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Hello Horizon OS community,Multiple YT creators point to the Skybox product as the only currently licensed solution enabling iPhone screen mirroring / casting from iOS devices to Meta Quest 3 VR workspace environment.Solutions like Phone Link or Dell Connect showcased in the 1st 2 min of this video seem to only be availible through a rather cumbersome setup where you have to launch a 3ed party app like Virtual Desktop or Immersed.Our team is running iOS 16.6.1 on iPhone 13 Pro devices with the latest v.74.0 version of Quest 3.Reaching out to confirm if there are other solutions within the Horizon OS ecosystem native to the standard iOs phone app (in/out call audio) and Quest 3 main manu enviornment (like whatsapp or remote desktop for example) currently availible.Thank you for your help in advance.
I use a Windows 11 PC with Unity 6, a Quest 3, and Link, which is connected via a USB 3 cable. It was all working yesterday. But apparently an auto update snuck in there, because now Link fails to load in the headset. (as an aside: we should be able to disable auto updates. this isn't something working developers should have to deal with)I'm following the troubleshooting steps (restart everything, etc) and I'm down to "log out and back into Link."When I click Log Out, I have two options: Cancel and OK. When I click OK, nothing happens. 😑Please fix so I can continue figuring out how Meta broke something that was working yesterday.Meta Quest Link App Version 76.0.0.452.315 (76.0.0.452.315)
Hello,I'm developing an application for Meta Quest 3 using Unity, BuildingBlocks and Fusion. Every time I install and test a new build on the device, the app asks for runtime permissions — specifically for microphone access and spatial data access (like positional tracking or scene understanding).The issue is that these permissions are not requested all at once. Instead, the app asks for one permission (e.g., microphone), and after granting it, I have to close and reopen the app for it to ask for the next one (e.g., spatial data). This cycle repeats multiple times, making the testing and development process frustrating and time-consuming.Is there a way to pre-grant these permissions, or configure the app so that all required permissions are requested together on the first launch, avoiding this repeated back-and-forth?I've already added the necessary uses-permission entries in the AndroidManifest.xml, but the runtime prompts still happen separately.Any guidance on how to streamline this
Meta created a great lip sync tool with OVR LipSync. Looking at how Meta is slowly becoming the Open Source leader, I was wondering if they would ever make this plugin Open Source and let the community develop it further. It seems stuck in limbo. Saw this video on how they initially had plans to even bring it to iOS and MacOS here . I feel it has so much more potential then only being stuck on headsets. What do you guys think? Do you think we can encourage Meta to Open Source OVR Lipsync?
Hello MetaStoreHelp,I'm currently researching in the direction of human performance capture with dynamic gaussian splatting and want to implement a performant web viewer which runs on Meta Quest 2 and 3.Therefore I would love to use the WebXR-WebGPU-Bindings which allow to use WebXR with WebGPU instead of WebGL. The WebXR report page indicates that these bindings are not supported when I check it on my Meta Quest Browser with the latest update.My Problem is, that I'm already in development and need this feature as soon as possible or I have to work with WebGL which does not support compute shaders.So my questions are:Will the bindings be supported in the near future?If yes, is it possible to get early access?Thanks in advance and best regards,Steffen
I have created basic CustomUIs for a couple worlds in Horizon Worlds and have noticed lately users intermittently cannot see any CustomUIs in the world. It does not affect all players. About half the players in the world will be able to see the CustomUI, the other half will not. The CustomUIs are all in Default mode and only contain 5 static pressable buttons.
For the Avatar team: (˵ ͡° ͜ʖ ͡°˵)When I drop in an SampleAvatarEntiy in a scene why is its forward 180° different at run time from windows to Oculus? Same scene, I add the avatar, add an ovr camera. Then I have to detect if I am running on windows or Oculus. I have to choose one and rotate the ovr camera, or avatar 180° for one os but not the other.Then on oculus (but not windows) I have to re-position the ovr camera apx 1.7 above the floor as the ovr camera that is a child of the avatar falls to the ground. (but not on windows). Except when I run it in the meta-simulator, then I don't add the 1.7 as it makes it 3.4 in the air and above the avatar.(ㆆ _ ㆆ)
Dear Meta Team,I hope you're doing well.I'm writing to share an idea that could enhance WhatsApp's functionality by providing more peace of mind to users—especially parents and families.The idea is to introduce an optional feature called "Location Logo" that allows users to voluntarily share their real-time location with trusted contacts, similar to Apple's Find My service. This would be especially useful for situations where parents or relatives are concerned about the safety and whereabouts of their children or loved ones.Key elements of this feature could include:A dedicated icon or section to manage location sharingFull control for users over who can see their location and for how longStrong privacy settings to ensure transparency and consentOptional emergency sharing or automatic check-in featuresI believe this would align well with Meta’s mission of connecting people securely while providing tools that support safety and well-being.Thank you for considering this idea. I’d be happ
Hi everyone,I’m encountering issues when trying to build my project in Unreal Engine 5.5.4 using Meta XR Plugin Version 74.1 in the default VR Template. The build fails during the process, and after reviewing the logs, it seems there’s an issue related to the plugin integration. BUILD PLATFORM WINDOWS.Here are the details of the error I’m facing:Software Versions:Unreal Engine: 5.5.4Meta XR Plugin: 74.1Operating System: Windows 11Problem Description:When attempting to package the project for Windows (Win64), the build fails, and the following message appears in the logs: PackagingResults: Error: Unknown Error.What I’ve Tried:Reinstalled the Meta XR Plugin to ensure no installation errors.Tried different Build Configuration settings, but the issue persists.Has anyone else encountered this issue when using Meta XR Plugin with Unreal Engine 5.5.4? If so, how did you resolve it? Any help or suggestions would be greatly appreciated
Hello, after my Quest 3 was upgraded to system v76.0 last night, it was unable to connect to the Wi - Fi 6 (TP - Link TL - 7DR5150) that I had been using. However, it can connect to the 2.4G secondary hotspot of this AP or the hotspot of my mobile phone. It seems that it is unable to connect to Wi - Fi 5 and Wi - Fi 6. Deleting and re - establishing the connection didn't work, and even restoring the factory settings didn't help. May I ask what the problem is?
I have no problem creating SceneTexture objects using ARGB_8888 bitmaps, but when I try to use RGBA_F16 the resulting textures are stretched like it is only reading 8-bit data. Here is an example of how I am trying to create an RGBA_F16 bitmap from a W*H buffer (named sdf) of Float's (I am treating these a "gray" values -- i.e. using the same value for RGB and using 1 for alpha):val sdfBitmap = Bitmap.createBitmap(W, H, Bitmap.Config.RGBA_F16) val buffer = ByteBuffer.allocate(W*H * 8).order(ByteOrder.nativeOrder()) for (i in sdf.indices) { var g16 : Short = Half.toHalf(sdf[i]) var a16 : Short = Half.toHalf(1.0f) buffer.putShort(g16) buffer.putShort(g16) buffer.putShort(g16) buffer.putShort(a16) } buffer.rewind() sdfBitmap.copyPixelsFromBuffer(buffer) I am create the texture as followsval sdfTexture = SceneTexture(sdfBitmap, samplerConfig)which is later used for SceneMaterial with a custom shader.Are RGBA_F16 textures supported or am I doing something w
i cant install apk with a file explore since yesterday and i need to test my unity game but i cant get it to the official page so i cant test there
As long as I use controllers only, I can get all the tracking data I need like this: var poseState = OVRPlugin.GetNodePoseStateAtTime(time, OVRPlugin.Node.HandRight);This way I get non-predicted controller data for position as well as velocity.The moment I enable hand-tracking, that same function will not return any velocity data anymore, only position.I can do this instead, which will get me velocity data:OVRPlugin.GetNodePoseStateRaw(OVRPlugin.Node.ControllerRight, OVRPlugin.Step.Render);but now the data is predicted. Trying GetNodePoseStateAtTime with ControllerRight instead of HandRight for the node parameter yields a NotYetImplemented error.Non-predicted velocity data only seems to be available if hand-tracking is disabled. Any advice? I guess I could calculate velocity from position deltas, but I'm wondering if the data quality would suffer. If the solution was this simple, why wouldn't GetNodePoseStateAtTime do the same internally to provide veloity data?
This is the script for my projectile launcher. (Laser). It works perfectly fine.import { Entity } from 'horizon/core';import * as hz from 'horizon/core';class GrabAndLaunch extends hz.Component<typeof GrabAndLaunch> { static propsDefinition = { bullet: { type: hz.PropTypes.Entity }, sound: { type: hz.PropTypes.Entity }, }; start() { this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnIndexTriggerDown, this.onTriggerDown.bind(this)); } onTriggerDown() { this.props.bullet!.as(hz.ProjectileLauncherGizmo).launchProjectile(); this.props.sound!.as(hz.AudioGizmo).play(); }}hz.Component.register(GrabAndLaunch); This is my script for my "Armor" that will take hits from the projectile. But it will not register any hits. import { Vec3 } from 'horizon/core';import { Component, PropTypes, CodeBlockEvents, Entity, Color, Player } from 'horizon/core';class HitIndicator e
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The funnel analytics page (https://beta.developers.meta.com/horizon/resources/publish-funnel-analytics/) used to display data even though my player base has not reached 100. It has been the only page under Analytics showing data.Now I see the same message as displayed on the other analytics pages saying I need 100 active users to see the data. Has anyone else experienced this?
Hello, I'm running XR Simulator in Unity on my M1 Mac and trying to use the physical controllers as input. I followed the steps described in this page (https://developers.meta.com/horizon/documentation/unity/xrsim-getting-started). However, the controllers in the simulator do not move nor the buttons do not respond even after I "Connect Physical Quest Controllers". But moving in the simulator using the thumbtacks on the physical controller only worked when I ticked the checkbox next to "Move By Thumbtacks".What's concerning is that the following warning starts to appear in the Unity editor console right after I clicked "Connect Physical Quest Controllers", which is likely causing this issue but I don't know how to solve it.[OVRPlugin] [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrSyncActions(session, &newSyncInfo), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:18313 (arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.h:342)UnityEngine.Debug:LogWarni
I have successfully established a Bluetooth connection and implemented basic HID protocol functionality, but I'm unable to determine Quest3's parsing rules for button events, encountering difficulties in key mapping. I hope official support or experienced developers can provide guidance or documentation references.For example:In Quest3's Bluetooth HID descriptor, what are the corresponding characters/bytes for mouse movement, clicks, scroll wheel actions, etc.?Is there any publicly available official protocol documentation or reverse-engineering reference?Any help would be greatly appreciated!
I do not know which version of meta avatar SDK introduced this error.In 35, the code assumes you are building with URP, if not, you get thousands of errors in the Meta script: AdditionalCameraData.csAt about line 444, it looks for URP stuff that does not exist and will not exist with standard render pipeline.Change:if (!scriptableRenderer.SupportsCameraStackingType(CameraRenderType.Base))to:if (scriptableRenderer != null && !scriptableRenderer.SupportsCameraStackingType(CameraRenderType.Base))
I have gone through the Interaction SDK and now understand how to create custom hand poses and behavior, custom interactions, with controllers and/or hand tracking, and so on. However, after having just gone through the Avatars 2 SDK docs and explored the samples it is not at all clear to me how the two SDKs are meant to be used together. Does anyone know of a sample or anything that illustrates how to setup a player, camera rig, etc. to use Meta Avatars with Interaction SDK objects & patterns?Thank you!
Its first timeThis is my project and would like to snap avatar hands the same way as hand meshtried to resize LeftHandSyntetic, Looked in the HandModifier. placed Avatar with "SampleAvatarEntity" script under OculusInteractionSampleRig prefab. The same with the right hand. It is not an issue but when I hide mesh the avatar hands are not precise when grabbing because there are no hand poses recorded.The same issue is in other locations.
I am creating a VR experience with Unity 6, meta sdk 72 and quest3Most of my meshes and spaces they have a bit of jitter, they move a bit up and down, creating a motion sickness feeling and disconfort.After 3 years developing I feel powerless to face this issue.I have OVR metrics and it kicks Spacewarp staying in 70 fps.What should I try?? What is the main thing I should try?I have a realtime light creating real time shadows. But it's part of my experience, and I have tried other VR apps with realtime shadows and they don't have the laggy jittery shakeThanks in advance
I worked with Meta XR simulator 71 on UE 5.4.4 and there was no problem.Then i download UE 5.5.0 Oculus fork and Meta XR simulator 72When i try to activate simulatorI receive errorOk, go to settingsWhat folder i must use get get it work?P.S.I think environments not included in 72 version, as it was in 71, because size of 72v 38Mb, and 71v 184Mb.In 72v missing folders- ses_rooms~- .synth_env_server- .local_sharing_serverand few others.How to start XR Simulator v 72?
Im trying to create a developer account which looks like a process of converting my existing account.ive tried a few times (days apart) but despite validation/authentication via SMS and the account email i still cant create an account.fully blocked from a bunch of dev features.do we need to be avid facebook users to dev for the associated platforms?
We are trying to build a dashboard in Meta VR for our MEV Bot Solana , but the SDK keeps crashing even though we have updated to the latest version. Nothing has helped so far.
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