Developer Forum [Archived]
Recently active
I'm trying to use this sample in the latest LTS version of unity with a quest pro headset on a pc. When trying to load shared cloud anchors I get the following error. Any help would be appreciated.xr_cloud_anchor_service: downloadSpatialAnchor:1134 PROFILE: Download Map start 2010393179071102-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Downloading Spatial Anchor:02-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Temp dir: /data/user/0/com.facebook.spatial_persistence_service/cache02-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Generated UUID: 505dd024-fb27-4453-a853-bdcaea16e36902-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: XRDownloadAnchorsAndMapInput queryInput: {02-01 23:42:48.863 2128 23782 I [CT] : "mapInput" :02-01 23:42:48.863 2128 23782 I [CT] : {02-01 23:42:48.863 2128 23782 I [CT] : "client_session_id" : "b3fa21f9-91ce-39b5-aeb0-521e7f5555ae",02-01 23:42:48.863 2128 23782 I [CT] : "is_public" : false,02-01 23:42:4
I am developing contents using pass-through. But pass-through doesn't seem to measure the distance. I wonder if you can solve it using another camera or product.
Hello ThereIs there any way to get depth information in addition to the Color Passthrough form the Meta Quest Pro? Or maybe even an Mesh of the environment?I want it to be able to occlude my virtual assets in realtime, eg. when people are walking in front of it. When setting up the Guardian there seems to be some kind of obstacle recognition going on, how are they doing this and can i do the same? I'm using Unity and the latest version of the OculusSDK (v46)Using Room Setup and drawing everything in by hand is not an option, since some stuff is moving around.Thanks for your advice!
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,ODH can't find my headset..Works with the OculusClient without any problems and detects the headset instantly..Latest ADB is installedDeveoper mode is enabled..In the docs, it says when connected to PC, you should get a message in headset to connect to PC..I only get the Oculus Link (beta) message..Anyone got a clue..
Hi. We are creating a game on Unity, but we also have a website for this game, I am looking for an opportunity to implement authorization via Oculus on the site. Can you suggest possible libraries for NODE.js or React that allow you to do this?
Do you guys have any examples of working code that is able to access the /sdcard/Download folder from a Quest/Quest 2 device? There is not much info out there; you find contradictory statements about apps being already able to do it *or* apps requiring READ/WRITE_EXTERNAL_STORAGE permissions *or* using specialized Android APIs. Has anyone managed to access data from there using their own code, that would like to share here?
NVIDIA GeForce GTX 1650 should be supported for oculus asap, anyone with it who wants to play computer vr most likely doesn't want to upgrade or can't due to money issues.
Adding my support for RAD and echo VR. THE game I play, but also a community that’s actually working in the metaverse. We’re all sad to see it go, and hope you let us know what’s coming next
Hey, Im blank56 aka domie. I've played Echo Arena for 3+ years and have made so many memories and friends on this game, it still is growing and the community is stronger then ever so why shut it down? There are many ways to make more profit off of it including making it pay to play. Echo Arena has been a part of many trailers for headsets and items for META and to shut it down while the community is at its strongest feels like a betrayal. Echo Arena has given a safe space to so many people and has made so many of us feel important. At absolute minimum allow private hosting. #SaveEcho #FightForEcho
Not able to connect the quest pro to neither mobile app nor quest developer hub. All the required settings are enabled including developer mode and the device gets recognised on the Developer hub but doesn't connect .The Only issue that I see is two different accounts are logged into the quest pro and quest developer hub...but both are developer accounts.And previously in quest and quest2 there was an option to add additional accounts. I don't see that option in quest pro.Arbor xr (If that matters) is installed on this quest pro for device management but I can exit out of it and use the device as a regular one.
I'm getting the above error while trying to connect to MQDH but I was abble to successfully connect with meta quest app. Kindly help me with this!
Hello,I have a problem — I had submitted my app 2 months ago, but I have not received any feedback too long. And most sudden fact that many of tickets have met silence from the support team after transferring to Oculus Start team. Did you ever met something like that? How you solved this? The looses occurred...
I want a form
Weird one - canvas rendering fine in the editor, but when the scene loads in the build the canvas won't render (all canvas is black, rest of scene is fine)however, on rollover i can still click a button - and when i do, the canvas moves into the configuration setting for that button and the render works fine from then on. so i'm guessing there is something in the event system that is "activating" the proper rendering, but i cant see what it is? also - i'm using URP!
The grip button no longers work for my OpenXR based app with the v46 update.
Such as the post's subject title. I am new to quest developer, recently I got my quest pro, and I would like to output the fisheye preview with pose data at the same time. May I know if that is possible? What API do I need to focus on? What platform do I need to base on, unity or native? Thank you!
Hi guys,I'm trying to pair the controllers to the Quest Pro HSE1DevKit but it's proving impossible.Also, I tried to sideload new firmware to the controllers but I can't because they are unauthorized.adb: sideload connection failed: device unauthorized.This adb server's $ADB_VENDOR_KEYS is not setAny suggestion on what to do?Cheers
Heya y'all, I cannot get face tracking working on a Quest Pro using the Movement sample. In my logs it is getting an error. The permissions dialog for face tracking is coming up but it is only grabbing eye, hand, and body. I checked my manifest against an APK someone built of the Aura Unity sample. That one works and the main parts of my manifest match. Getting the following in my logs: 17:54:37.362OVRPlugin[XRCMD][failure] [XR_ERROR_POSE_INVALID]: xrGetFaceExpressionWeightsFB(m_xrFaceTracker, &expressionInfo, &expressionWeights), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:5056 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:224) 17:54:37.363CamX[ WARN][NCS ] IspMonoCamera.cpp:406 returnFrameBuffer() Buffer[6] already returned 17:54:37.367TrackingServiceattachClient: found client in attached list 17:54:37.369TrackingServiceAccess denied. Failed to start AppOp 93 for package com.YourCompany.DaMove
Hello everyone i'm using the oculus Go headset , and i want to open a game which i created with unity but open the game with only coding and in order to do that i need the game's file path , where it has been downloaded in the headset in this case in unknown sources , but i don't know how to get it ,my question is does anybody knows the full file path of a file in unknown sources ,it would really help me thanks in advance
I could not be more tired of products like yours wanting to create new styles of accounts, new layers of data farming, and in general new ways of annoying its customers without providing any meaningful upgrades in the user experience. Just leave me alone. My VR headset has been working fine. Ill not buy any more of your products as they are only a means to what should be seen as criminal activity. Long live Oculus Rift. Too bad it was sold out to this terrible institution.
I am having a hard time finding the right documentation. I would like to make an app I am developing available in App Labs.I have a developer account and created my app in the portal. I have uploaded a build to the alpha channel and it passed the basic stuff.How do I now get that installed on a couple of my test Quest 2 devices?I do not want to submit it to Oculus yet because it is so not done, but I need to test some multi-player functionality and don't want to have to connect all the Quest 2 devices to my development laptop and manually build and install on each one over and over as I have updated.I would also like to have my son in law install it on his Quest 2 so I can test multi-player over the Internet and he doesn't live near me.Where do I find instructions on how to do this?
Is there a way for the App's server to fetch Quest user ID based on the access token? The flow looks like this1. Client calls the backend with access token.2. Backend calls Quest API to fetch user ID, base on the access token.We don't want the client to directly send the user ID, because we want to make sure the caller can verify itself based on access tokens.
Hello everyone, I am very new to all this, and hope you guys can help me out. The issue is: I am trying to setup the "Quest" with the MRC software and I am receiving an error when I hit "Calibrate Your Camera". The error is as follows "Quest Connection Error, There was a problem connecting to the headset. Make sure the device is connected on the same Wifi network as this computer and to make sure that the Mixed Reality Calibration app is running and try again". The strange part is this is after it has connected to the quest and is showing a device found with a green light next to it and the IP. What I have tried: So far I have reinstalled the app on the quest, cycled the power a few times, and have noticed whenever I got back to the quest while in MRC it gives me a "Tracking Lost" error and doesn't recognize the controllers. This then forces me to hard boot to quest to get it functioning again. If you have any suggestions or advice please let me know.
I'm not sure if there's already a thread out there for this. I enjoy playing BeatSaber a lot, and have recorded a bit in the past on the headset. I'm glad that the feature was added to add additional aspect rations for recording (and stability, which I need to play with more). I think the big thing missing for me is the camera placement. So when I'm recording the video in 16:9 which is what I prefer for obvious reasons, a lot of the times the batons can be cut out of the image completely. I wish there was a way to push the camera back so that they can be in full frame. With the Avatars in game I don't know if this would be a problem but I suspect your Avatar is only visible by other players in multiplayer. An added bonus would be if the camera could be locked to the Horizon versus the movement of the headset. And now that I'm thinking on it even further I would have little doubt you could just grab the camera that Mixed Reality Captu
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.