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I have followed the Unity XR set up to the letter and also tried to create a template vr project from the ground up but it seems that unity is unable to start XR no matter what, a month ago this issue did not exist, it only appeared after updating the Meta XR unity package. Going back to previous versions doesn't fix it now either, which was the workaround my team used before.VR games start up fine on the headset through quest link, as a test we tried booting up a variety of VR apps and they worked just fine. But Unity refuses to start up in the headset in play mode. Is there a possible cause for this? Eagerly awaiting replies, i'm at the end of my rope here 😢
Hello, Created a business Instagram account. Right away my account's promotions were restricted. Stating "the account was created or used with an automation that doesn't follow our rules." Unsure what this means. Tried to send an appeal, but the page freezes. Currently have 128 days remaining and am lost. Seeking guidance.Thank you
Ok, I'll do my best to explain this ... Imagine a geography teacher who wants to take her class of students to 'Paris' for 30 minutes, all while in the classroom. Teacher has a 'movement jacket on, with sensors' and a 'feeder information' special teacher headset, and each student has their own (or schools) headset. The entire class with teacher has an interactive 'field trip' to Paris, at almost zero cost.This happens because, someone already 'video mapped 'Pairs' as a 360 degree walk or 'drone' tour (the entire class can simply jump over the River Saine) to access Notre Dame or Louvre Gallery. ... and that's just the start of it !Lets up it a bit. Imagine: Meta supplies people 'an up-load meta 'mapping' hat' (a hat with many cameras to include a smart processer box). Now, let's say: I own HMS Victory, a historic battleship. I wear the 'Meta-cam-hat' and record a full walk round tour of my battleship; I now upload the data and hook it to the 'Meta-verse' connection it
My IAP.LaunchCheckoutFlow is triggered by players holding down the B button as part of making a fist. It launches the flow and it is immediately canceled out because pressing B exits the flow. Any way to modify this behavior or is it baked into the OS? No other button does anything during checkout flow...
I tried to create a developer account to create an app to use as a chatbot for my social networks but i couldn't, as I was using my new computer besides my mobile it didn't let me and now I'm forbidden to even try.at first I didn't received the SMS and after some requests it has forbidden me to even request to get a new sms. I'm stuck!I really don't know what should I do, and why the hell we have to make separe accounts for every meta product. Is there a way to merge my instagram, facebook, business and developers into one account?. Please help ^^ Xoxo
Hello,I've developed a VR locomotion device and it would be awesome to be able to use it to send joystick commands to games running on the Meta Quest. I've looked into OpenXR and SDK support on the Meta Quest but I don't believe it's possible through those methods. I then looked into seamless multitasking and 2D apps and wondered if I could develop a 2D app that receives input from the peripheral, transforms it into joystick input, then sends that input to the game. It would also be great if the 2D app could get the position and orientation of the headset and send that to the peripheral.After looking into it I don't believe what I want to do is currently possible with multitasking and 2D apps, but wanted to post here to see if I am wrong. My understanding is 2D apps can only receive input, not send it, and it only receives input when the 2D app is focused (cursor is pointing at it). It also appears a 2D app does not have a way of receiving headset position and orientation. Is my unders
I have Unreal VR project.It builds successfully and works.Interesting thing is following:When i build it, apk size 380 Mb.After few builds it became 646 Mb (No new asset, just blueprint editing, organizing folders. No cleaning cache, no settings change).After few builds, it became 380, and so on. 650<->380 jumpingWhat is the reason of such size jumping?
I am using the latest Meta XR Simulator 74, but I had the same problem with Meta XR Simulator 72, using Unity 6 Sometimes when I play in the Editor and the Simulator opens up, random keystrokes just start being registered out of nothing, so what input device was selected start to move around like crazy. Sometimes it stops when I press few keys on my own, but sometimes it just continues for a lot of time. It only happens after the first run, it seems like some keys has been buffered or something. Am I the only one that has this problem?
I’m trying to create a UI similar to the one in the Meta Home environment, where users can move and interact with floating windows in 3D space. I’ve looked through the official documentation and forum posts, but I haven’t found any clear guidance or examples related to this.If anyone has experience with implementing this kind of UI or knows where to start, I’d really appreciate your help or pointers in the right direction.
Hey there I am struggling with these issue. There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I'm just running the demo scene with no changes. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3com oculus vrshell 20250403 002312 01
Dear Meta XR/Unity Team,I hope you're doing well.I’m currently working on a VR project using the Meta XR All-in-One SDK with Unity and have been implementing curved UI elements using components such as Cylinder, Cylinder Surface, and Canvas Cylinder.While reviewing the latest Meta SDK documentation, I noticed that references to curved canvas support and these specific scripts appear to have been removed. This has led me to wonder:Has support for curved canvas UI (using components like Canvas Cylinder, Cylinder Surface, etc.) been officially deprecated or removed from the Meta XR SDK?If so, is there a recommended or alternative approach to implementing curved or radial UI in VR with the latest version of the Meta SDK?Curved UI plays a significant role in user comfort and immersion, so any clarification or guidance would be greatly appreciated.Thank you for your support and the excellent tools you provide for VR development.
After the last update, very time i used PCVR my PC won't go to sleep unless i restart or end the service in task manager, even though the headset is unplugged the service does not stop by itself, your software has always been wonky sometimes the service does not start up and i need to restart unplug and reconnect but that issue has been mostly fixed and replaced with a service that keeps everything awake, still using RiftS Windows 11 pro
Is there any way for developers to deploy ML models for inference directly on the Quest 3's NPU instead of the GPU?
I am trying to run the MovementNetworking scene in the Meta Movement Samples and I get the following errors:DllNotFoundException: MetaMovementSDK_UtilityLooking at the package files, there is only android and windows MetaMovementSDK_Utility plugin available, meaning I can not test the movement networking on my Mac.Is there anything I can do for this aside from waiting for an update which includes the library for mac?I a using SDK V71 on an Apple silicon macbook.
Hello Developer community,I am trying to connect my VR project with firebase realtime database. I am aiming at storing these interactions there but nothing gotten yet.
We need a report post button. Way off topic posts are appearing. Advertising, medical advice ...
I developed a mixed reality for a gallery exhibition for a client. While I was away I have been told that the app I did somehow closes and you the find yourself in the main menu of the headset.this is happening to multiples headsets.i think this got worse once we completely took away the controllers, so that users could not use them, but just their hands.the app is a unreal engine level with interactive elements that loops, (at the end of the experience it reopens the level)any idea what’s the issue? thanks a lot
I get a certificate error when trying to install my apk containing the entire game on sidequest. but if I just install one scene or a couple of scenes , I don’t get this error. What’s triggering it? Also I set up my KeyStore too. Photo attached
Using MetaHorizonDesktop Early Access... trying to implement simple crouch button/animation.. am I missing something or horizon_core not fully hooked up to extend the default UI with the "Crouch button" or bind a keyboard button to it? gausroth would you know anything about this?
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Hello, I'm currently working on a unity app for the meta quest 3 using spatial anchors in mixed reality with passthrough. I use them on a large zone, however I can't reach them without having this "you've moved too far" popup that I have to close if I want to see my app again which break the immersion.Is there a way to disable it? Thanks for your help!
This has been asked many times in the past when the Q3 was introduced and fast movements caused repeated tracking issues. Not only did we not experience tracking issues with the Q2 controllers (possibly the ring was responsible for the better tracking?), but many of us have adapters specifically fitted for Q2 controllers. It would make many users very happy if Meta would do this. Thank you in advance for your help with this request!
I am just getting back into using Events again. We used to have it years ago, but it has returned! Is anyone else using it? Ready to share some tips and tricks with others?
It is not possible to load the game anymore
Hi this is my first post, couple weeks ago I decided to make a Ben10 game with passthrough and hand tracking in unreal engine this my Git Repo. I'm using UE 5.5.4, MetaXRInteraction v74.0.0 and UnrealMetaXRPlugin v74.0.the problem is with the huge collisions that comes when I add ISDK (both to my Omnitrix actor as interactable and my player pawn hands to interact with it) these collisions effects all my worlddynamic collisions type objects.two things want to ask:1.is it supposed to be this big? can I make it smaller?2.how to change it to only interact with my Omnitrix actor? I tried to change the collisions type (is on worlddynamic by default) of ISDK in my IsdkHandRigComponent Left and right and changing it will make me unable to interact, collisions of my pawn with ISDK (the other big one is for isdk of omnitrix):my collisions when I delete ISDK from my pawn:this the ISDK collision that I'm wondering maybe help:
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