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Hi, I'm not a Developer, but I've been trying to get a controller alignment/adjustment issue to the attention of the Quest 3 developers for a while now with no luck, and someone suggested I post here.To save me reposting it all again, here's my post about it: https://communityforums.atmeta.com/t5/Get-Help/Q3-controller-alignment-off-Not-fixed-after-2yrs-How-to-contact/td-p/1314590I've been through a hellish time with basic 'tech support', emailing back & forth 8-9 times (with I think 8 different people replying each time!), before they finally acknowledged that they have no contact with Meta Developers, so that was a big waste of time! 😞Thanks for reading.Tom.
Hello, I am working on a mixed-reality application which requires a precise tracking. This means that the virtual object should stay on the physical position they were placed at all times (1-2mm shifting is fine but not much more due to safety reasons). I have been working on the anchors for quite a while and still can't eliminate the shifting. The lines you will see, each one represents 2.5 physical meters as Meta advises to place any virtual object within 3 meters of the anchor, this ensures that there is an anchor every 2.5m. I have 4 videos:1) https://drive.google.com/file/d/1-hfXLVSe0Fv3mARyZID42A0BEx2Vi9ri/view?usp=sharing This video is in the university I am and I place 3 anchors and walk around the big room. When I came back, the first two anchors were shiften a bit, but the third one which I placed next to a window shifted by a few cm2) https://drive.google.com/file/d/1UeSeMKn7ShEYxzzXYfDf2OHc7yLpoKh8/view?usp=sharing This video is again in the university and I use a flashligh
Hi everyone,We are running into a puzzling issue with the Graph API and hoped someone here has seen it before.GET /v22.0/{PAGE_ID}/conversations ?platform=MESSENGERError we get only for ONE page:HTTP 500{ "error": { "message": "An unexpected error has occurred. Please retry your request later.", "type": "OAuthException", "is_transient": true, "code": 2, "fbtrace_id": "AIv25knnUDxlaRvUCqr4LfP" }}The same call succeeds for all other Pages we manage.Fails 100 % of the time for this one Page, for > 36 h now.
When using the passthrough API, you can send a feed of the headset's camera via the WebcamTexture or alternatively, the Android API. I want to have GameObjects rendered in this view however, such that it looks like the streaming view or the ADB view. If I place a default Unity Cube in front of me, I want to be able to see that through the Passthrough API. As of right now, I cannot see it when using WebCamTexture. Is there support for this right now? Or are there any hacks to rasterize that GameObject through the API? Or is there any feature that would allow me to send the same feed that is used for streaming or recording from the headset through Unity?
I have IAP mostly successfully implemented in my Unity 6000.0.35f1 app with Meta XR Platform SDK 74.0.0. However, when players specifically complete their purchase via the Meta Horizon app flow, it doesn't work. I know that there are two Horizon app flows: one for entering your credit card, and the other for entering your PIN (or getting a one-time code if you forgot your PIN). It's the PIN flow that's not working.Whereas normally on checkout, `IAP.LaunchCheckoutFlow` will call `OnComplete`, if the user enters their PIN via the mobile app, the purchase will complete on Meta's servers, but the VR SDK will not call `OnComplete`. Instead, the VR SDK does nothing - it still shows the enter PIN window even when the user has already entered the PIN on the mobile app. Would appreciate some help on this issue!
How do I turn off the default controller cursor (the annular shade marked off on surfaces by the incident beam of one of the controllers) for a given mesh or material?
I am currently utilizing the Windows 11 operating system and have enabled OpenXR import in Unity version 6. Upon attempting to integrate the Meta XR Core SDK version 74.0.2, the Unity 6 editor experienced a crash and failed to launch properly, preventing me from accessing the scene editing environment. Several colleagues I consulted also reported encountering the same issue. Even after deleting the project's Library files and reloading them, the problem persisted. Rolling back to SDK version 72 resolved the issue and allowed normal operation. However, I am keen to explore the new features introduced in SDK version 74. Could you please provide guidance or a potential solution? Attached is a screenshot of the Editor.log file for reference.😿😿
I am the Developer of AVROS. When I login to developer panel, I cannot see or manage my project. All I want to do is set the price to 10€.I hope someone from Oculus picks up on this.
It also refuses to compile with 2019 (which was hard to acquire anyways since its out of support by Microsoft, but still recommended by Epic Games's documentation. We have installed every dependency mentioned in the documentation, there are no error messages in visual studio while compiling.We are lost and have no idea, we are trying to onboard new members in the team and they can't work unless we all use the same unreal version, this is a huge issue. We would love to get any assistance if possible.What is happening exactly:- VS Studio compiles without issues but finishes faster than usual.- Upon close inspection we find a lot of files missing, including UE4.exe and other binaries, like the shadercompiler binaries etc.- No errors in VS Studio.- And Engine of course does not start when pressing F5 since well most parts of the engine are missing.Screenshot of the UE binaries missingThings we have tried:- Follow the documentation steps 1 by 1 exactly as outlined.- Recompile so it tries ag
I'm running the Quest 3 in an environment where the mobile app is unreliable and I would like to easily swap between different types of controllers (I have a 2 pairs of pro controllers and 2 pairs of regular controllers).Is there a way, maybe through ADB, to unpair controllers? And on that note, is there a way through ADB to jump to the pairing screen so I can hook up the other set of controllers without needing to hand-track my way through settings? Thanks!
Hi! I've been using the ISDK UI Set to remake all of our app's UI. It's a great tool that helps in making the UI look good without having to work on graphics/image creation. I found the UI Set's built-in Dropdown prefab a bit confusing, so I created my own based on Unity's TMPro Dropdown, and it works great! The only issue is that since the Dropdown template is disabled most of the time, it's not affected by theme changes from UIThemeManager. Could it be made so that UIThemeManager can change the theme of disabled GameObjects? It could be an optional checkbox in the component.
Hello, was just gifted the meta quest 3 w Batman - totally psyched to try everything with this platform! However, my husband who was born without a left hand - cannot play a lot of the games. This hurts my heart. He has an Xbox controller that he can add a flapper gear to the bottom of on his right hand side so that it acts as a left handed control. I was hoping someone would be able to come up with a similar solution here. I get it, not everything is for everyone - we all have certain limitations, but in something that is supposed to open the world, it should open it for all. There are a lot of ppl out there like my husband, enlarging the customer base, generating income - just a thought.
I'm using Unity version 2022.3.29f. My Meta Quest Link has "Spatial Data over Meta Quest Link" set to true.Using SDK v64, I was/am able to load scene data in editor. Using SDK v65, I am not able to load scene data in editor and receive the standard error:"MRUK couldn't load any scene data. Scene capture does not work over Link or XR Sim.If using Link please capture a scene with the HMD in standalone mode, then access the scene model over Link.If a scene model has already been captured, make sure the spatial data feature has been enabled in Meta Quest Link (Settings > Beta > Spatial Data over Meta Quest Link).If using XR Sim, make sure you have a synthetic environment loaded that has scene data associated with it."
In my PC have nVidia Quadro P5000, 16GB GDDR5X Memory graphic card and I'm not able to connect my quest3 properly kindly provide update so that i can connect my VR headset using DP to type C connector.
Dear Meta Support,I am writing to report a serious issue regarding in-game purchases for the "Backgammon, Chess & Checkers" game on the Meta Quest platform.Recently, I purchased in-game chips to play, but the chips were not credited to my account despite the successful payment. Unfortunately, there has been no clear way to contact the game developer directly, and the feedback system provided through Meta appears to be non-functional.This is not only frustrating but also concerning from a consumer protection standpoint. I would appreciate it if Meta could:Assist in resolving my payment issue (refund or delivery of purchased chips).Provide direct contact information for the game’s developer or publisher.Investigate the ongoing issues with the feedback/contact system for this title.Please treat this matter as urgent. I can provide receipts, transaction IDs, and any other necessary details upon request.Thank you for your time and assistance.
I have a strange report I can't replicate anywhere including on my Rift headset. Of aliasing on the actual video texture even with antialias configured and anisotropy set on the texture. I am unable to attain a Quest headset to check yet sadly. I've repurposed the basic three stereo video example and made it render for top down stereo. It's a top down stereo video texture. I dont have power of 2 sizing on the video element but do in the actual implementation. It may be quite noticeable to be a worry as in blocky pixels but there is no edges on the video texture. The title text in the video looks sharp to me at the start in my headset.They weren't able to give me another screenshot. At one stage their render looked like Quest was trying to force a native stereo projection mode when three does that in Webxr so had a second distorted texture up the top. I was wondering if anyone with a headset might be able to check or know if its a bug with the oculus sof
We're using web launch links to guide our users to our pages. The service seems to be broken. It reports that opening the link failed. In the HMD, either nothing happens or a blank page opens in the browser. Very, very rarely, the link opens properly. We also see the problem with the link from doc: https://www.oculus.com/open_url/?url=https%3A%2F%2Fwww.meta.com. Is it an outage? Can this be fixed?
I noticed that the OVRBoundary.GetVisible() is being deprecated and this page suggests not using it anymorehttps://developer.oculus.com/documentation/unity/unity-ovrboundary/Is there an alternate function that I can use to get the visibility status of the oculus guardian?
Hello,I am making a MR game in the Meta Quest 3, in Unity, and I was wondering if there are ways to add grab events, like in the XR Interaction Tool-kit. I want to have it so when I grab it, I can call a function from a script.This is what the inspector looks like.
How do I change the sorting order Meta SDK UI buttons
Hello,I am trying to work with OVRSpatialAnchor of the Meta Core SDK v74 in Unity 2022.3.53f1 and experience some issue on saving my successfully created, bounded and localized OVRSpatialAnchor.Therefore I checked all OVRAnchor.SaveResult Enumerations but it turns out that the error -1006 on my result is an so far unknown error code. Compared with: https://developers.meta.com/horizon/reference/unity/v74/struct_o_v_r_anchor#public-type).OVRAnchor.SaveResult.Failure: -1000 OVRAnchor.SaveResult.FailureInvalidAnchor: -1013OVRAnchor.SaveResult.FailureDataIsInvalid: -1008OVRAnchor.SaveResult.FailureInsufficientResources: -9000OVRAnchor.SaveResult.FailureStorageAtCapacity: -9001OVRAnchor.SaveResult.FailureInsufficientView: -9002OVRAnchor.SaveResult.FailurePermissionInsufficient: -9003OVRAnchor.SaveResult.FailureRateLimited: -9004OVRAnchor.SaveResult.FailureTooDark: -9005OVRAnchor.SaveResult.FailureTooBright: -9006OVRAnchor.SaveResult.FailureUnsupported: -1004OVRAnchor
Hi,I'm using PCVR with a Meta Quest 3 in Unreal Engine 5.4, fully utilizing OpenXR.It seems that the recenter event (XR_TYPE_EVENT_DATA_REFERENCE_SPACE_CHANGE_PENDING) is triggered when resetting the view from the Oculus Link menu using the controllers. However, it does not fire when performing the recenter gesture with the right hand.My goal is to prevent recentering, as I need to align the virtual space with the physical space. If a user accidentally triggers recentering, it disrupts my alignment.Does anyone know if there's a way to detect or block the recenter gesture?
Hi all,I'm new to VR development and I'm trying to package my first VR demo with UE5.Throughout testing with VR Preview inside the engine, everything seemed fine, but I had a few issues after packaging:When I try to package directly to the VR device (Meta Quest 3S) the game is stuck on loading the splash screen forever.When I try to package manually to Android ASTC and then adding the build manually from the Developer Hub, the game launches but I can see all the meshes in the level loading and when I face a certain direction in the level the screen starts to stutter as if it's about to crash.I've been looking for a few days now and I can't find a solution for this. Anyone might know what may cause these issues?
Hi ! I'm working on a game where the player can grab objects and snap them to slots, and I can't find a way to implement a system where you could basically swap to objects from their respective slots. Let me give you an example.ObjectA is snapped to SlotA, and ObjectB to SlotB. Currently, if I grab ObjectA and try to snap it to SlotB, it won't work because there's already a SnapInteractor (ObjectB) attached to SlotB. (btw I know you can increase the amount of interactors, but it only results in the two objects being snapped to the same slot which is not what I want)What i'd like it to do instead is : When releasing ObjectA on SlotB, it snaps it correctly, and ObjectB is now snapped to SlotA as well. Also it's important to me that we use Snap interactions - even with modifications - than a fully custom solution, which we already have.
I've been trying to find different ways for the past week to teleport my player to a spawn point gizmo whenever it presses a button on my custom UI screen. I have 2 scripts called GameManage2 and MainMenuUI. The MainMenuUI is supposed to send a broadcast event to my GameManage2 which is then supposed to send my player to the spawnPointGizmo I had set up. I made sure that the script settings is set up so that it's specifically that spawnPointGizmo and it gives this error: "[Respawn] parameter 0 expected a PlayerID but got a None". Code snippets for both the MainMenuUI and GameManage2 script are below... ===================Main Menu UI=================================initializeUI() { let myLogo: any = this.props.Logo let myLogoSource: ui.ImageSource = ui.ImageSource.fromTextureAsset(myLogo) this.bndLogoSource.set(myLogoSource) return ui.View({ children: [ ui.Text({
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