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I know this had a lot of discussions already but I just can't find a definite answer...So just wanna confirm this.My purpose is to work on something that requires receiving data from PC and perform hand tracking with Unity.As I researched, using Meta Quest Link would be like making Quest 3 to be recognized as Quest Rift to use PCVR apps.From YouTube tutorial videos, mostly it uses android environment while showing how to do hand tracking or passthrough. So all the beta settings in developer mode is meant for Android apps( which is Quest 3 app ) only? And if I really wanna do hand tracking with Meta Quest Link, I guess only way is using Virtual Desktop Classic? ( My environment doesn't allow Wi-Fi )
Hi, I was wondering if, unlike the Quest Pro, the Quest 3 would allow access to the camera feed (RGB or IR, or both), and/or allow us to scan a QR code with the cameras ? That would be great. Thanks
Hello Meta team and community,I’m reaching out on behalf of a colleague who just bought a Meta Quest 3s and is incredibly excited to explore everything in VR. However, he has a unique challenge: he was born without a thumb on his right hand, which makes it difficult or impossible to use standard hand gestures that require thumb-index interaction.We’ve included photos of his hand to illustrate how he approximates these gestures with his remaining fingers. Unfortunately, the current hand-tracking system doesn't recognize these movements.Request:We would love to see an accessibility mode or a user-defined gesture calibration tool that allows people with non-standard hand anatomy to map their own gesture equivalents. This would be life-changing for many and open up VR to a broader community of users.My colleague would be honored to work with the Meta team to test or provide further feedback. We also have a video ready to share showing how he gestures in real time.Thanks for considering acc
In the OVRPlugin.cs script in Meta SDK for Unity there is a function "TryLocateSpace" I have been used for relocating the Spatial Anchors. This is the declaration: public static bool TryLocateSpace(UInt64 space, TrackingOrigin baseOrigin, out Posef pose, out SpaceLocationFlags locationFlags) After updating the Meta SDK to the last version V.74 I receive this a warning when accesing to the spatial anchor space (the first parameter of the function) --> ovrSpatialAnchor.Space.Handle The warning: 'OVRSpatialAnchor.Space' is obsolet: 'This property exposes an internal handle that should no longer be necessary. You can Save, Erase and Share anchors using methods in this class'. Why this property is now obsolete? Is there another new way of relocating the anchors then?
Hi all,We're using Meta XR Building Blocks in our Unity project, and we do not want to use Photon Voice, but we're running into a couple of issues:Removing Photon Voice causes errors in the Meta XR Building Blocks, even though voice functionality isn't something we want in our app.When building the app (even without Photon Voice explicitly used), it prompts for microphone permission, which is not ideal since voice isn't part of our experience.It seems like there's a hard dependency between Meta XR Building Blocks and Photon Voice, or maybe it's being referenced in a way that makes it difficult to cleanly remove.Has anyone figured out how to safely remove Photon Voice without breaking Building Blocks or triggering microphone permission requests? Ideally, we'd like to strip it out entirely and only include what we actually use.Any insight or workaround would be greatly appreciated!Thanks in advance.Would you like help identifying which scripts or prefabs in the Meta XR Building Blocks ar
HiSoooo let me explain in details what I'm about to do.I'm developing an app for meta quest AR. the main game play is like this: spawn some static meshes in the scene and save the transform data of each spawned meshes on a server and then load them back in at the exact location there were spawned.here is the issue. When I load the static meshes, there is a big offset, and nothing is in place anymore. only the scanned environment (scene anchors) are correctly placed in the scene no matter where the initial boundary is, they always are in the right place because of Meta's sorcery, and I have no idea what logic is behind that. Anyways, as the next step I decided to use one of the anchors as a guide and get relative transform of the static meshes based on those persistent anchors. that's why I came up with "inverse transform" node in unreal. here is the blueprint:(static mesh transform *(floor anchor inverse transform)) ==>> I saved this transform to a slotand on load I did this
My latest build, including all of the previously working builds on older versions just black screen after displaying the game logo.The device logs don't display any errors, null references etc.I tried API 32 - 33 and 34.I'm on Unity 2022.3.26f1
There is a problem when creating equirect native layers. The Oculus browser in Quest 2 is complaining the context isn't set to XR compatible when it is.I've made a modification to three to including native media layers to the initial render state update. As a second update on session start was also causing context loss faults but the error still appears. Example herehttps://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer.htmlRelevant code showing makeXRCompatible setup before the layer creationhttps://github.com/danrossi/three.js/blob/equirect-layers/src/renderers/common/XRManager.js#L862https://github.com/danrossi/three.js/blob/equirect-layers/src/renderers/common/XRManager.js#L962
Hello, I've been using Unity Meta XR All-in-One SDK v71 for some time and everything was working fine but since I updated to version v74 or v76 when I launch PlayMode on Unity nothing launches in my headset even though I've checked and everything is set up correctly I haven't changed anything since version 71. I have no idea what to do or where this could be coming from, could you give me an idea? Thanks in advance,
Looking for games that are like Disassembly VR but with more of a modern improvement when it comes to detail. Doesn't have to be specifically "Disassembling" things but anything similar to how the game focuses on intricacy, like maybe a diorama builder, or anything physics like.
Getting crashes on large baked scene, fine on small one. Only in 2020, fine in u6 so I'd like to verify a few assumptions.Native.Interface.AudioSceneIRReadMemory and AudioGeometryReadMeshMemory comment says that it reads a native array into an object. Does "read" mean copy? I'm wondering if I'm disposing the temp native array too early, I mean that wouldn't explain the non-crash on small scenes but I can't come up with a different explanation.The temp native array that needs to be created to fix the lack of .unityWebRequest.handler.nativeData should be large enough. If you could check...IntPtr _geometryMemory = IntPtr.Zero; IEnumerator LoadGeometryAsync(string relativePath) { string path = Application.streamingAssetsPath+"/"+relativePath; #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX path = "file://" + path; #endif Debug.Log($"Loading Geometry {name} from StreamingAssets {path}",gameObject); float startTime = Time.realtimeSinceStartup; Profiler.BeginSample("MetaXRAc
Good afternoon!Why is the Hand Tracking Microgestures OpenXR extension, introduced on March 14, 2025, not available for use in Unreal Engine? Are there any limitations or is additional integration required to implement this technology in UE?When will the functionality be available for Unreal Engine?
What is the memory limit for the Meta Quest 2 app? I tried increasing the memory to check. The app crashed at about 4GB. Is there an official memory limit?
Ok i have meta quest 3 and samsung s24 ultra.Never had a single issue since i bought then suddenly after not using for a while i found out both remotes can t connect anymore. Chamged batteries. Updated all soft on mobile and device. Still same. My headset can t find any bluetooth of my 2 phones. No way to connect. Desperate i made factory reset ok my device. And now i am stuck in setup screens as it wont find my controllers still. I dont know whats going on. The remoted vibrates but them never be found. I may think there is sensor issue..I watched every single videos on youtube did everything i could and still stuck. Please help
IntroductionI’m thrilled to share a game concept that seems likely to captivate players in Horizon Worlds, and I need your help to make it a reality. Cosmic Creators by BlackHOles StOre is a bold space adventure that blends creativity, competition, and community, set in a vibrant universe. I’m seeking collaborators to join me in building this experience, as its ambitious scope is too big for one person alone.Game Concept OverviewImagine a universe where a massive black hole serves as a central hub, connecting players to a galaxy of procedurally generated planets. Each planet offers unique gameplay: from designing cosmic landscapes to battling in dynamic arenas, nurturing alien companions, and exploring uncharted systems. The game draws inspiration from playful creativity, intense action, and virtual pet care, creating a rich, social VR experience.Why Collaborate?This project is packed with potential, but it needs a team to bring it to life. Whether you’re a 3D artist, programmer,
I have a VR game where 10% of my players tell me they can't see anything in the game except a monotone color like black or blue. One of them figured out that if they turn off the battery saver mode, my game works perfectly fine. How do I set up my Unity project so that battery saver mode doesn't kill my graphics?
I'm in the early stages of multiplayer prototyping and looking for a simple way to connect with a couple people over the internet for preliminary testing. From my understanding, the current SharedSpaces example uses the full store-integration setup (app ID, photon subsystem, etc). I don't want to go through the hoops of submitting my app for verification and store release yet, I just want something simple that allows me to test gameplay and make sure my replication is working properly. I know there are other examples that use Steam's subsystem, but this does not seem to work on a standalone build, unless I'm misunderstanding. Does anyone have any examples/resources that cover this? I am a designer, not a developer, so any solutions that stay inside blueprinting would be preferable, but I'm open to learning C++ if it's the only way to get this to work.In summary, looking for a solution that:Allows connection over the internet, not just LANWorks on a standalone buildCan be sideloaded, no
Everytime i use a script to make my game 90hz, it defaults to 45fps/90hz, but when i choose 72hz, it works great 72fps/72hz. Its not a performance issue because when i use an ADB command to set to 90hz, it does 90fps/90hz without any problem and runs smoothly. i checked the android logcat and i noticed that when its 45fps/90hz VSnc=2, when its 72fps/72hz VSnc=1, even though i disabled vsync in the unity quality settings and i even used ' QualitySettings.vSyncCount = 0;'. And yes, SpaceWarp is disabled i checked many times even in ovr metrics tool. I dont know what to do anymore I googled everything and nothing seems to work so please help me.Im using OpenXR plugin not the Oculus one, but i also tried oculus and same problem so it doesnt matter.Using a project that i created in 2022.3 Unity but updated to Unity 6 (and yes even in the 2022 version its the same problem)Please help me its been days.
lets make a game like no other respond if vr game developer to her elaberation
I made an apk in Unreal Engine 5.4.4. Without any changes to quest 2 or quest 3 they both are laggy. But if I change Quest 2 in Sidequest to use cpu/gpu level 4 and set the refresh rate to 60 Hz the Quest 2 won't display the lag. Quest 2 runs great. I can't do the same on Quest 3. 60 Hz will not display correctly (graphical errors). Turning it up to 120 Hz looks the best but still shows a lot of ghosting. Anything other than 120Hz displays as lag.This is a multiplayer game but even running as a single player it still shows lag. Just moving the VR hands around is laggy. I have tried changing my code (at first I thought my code did this but now I'm not sure about that) and changing just about all settings in Unreal Engine Edit Project settings/rendering and nothing fixed it. I changed pixel density to 1 and the Quest 2 liked that. Without PD 1 it's laggy. I tried rebooting the Quest 3. I tried factory reset on Quest 3. Still nothi
Hello Meta Developer Community,I'm seeking clarification regarding Meta's grandfathering policy for applications submitted as Alpha using the OculusVR plugin before its deprecation.My situation:- I submitted my app in Alpha state using Unreal Engine 4.27 with the OculusVR plugin, ES3.1, and multiview before the plugin deprecation- The app currently achieves 70fps with complex scenes (models of 250k polys with over twenty 8K textures)- When testing with the recommended OpenXR/Vulkan approach in UE5.4, performance drops dramatically to approximately 20fps with the same contentI understand that Meta is "all in on OpenXR" moving forward, but I need to clarify if my Alpha submission qualifies under the grandfathering policy that allows existing OculusVR applications to continue to be published and updated.The performance difference is substantial enough that it would significantly impact the user experience if I were forced to switch APIs. I've been unable to find documentation that specifi
how many devices can i run in the same session (each device/user would have it's own acct)?
I'm currently developing a VR magic game using the Meta XR SDK. In my project, I don't want to use hand tracking, even if users place their controllers on the desk. I tried changing the tracking support option in the OVRCameraRig inspector to "Controller Only", but it doesn't seem to work.Inspector path: Controller Features → Tracking Support → Controller OnlyDoes anyone know how to fix this issue?Sorry if my English is a bit rough—thanks for your help!
Why Meta AI glasses don’t support Chinese language? It is one of the largest languages in the world! If you want to improve your sales to the world, pay attention to it and support Chinese language!
I'm trying to make an avatar invisible during the game. The avatar has the SampleAvatarEntity component and the Active View is set to ThirdPerson in the Unity Editor, this is how it should be at the start of the game. However, at a certain point I want to set the ActiveView to None from a different script. However when I call avatarEntity.SetActiveView(ovrAvatar2EntityViewFlags.None);I get the error ' error CS0122: 'OvrAvatarEntity.SetActiveView(CAPI.ovrAvatar2EntityViewFlags)' is inaccessible due to its protection level'Is there a way to make the avatar invisible from code while using the SampleAvatarEntity?
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