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Greetings, I work at a technology company where we are developing an experience for the "Meta Quest 2" device in the Unity environment. In our use case, the user never needs to exit the application, since when finished he should remove the helmet and continue with his visit. Our users are not necessarily familiar with Oculus technology, and we fear that they may accidentally perform the gesture to open the universal menu. For this reason, we request help to disable this option, since we have not found how to do it in the documentation of either the SDK or the device. The experience works entirely through "Hand Tracking", so turning it off is not an option. We have found out about third-party services such as ArborXR, ManageXR or Oculus for Business, which allow you to put the device in "Kiosk Mode", but having them would exceed the budget of our project. As developers we would like to make a simpler and more personalized implementation, since many of its servic
II set up a new project, install all meta packages. but When I try to find the room models in the building blocks. I didn't find it. My Unity3D version 6000.1.13f1 and the Meta XR SDK version is v78.
Hello everyone,we have been using the Meta Avatars in our projects for the last few months now and after putting in some work we were quite happy with the results. However since we recently tried to update from v35.2 to v38 or now even to v40 we noticed a weird displacement in the Avatars thumbs. The thumbs or joints of the thumbs seem to be shifted towards the palm of the hand somehow ( see images for comparison) . It does not hinder the grab functionality - but it makes all hand grab poses look wrong, which renders it unusable for us.with v35.2With v38 and v40 I could not find any indication where this is coming from or any way to fix this.Does anyone have an idea or a tip on how this could be solved?Additional Information:Unity 6.2All-in-One-SDK v78XR-Plugin: Open XRWe are using an OVRCameraRig with Hands and ControllerDrivenHands.Hand Skeleton in OVR Manager: Open XR Skeleton
I currently have an account for both MQ for developers - private app distribution and well as a managed organization in Quest for Business, which hosts devices for end-users and internal staff. I'm trying to add my organization to a second release channel so that internal staff can perform Beta testing prior to release however I'm met with the error indicated below. Is there a workaround for this?
I cannot register for Meta for developers, I always get this message You can't make this change at the momentThis is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while. I have used this device to access facebook / instagram for years now. Can someone please help?
Hello. I'm developing a game for Quest 2 and 3 and have encountered issues with the game crashing on Quest 2. The weird thing is that only crashes on some of our quests, some of them work fine while others will start the game once then crash when trying to the start the game again. There are no noticeable differences between the Quest 2 headsets either. The source of the crash seems to be this error: MemoryBroker: INPUT_TYPE_MAP: client com.DefaultCompany.Game does not have access (app ops or VR focus). I have tried multiple solutions like forcing a clean shutdown and INPUT_TYPE_MAP permissions but none of them seem to work. I think it's likely related to the RAM use of the game but there is not much more I can to do optimize it further and shouldn't be needed either since it works normally on other headsets.
Hello, in the Interaction SDK sample if I use controller driven hands and try to grab the mug I can pick up the mug by pressing the controller side button, but it just "sticks" to my hand and the custom grab poses are never triggered. Pure hand tracking does trigger the custom poses.Are custom grab poses supported for controller driven hands? I'm currently using the "Hands Only" procedural controller hand behavior on my VR pawn blueprint. I would like to grab objects while holding a controller, but still use the custom poses so the virtual hand wraps around the objects more naturally. I'm using a Quest 3 headset and Unreal 5.5 with the Meta interaction SDK plugin v77.
Hello Support and everyone: We are a VR/MR game startup company from China, currently focusing on the development of Quest3 APP, we want to put our APP on the App Lab, but we have not been able to pass the "Organization Verification". When using the "Business Verification" method, the verification code will not be received, no matter email/phone/text message is the same, using the Chinese phone number/email address. When using the "Admin Verification" method, using all kinds of IDs, ID cards/passports/driver's licenses, you will receive an email saying "We can't use the ID you shared to verify your identity". I would like to ask if there are any Chinese developers who have similar problems and solutions, or can't pass the verification in China? Thank you.
Hi,I am trying to add two vive tracker 3.0s to my unreal project (v 5.5) that was running fine with my Metaquest 3. I have been googling and reading forums, but I cannot seem to find a way (or a plugin combination) to have the active tracking from the trackers working along with the Metaquest HMD. I have to disable the MetaXR plugin to get the trackers to appear in LiveLink (that have been set up in SteamVR) which means I can't preview in VR through the headset. It would be Ideal to transfer the calibrated locations (currently using Space Calibrator app) of the trackers to the starting point in the Unreal Engine so I can align the tracker on the irl objects, with the trackers attached to their digital doubles, correctly. My trials have also included using the -xrtrackingonly tag to start up the editor. Any assistance much appreciated.Kind Regards,Nathan.
I wanted to share some insights regarding the passthrough API and object tracking for AR projects.Initially, I thought the passthrough API would provide access to the RGB camera feed for processing with OpenCV. However, it turns out that Meta does not allow access to the RGB feed due to privacy and security concerns. Instead, they handle the processing directly on the Quest device, and applications like Unity or Unreal Engine are not provided access to this video feed.The only viable solution would be to stream the camera feed live from the Quest 3 and process it on that stream, but there may be unforeseen challenges with this approach, so I decided to abandon this direction. If you're planning an image processing project with Quest, I'd recommend being aware of these limitations.*sighs out*EDIT: Passthrough Camera API finally gives permission to access RGB cameras. LinkEDIT: Passthrough Camera API is up for Unity but there is some issues with Unreal. It is possible but there is
Hi! On youtube I saw this https://www.youtube.com/watch?v=FXFgkAmvpgo And I wanna know how do this on Unreal Engine. If you know this, pls tell
Hello everyone! I would like to know if it is possible to add extra cameras to the Quest 3.The idea is to add two small thermal cameras to the front of the headset, to obtain a passthrough with night vision. It would be an extra layer of information that helps RGB cameras see in complete darkness.Initially I think of gluing the thermal cameras to the front of the viewfinder, and connecting them by cable to a cell phone, where it obtains electrical power and image processing. Then that image should go from the cell phone to the Quest 3 wirelessly.I was analyzing the documentation, and I think this could be done through the Passthrough.API, Android Camera2.API, your opinion on this would be very useful.I am a person with a visual condition called retinitis pigmentosa, which causes night blindness and decreased peripheral visual field. Therefore, it would be miraculous for me (and for many others), to be able to have night vision, but also assistance for low vision, such as co
Hello everyone! I would like to know if it is possible to add extra cameras to the Quest 3 headset.The idea is to add two small thermal cameras to the front of the headset, to obtain a passthrough with night vision. It would be an extra layer of information that helps RGB cameras see in complete darkness.Initially I think of gluing the thermal cameras to the front of the viewfinder, and connecting them by cable to a cell phone, where it obtains electrical power and image processing. Then that image should go from the cell phone to the Quest 3 wirelessly.I was analyzing the documentation, and I think this could be done through the Passthrough.API, Android Camera2.API, your opinion on this would be very useful.I am a person with a visual condition called retinitis pigmentosa, which causes night blindness and decreased peripheral visual field. Therefore, it would be miraculous for me (and for many others), to be able to have night vision, but also assistance for low vision, su
I sideloaded the v81 firmware, I see changes but I can't activate the new navigator, and I can't pin applications in the horizon world. I thought I could at least enable the navigator ui which I never tried .. I'm disappointed to see that it's not necessarily included.
Hi,I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location transformers.I am using an object setup with multiple grabbable pieces. My blueprint hierarchy is essentially:Mesh-- GrabbableComponent1-- SubMesh---- GrabbableComponent2------ HandGrabPoseGrabTransformer1 (for main mesh, with free transformer)GrabTransformer2 (for sub mesh, with translate constraint applied)The actual interactions of the meshes work without issue. I can grab the main mesh, and grab the submesh to move it with its translation applied. My HandGrabPose component has the following properties set:The initial posing is fine and the hand will move to the intended pose position, but as the submesh is moved, the hand pose stays in the same location rather than following the submesh as I would like.Looking at the source for hand poses, I can see that the hand pose override is set via a call
My organizazion disappeared from dashboard, my app store page is : https://www.meta.com/zh-cn/experiences/pcvr/silicon-rising/2665402616848148/what can we do to recovery our app, thanks.
I have faced this issue with quest 3 with webxr on depth sensing example(https://immersive-web.github.io/webxr-samples/proposals/phone-ar-depth-gpu.html) as attached below. I am not sure if it's from my device end or not.Also https://threejs.org/examples/?q=webxr#webxr_xr_dragging_custom_depth: gives me:```Feature 'dom-overlay' is not supported for mode: immersive-arshowStartAR @ :8080/three.js/examp…bxr/ARButton.js:144Understand this warning[object DOMException](anonymous) @ :8080/three.js/examp…bxr/ARButton.js:148Understand this warningwebxr_xr_dragging_custom_depth.html:1 [.WebGL-0x7000351a00]RENDER WARNING: there is no texture bound to the unit 0```with my own samples also, there is no texture bound to the unit 0 shows up for meThis is when the browser is running on default settings/flags
Hello !We're trying to package our VR app, which contains a lot of MetaHumans Facial animations.Until recently, we had no issues, but since I've added some more animations, I'm no longer able to package it.Everything is checked as before, like I said it was working, I was having a main obb file and a patch obb file. Since I've added the new animations, I had to adapt my chunks, and now all of them have once more an acceptable size, as shown on the attached screenshots.Chunks size #1Chunks size #2So, cooking is successful.However, packaging fails with error \Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (4 GiB limit and no overflows are permitted)I was hoping to get multiple patch files, as long as my chunks were small enough to fit in, but maybe I'm wrong.My guess is that I'm only allowed 2 obb files of 4 GiB each, and not one more.Is that the case ?And if so, how are we supposed to package a big app ?
HelloI am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR.However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255).I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object.Can someone provide me some ways to prevent that please ?Here are my Unity settings :
I'm experiencing a critical issue with the Meta XR Simulator that is preventing me from developing and testing my Unity project. When I try to launch the Meta XR Simulator (either by hitting Play in the Unity Editor or by manually going to Meta > Meta XR Simulator > Launch Environment Server), the simulator window briefly appears and then immediately closes, followed by a Unity console error:InvalidOperationException: Cannot process request because the process (XXXX) has exited. (Where XXXX is a process ID like 9116).This issue is occurring consistently across different Unity editor versions, which is highly concerning.My Setup:Unity Editor Versions Tested:Unity 2022.3.22f1 LTS (Long Term Support)Unity 6000.0.48 (Preview/Beta)Meta XR SDK Version: Meta XR All-in-One SDK v77.0OpenXR Plugin Version: [Please specify the exact version you have installed, e.g., 1.14.2]Steps I Have Already Taken (and confirmed the issue persists):Checked Dynamic Resolution Settings:In Edit > Project
Hello -I have a large number of conversions on my Funnel analytics for my Oculus developer's account but the rest of the analytics have not triggered yet and most of the reported conversions are not appearing on my financial documents. Please help me get this straightened out...Ted
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR.In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation.Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.
I'm developing a AR app with Three.js. I'm using the Quest 3 to project a 3D object in a room and you can walk around the object and interact with it a little.It would be so great if I could position and orient the object to a tracked image in the physical world. Then I could project the object easily in the middle of a round table and have multiple people wearing Quest 3 devices look at the same experience at the same time.
In my app available on the store, data analysis has frequently shown the occurrence of this crash issue:1. Crash Type: App Not Responsive Crash Reason: oculus:android_anr:com.google.androidgamesdk.GameActivity.onPauseNative2. Crash Type: App Not Responsive Crash Reason:oculus:android_anr:com.google.androidgamesdk.GameActivity.onSurfaceDestroyedNativeI suspect the issue occurs during user IAP (In-App Purchase) because I occasionally experience a crash when canceling a purchase.
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