Developer Forum [Archived]
Recently active
Every now and then someone posts a DIY headset project that they've made, some of them are quite impressive. I wonder if anyone has ever removed the lenses from a Quest 3 and then tried to build a custom headset around it? I guess the tricky thing would be finding better screens - regular OLED is too dim, LCD isn't better than regular Q3, and MicroOLED is too expensive / rare / small? Maybe there's a high end LCD + local dimming screen better than QPro / Pimax available somewhere?
Hi,I am using the Meta XR SDK and the OVROverlayCanvas to try and get my canvas to be more readable. While I can use Meta Link and the Simulator (with Preview in Editor) to see the imposter, when I make a build, I see nothing. Since the camera culls the original UI layer, I see nothing, but I can still interact with the UI (the raycast stops where the UI is) but no visuals. Layers are set on the canvas and children to UI with the overlay layer set to 'Overlay UI' which is culled in the camera. In the logs, the only useful bit I see is an error:Camera.GetStereoProjectionMatrix is returning an invalid valid value since the value has not been set.This issue occurs if I try to build the OVROverlayCanvas or OVROverlayCanvas_Text example scenes, but the regular OVROverlay example works as intended.I am using Unity 2022.3.46f1Meta XR SDK 68.0.2URP 14.0.11Anyone know what I could be missing?
I am on the Meta Quest 2. Ever since v76.1021 installed on my headset on the 17th of April, link has not worked correctly. It started off by disconnecting every 10 minutes or so, and wouldn't reconnect until I restarted my PC, and now it won't even launch at all, it just loads when I click to start link. I have spent at least 10 hours over the past 3 days trying every little thing you could think of to fix this. Is there anybody else with this problem? Is there any type of fix in the works? This is very frustrating that I am forced to "upgrade" to this unfinished and broken version.
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report.Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar.Description:Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug.Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead.Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough...Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharingEnvironment:- Meta Quest Pro- Unity 2021.3.25f1- Oculus Integration SDK 54.1
Hi,I’m developing an application using Unity and MRUK. However, I’m facing an issue with room scans on the Quest 3.After completing the scans, they randomly collapse after some time, I either lose all of them or the anchors lose their correct positioning.Is there a known solution to this issue?
I posted this idea on another thread but I am starting this thread just to ask the question: Does anybody know if this could actually work?One idea i was recently considering the feasibility of is: If you had a little radio frequency absorbing sphere (or maybe a tetrahedron, cube or polyhedron) and you covered it with lots of little aerials. So that when it receives a ping from one of the base stations or trackers, by comparing the signal strength on the different facets of the ball you should be able to calculate the relative angle of the tracker, hopefully very accurately. So that with two or more base stations you will be able to triangulate the exact position of your trackers. The trackers could be simple pingers or have there own directional aerials to to provide more triangulation points.
I've added the text to speech block to my app and configured it. Once I build the project and launch it on my meta quest it just crashes. I am using unity version 6000.0.46f1.Here is a stack trace: https://drive.google.com/file/d/1Bj5h02LPMZdYbJOPxaBPP-iKUxszB9CJ/view?usp=sharing
Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target.UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Hola! I have all the proper settings for my spatial audio, but I still get this message, and the weird thing, is that some audio sources actually are spatialized in my scene, others don't work...This should be such easything! Any recommendations? Using Unity 6 and Meta sdk 72 I already went through the documentation... 😕Thanks in advance
Hey, I've been building from unity my apk's (and obb) as usual and since the last update of my headset I keep getting stuck in a gray grid, it happens randomly, or just after building or after 15 minutes. Also, I can't get out of the grid in any way, not even with controller and trying to exit to menu, the only options I have are the power options. Anyone else running into this?
Is it possible to instantiate a gameObject as kinematic, but then after being grabbed have it not be kinematic? The desired effect being the object is frozen in the air to start, can be grabbed, but after release drops to ground. So before being grabbed: obj.GetComponent<Rigidbody>().isKinematic = true; obj.GetComponent<Rigidbody>().useGravity = false;And after being release from grab: obj.GetComponent<Rigidbody>().isKinematic = false; obj.GetComponent<Rigidbody>().useGravity = true;Thanks!
Core SDK 74 now recommends using OpenXR but the performance on app start are awful for 10 seconds before the image stabalizes, I also tried with SDK 72 but the problem still is OpenXR.My start scene has many objects, 50 render passes 2K textures per asset disabling them reduces the stutter but it runs fine with OculusXRI tried on Unity 6.0.45:URP 17.0.4 + OpenXR 1.14.2 = Stutters for 10 secs then acceptableBiRP + OpenXR = Stuters all the time, after 1 min the app crashesURP + OculusXR 4.5.1 = OKBiRP+ Oculus XR = OKI use the building block: CameraRig, no controllers, passthrough or other scripts.
This is a copy of https://communityforums.atmeta.com/t5/Web-Development/User-Presence-Detection/td-p/1248121, but there has been no reply there and the issue has not yet been fixed.When will we have the ability to detect when a user in a WebXR session has taken off the headset? If you don't want to set the session to 'hidden' until the headset is asleep, maybe a solution for providing use presence would be via an input source that with a value that is set to true or false depending on the proximity sensor.
Just update to SDK 76 and EVERY PLAYMODE and opening of the project the Validator menu pops-up, even after clicking "ignore" on the Meta Validator.No, I don't want to use OpenXR it performs worse than OculusXR, No, my post post-processing won't be in the VR version but I need them for the PC version. Someone make it stop please.
Im pretty sure i have a random bug, my quest 2 headset says it's all up to date and I'm on version 76.1024 but the current latest update is 76.1023 due to this my quest link has stopped working. Is there a way to revert back to the old update?
trying to generate project files in Oculus Platform SDK/Samples/Unreal Sample. I keeping getting the error "Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Linux, LinuxArm64, TVOS.See the log file for detailed information". my aim is to understand well how I can utilize it well for my VR Multiplayer.
Hi 🙂I've read the Oculus / Meta online docs on how to set gpu and cpu level, done many internet searches, but I can't get the gpu level above 2 in my app, as displayed by OVR Metrics Tools.I'm only really interested in gpu level as it's the gpu that is often running at near 100% in my app. Meta say the preferred way to set gpu/cpu levels is this :OVRPlugin.suggestedCpuPerfLevel = OVRPlugin.ProcessorPerformanceLevel.SustainedHigh;OVRPlugin.suggestedGpuPerfLevel = OVRPlugin.ProcessorPerformanceLevel.SustainedHigh;Apparently this lets the software decide on which level is best to run so in high gpu usage situations the gpu level could go as high as 3 (there are 5 levels for the Q3, but when the docshttps://developer.oculus.com/resources/os-cpu-gpu-levels/say when passthrough is active, which it is in my app, level 3 is the highest possible level). Ok fine, even though apps like SideQuest and the Quest Games Optimizer can make passthrough apps run at 5 and higher. But anyway, level 3 is o
After the headset updated itself to V76, none of my builds work anymore.Nothing that worked on V74 works now on V76.I've tried so far updating Unity to latest 2022.3 LTSI've tried moving the Meta SDK to V76 in unity.I've tried multiple android API versions.I've tried factory resetting my quest.Simply none of my builds work, I cannot continue working on my game.After the splash screen I just get a black screen, there are no errors in thrown in the debug.
So, I wanted to be able to keep my app always running on my Quests.I created my own solution for that, and it is working nicely for me. The user still can open the Oculus menu, but he can't really leave (if he does, the app reloads immediately). In effect, he is locked to the app, until I unlock it.I also made a desktop/notebook application which can control multiple headsets and stream video from them while they are playing. It can be used to manage a multiplayer shop for example, start and end games, set a timer, register players etc.It is being hugely useful to the product I am developing as an indie.Now I am wondering if there would be enough interest from other individuals/companies to buy my solution for much lower price than the few others I found.I am thinking about single payment licensing.Please let me know, thank you.You can chat with me here or use the form from https://imersiva.com (end of the page) to start a more direct conversation with me. As a side note, I am als
Hi everyone,I’m the developer of Essential Kit, a Unity plugin built to simplify cross-platform development by offering a unified API for commonly used system features. It already supports iOS, Android, tvOS, and Android PC, and we’re currently exploring potential support for Oculus Quest.Before investing in the integration, I’d love to hear from Quest developers on whether such a toolkit would be useful for your workflows.Here are the features we’re considering that could be relevant for Quest:Billing – Privacy-focused IAP (consumables, non-consumables, subscriptions)Game Services – Leaderboards and achievements with a clean APICloud Services – Save/load data using cloud storage (e.g., Saved Games)Deep Link Services – Launch specific screens/content from a URLLocal Notification System – Schedule local notificationsPush Notification System – Receive remote notificationsNetwork Connectivity – Check for internet availabilityRate My App – Customizable rating promptWebView – Display web co
I have somehow ended up spending most of my time today getting cycled through an endless stream of support agents, and despite all of the hours spent, I've ended up just endlessly trying essentially the same suggestions I googled before contacting support.I thought it was just me, until I read this thread - https://www.reddit.com/r/OculusQuest/comments/1c718gp/meta_customer_support_is_just_terrible/Seriously, just google yourself. It might not fix anything, but you won't have to explain yourself over and over again each time you get abruptly disconnected from the person you're messaging with.If I had known support was this bad and Link is somehow more glitchy than when I last used it years ago, I honestly might have not decided to go back into exploring VR development right now. (Virtual Desktop works great without issue, but I need the Meta XR support of Link)
Thanks!
I need to train several non-tech adults, who barely use smart phones, on the basic ops of Quest 3 usage and interactions. I will be in the same physical room with them but otherwise my options are few: no PC, slow WiFi (already tried casting screens but cannot get better than 5-10 secs latency), etc. My ideal solution would be a shared VR space in which I can also see the other users' system UI (menus etc.) but so far I've only been told that does not exist.Ideas, thoughts, appreciated.Thank you
Suggestion: We want a setting that the Players/Users can offset controller tracking Problem: The quest lineup has locked controller rotation and location. Sometimes resulting in factory defects like controller offset Problem: Many apps conflict with MetaQuest tracking and there is no way Meta devs/Game devs can accommodate for all applications, VDesktop, Steam link, ect. Problem: Players/Users need this functionality for the wide range of applications including gun stocks, tracking errors, and cross application tracking comparability. Solution: make a setting button, much like the boundary selection space in passthrough, that has the hand geometry in stasis and transparent. Hold controller in orientation and location desired then hold trigger or grip to set rotation and position of offset. Result: No more customer calls about tracking offset issues and added functionality for all Players/Users
Hey everyone! Very new to all this so excuse my inexperience, but is it possible to hand testers a build of your game without submitting a store page? For example, I uploaded a build of my game on the developer dashboard, and my game is now in my library and has a little orange template logo. Is it possible to have testers also receive this? It would help a lot, as I'm not at all prepared for a release / store page yet as I don't entirely meet the requirements, but my app relies on Meta authentication and my build distribution process is very slow without it (I'm just sending APKs out for the testers to install themselves, but this has also lead to me needing to bypass my own authentication as Meta cannot verify the authenticity of an unknown source). Thanks in advance!
I am trying to find if there are specific requirements for performance between loading scenes wit, and if tricks like having everything fade-to-black during a heavy (1+ sec) loading time are acceptable or not. We are using the LoadSceneAsync method and loading time still takes a couple seconds of unresponsiveness. Would like to know before undergoing heavier work to amortize level loading across a few seconds.This would be for being able to get onto the Meta Horizon Store.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.