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Apparetnly, the new latest update on the quest has made link very unstable and not able to use as of lately. What I found was that if you go to the Occulus setup and click repair it sort of helped but the next day went back to the same thing with it discconecting again. Occulus repairing whenever this happens seems to fix for at least a day before it goes back to the same old thing of disconnecting again. I really hope Meta looks into fixing this because this has been really annoying for the past few weeks ever since this update rolled in.
Instead of time limits can you build a scheduled time of day allowed for children to use the oculus in parental controls? Observed the oculus being used at 2am
We are experienced Quest developers, and just started out working with devices in Meta Horizon Managed Services Shared Mode.We often use the option to disable the Guardian for development purposes. How is this done in Shared Mode ?
I have a VR application developed using Unity that is running on my remote PC. I am able to use the Meta XR Simulator to run it properly.However, I need to be able to run it on my Quest 3 as well which is connected to my local PC.I have connected both my Quest 3 and remote PC to the same VPN using tailscale, and then used ALVR via sidequest to connect my Quest 3 to the remote PC. It is working, but I see a green screen — which means Unity isn’t submitting frames to the SteamVR compositor properly.My other team members are able to work using Meta Quest Link, since they can connect to their local PC. However, my local PC is not powerful enough to run the VR app.How do I fix this? Kindly help! How do I fix this issue ?
Hi everyone,I’m building a Unity XR app for Quest 3 that populates GameObjects via a PC API: in the Editor I populate my environment with game objects, serialize them to JSON, then load that JSON in my Quest build. To align virtual content with the physical environment, I place a single “origin” anchor in Quest, save all object positions relative to it, and it works flawlessly on device.My problem: anchors I create at runtime on the Quest won’t load back in the Editor (even over Link) or the other way around. They use their own storage and I have to create at an identical physical position, the same anchor to both the build and Editor, which is not an ideal solution. I’ve tried Oculus’s Shared Spatial Anchors sample (Colocation scene) but can’t pull down the saved anchor group into my Editor session.What I did:Created an app and set the api correctlySet the Photon App and api connectionCreated a test user and linked it to the AppUploaded a build in the Alpha branch, which I can access
Things were working this morning -- after a lot of restarts, to be fair -- but they were working. When I returned from lunch, I woke up my computer and woke up my headset, which already had the USB cable connected. It was stuck at the "White Meta Logo" screen.I unplugged the cable, restarted the Quest 3, and force quit / relaunched Link (because clicking Exit in the System Tray doesn't work).When I connected the cable this time, the Quest tried to open Link, then quit with no explanation and returned me to the home screen.When I checked the Link settings, somehow the Developer Mode was turned off. Trying to turn it on again did nothing: literally, I could not flick it back to "on".I disconnected the Quest and restarted everything, including the computer.I started Link. (it takes 2 minutes to start, which is new) I checked the Beta settings. Developer Mode was on. OK...I connected the USB cable to my Quest. It loaded to the White Meta Logo screen and hung there. I had 3DOF but every onc
Hi,I'm in a pickle. I have a submission error from Meta, saying the right menu button doesn't reset the forward view. Except, when I try it, it consistently works. I've sent a video showing it working. Meta responded with "that's not from the build you sent". It was.As far as I can tell, it's in-built behaviour as part of the meta branch of UE 5.5.1 I've built from source. I'm not processing the right menu button in any of my code. VRPawn is based on the VR Template.Has anyone else come across this issue? I can't even debug it, as it works fine here.Heylp!
TL;DR: I’d like to create a control scheme that’s a mix of the standard layout for a drone and a FPS like Minecraft in creator mode. But I’m a newb.Hello everyone, I’ve finally gotten Unreal Engine 5.5.4 to build the APK for quest which is the most important first step.My interest in the engine is to make ArchViz open worlds (buildings) Import a design through DataSmith, optimize it for Quest, and just look, walk, travel, fly around and such, no need to actually interact with the building or environment.I fly drones and find the control layout to be quite intuitive for a dual stick setup. the left stick controls the drone in a horizontal plane Forward-Backward, Left-Right, the right stick controls rotation and elevation, Up-Down, Left Turn-Right Turn. I’d love to replicate this control scheme in UE adding teleport to a trigger (also changing the parabola to a straight line), jumping, activating/deactivating gravity. Come to think of it, kind of like creator mode in Minecraft.I rather h
Curious to know general ETA on plugin support for unreal engines 5.2?Have been using 5.2 binary release for a bit, but i haven't seen any info in git or forums about MetaXR official support. Have been using the 5.1 compatible plugin (v53) in the meantime with some minor tweaks so it compiles for UE5.2, but it's not a long-term solution. Any info would be helpful. Thanks!
Hi everyone,I’ve run into something strange and I’m not sure if it’s a bug or a hidden feature, so I thought I’d ask here.I’m working on a project using Unity 6 (6000.0.44f1) with the Meta XR All-in-One SDK (74.0.3) and the Meta Movement SDK (74.0.0). I’m trying to get body tracking to work together with Simultaneous Hands and Controllers for my avatar.Here’s the issue:When I enable "Simultaneous Hands and Controllers" in the Inspector, body tracking stops working.But if I:Enable "Simultaneous Hands and Controllers"Then enable "Launch Simultaneous Hands and Controllers Mode"Then go back and disable "Simultaneous Hands and Controllers"The "Launch Simultaneous Hands and Controllers Mode" stays active, and everything works! Body tracking, hands, and controller tracking all function well together in the editor/play mode.However, when I make a build, body tracking stops working again, even though I followed the same sequence.I honestly stumbled upon this by accident while trying diffe
In my projects, it is strange that MRUK can't load real room data from device through Meta Quest Link in Unity play mode, but it can work if I build the app to Quest.I have tried Meta XR SDK v76, v74 and v72 with Quest OS version v77 and v76, but all of them can't load room data through link. The version of my Meta Quest Link is the latest. The data source of my MRUK script is set to Device with Prefab Fallback. When running Unity play mode through link, it can't load data from device. Instead, it becomes Prefab mode. I have opened the spatial data permission in Meta Quest Link.It is strange that there is a project which I developed two months ago using SDK v72. At that time, everything worked well. However, now the same project can't load room data from my Quest through Meta Quest Link. I didn't change any settings and I am sure this function was normal before. I also did a test. If the version of Quest is v74, it can load through link, but v77 and v76 have this problem. Does anyone m
Audio to Expression has been released for Unity since December. When can we expect it for Unreal Engine?Just downloaded v76 and I still can't find it.Any Update would be much appreciated
Hi everyone, I'm experiencing an issue with the Meta Voice SDK in my Unity project on a Meta Quest 3. The microphone input doesn't seem to be working within my application when running directly on the Quest 3 (neither in a build nor when using Play in Editor via Air Link). My Unity setup:Unity Version: 6000.0.45f1Meta Voice SDK Version: 74.0.0 as part of the Meta XR All-in-one SDK 74.0.3 Interestingly, other voice-enabled applications on the same Quest 3 work correctly, indicating the microphone hardware itself is functional. However, the system-level "Hey Meta" command also doesn't respond (which I understand is not available in the Quest 3 Italian OS). When I run the same Unity project in the editor using my Windows PC microphone, the voice recognition works perfectly, and I receive the expected JSON responses from Wit.ai. However, if I use the Quest's mic I receive a JSON with empty values. This strongly suggests the problem lies in the interaction between the Me
Hello everyone. I can't seem to get past this .Net problem when running setup.bat from theMeta/Oculus fork (github)(most recent 5.3):Failed to load the dll from [E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll], HRESULT: 0x80070005 The library hostfxr.dll was found, but loading it from E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll failed - Installing .NET prerequisites might help resolve this problem. https://go.microsoft.com/fwlink/?linkid=798306I've reinstalled all the .Net 8 dependencies, have 4.8 framework. The hostfxr.dll file IS in the directory it fails to load it from. Just have no clue at this point. Just beginning meta programming so any feedback would be greatly appreciated. Thanks in advance.
Hello, recently we tried to switch from using the Oculus Plugin to the newly recommended OpenXR plugin. And since v74 (we also tried v76) the game just freezes on startup and gets stuck. The game is working okay in the editor, we are just unable to pinpoint the problem that might be leading to the freezing issue on quest, is there any way to debug the problem? Thanks
I see lots info, classes, but no full examples and normal docs..especially after v74 meta change. I found 2 variants:1. RayInteractible - on target object. and RayInteractor on controller. https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ray-interactions/#add-ray-interactors- not clear how to add actions on click?? 2.canvas https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ui/ - also not clear how to add logic to it I don't understand main unity architecture. So, appreciate any suggestions.Thank you in advance!
So for the past month, my players have been reporting steadily more and more crashes when loading (addressable) levels, especially on Quest 2. And now I'm getting them too. My levels are large, but even before I optimized them when they were double their current size, they still ran on Quest 2. I've reverted any changes I've made over the past few months, and it's still happening. This makes me think it's the Quest software itself. Did any of the Quest updates over the last 4 months kill the total RAM available for apps? Or did the timeout constraint get lowered where the Quest will kill the app if loading takes too long?Unity 2022.3.27, URPAddressables 1.20.5
Last night at an absolutely critical shoot, the link between my metaquest 3 and the computer running a unity ap suddenly failed. my log tells me that there was an update to the VR headset yesterday and since I've tried swapping the connector cable and the PC over with no success, I can only assume it was the update that caused the problems.This update has already cost the company many hundreds of pounds as a direct result of their update - and unbelievably it isn't possible to roll back an update to the metaquest. I am absolutely stunned that this is the case - surely it's impossible to imagine Meta acting in such an irresponsible and amateur way as to provide no way to undo an update to their software?
In UE5.5.1 from GitHub (v74.1) stereo layers can't be hidden and destroyed for non-Passthrought enabled projects which is obviously a bug.If look through the source code of:\Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.h \Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.cppwe'll see that there is the layer actor and it's component: Both of them are either passed in layer constructor via desk or created in the method HandlePokeAHoleComponent.But in the method DestroyLayer there is no code which would destroy this actor and it's componentThere is only support for actors that were created specifically for Passthrough and were stored in PassthroughPokeActorMap as I see.There was the link to the commit in another topic:https://github.com/Oculus-VR/UnrealEngine/pull/442but that pull request is still not approved. Please take a look into this problem, because without it Stereo Layers are not that much usable fo
Hello everyone,I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, I receive the error message "cannot resolve destination host."I've tried searching for a solution on the Unity forums but couldn't find any relevant answers. Has anyone else faced a similar problem? If so, could you please share any solutions or workarounds?Any assistance would be greatly appreciated.Thank you in advance!
Hello!I'm testing with a 360 video app in a pair of Quest 2 devices, one of them is working correctly right now, but the other one turns to standby after a short period even with the glasses mounted.By moving the head it turns On sometimes, by pressing the glasses it turns on for a bit. but turns off again. If I use my finger to activate it seems to be good for a bit but turns off after a time.Anyone can help with this?
For both the Oculus App store and Rift APP-ID and Password where changed.I was testing, then all of a sudden it kept failing the entitlement checks.Then I noticed the APP-ID and PASSWORD on the developer dash where MUCH BIGGER numbers than they had been before. So I updated my app.It now fails entitlement with the old or new numbers. I am stopped cold in my development.Also filing a bug. I wanted others to see this, in case they get this problem.
Is it possible test one of the Multiplayer possibilities:- Web-LAN-Colocationwithout Meta Checkup (Meta rejected my Admin confirmation in developer panel).ON REAL Quest 3 devices (not MP testing tools)If "Yes" - point the right workflow of MP testing.
I don't get it. Unity 6, Meta sdk 72.My audio spatializer settings are both with Meta XR audio settings and everything as shown in some officialdocumentation I found online. But I get this message: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.Also sometimes actually it does spatialize the audio, even with this message. But sometimes I cannot get it...Please, is there any straight forward solution for this basic thing?Thanks in advance
Hola!I dissabled my prox. sensor Quest3 using Meta dev hub time ago.Now when I press "Enable", it does for a given time, then it dissables itself again.After reboot: Proximity sensor is dissabled.When I check the setting in Meta dev hub it says "Dissabled"I press "Enable", and again, it works only for some minutesPlease!! How to PERMANENTLY ENABLE PROX. SENSOR??Thanks a lot
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