link works only if I use al older version of the Meta XR packages: 66.0. But it does not show the hands even if it tracks them (everything is if you Build and Run on the device)
Hi, my Quest 2 suddenly updated to version 77.1023. Now, all my apps that used to work only show the splash screen with three dots for a long time before crashing. Every time I try to build them again, it still doesn't work. I also tried building a new VR Template project, but that doesn’t work either. I've tested using the 5.5 Meta fork, vanilla 5.5, and 5.4 versions, and tried both launcher and APK builds—same result every time. Any ideas? I'm really frustrated.
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