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Putting my own dev builds on the Quest using Unreal & USB - is it possible to have custom icons for the individual apps? At the moment they all have the Oculus logo.
I recently discovered that the key feature of my Portal Go has been discontinued. You can no longer utilize voice command via "Hey Portal" or "Alexa". This is honestly unacceptable for a device that cost as much as it did and didn't he l even have a 5 year life in my household. The Portal Go was literally advertised as a hands free device that allowed the user to use voice command for feature such as music playback, device control, calendar, video calling, etc. This might be a fun feature for some, but for others with mobility impairments (like myself) it was the whole point of the device. To essentially end of life a device for people who have just bought it at full price in the last few years is a slap in the face. At the very least, compensate your dedicated users in some way or expect that all these people will be turned away from purchasing your products in the future in fear that you'll pull the rug out from under them with no real product longevity. I don't mean to rant and I wo
Hi! Have you ever messed with World->VR->SetWorldToMeters? In my case I want to switch between 1:1 VR pawn scale and between "GodMode". It means I want to make illusion of world 100x smaller. For that reason I'm scaling SetWorldToMeters * 100. It works fine, BUT I realized, that raytraces from ISDK hands are slightly off. The reason is that pawn suppose to be 100x bigger also. When I set scale of ControllersRoot to 100, Rays are okey. But I also se my giant hands floating in the air. Any idea for the solution how to remain original size and position of hands but fix Ray offset?Of course I've tried to scale down child components Controller + ISDK HandRig + ISDK ControllerRig + PointerStick - relative scale, world scale and possibly any combination, but nothing worked properly.
Hi,I tried to use the plugin Meta XR audio for unreal 5.5.I saw on this pageThe plugin is now built by default for Unreal Engine 5.5It seems the plugin is not built for unreal 5.5 but 5.4Is it possible to update the Audio SDK ? Thanks for helping"FileVersion": 3,"Version": 1,"VersionName": "1.106.0","FriendlyName": "Meta XR Audio","Description": "Meta XR audio spatialization","Category": "Audio","CreatedBy": "Meta","CreatedByURL": "https://www.meta.com/","DocsURL": "https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal/","MarketplaceURL": "","SupportURL": "https://communityforums.atmeta.com/t5/Unreal-VR-Development/bd-p/dev-unreal","EngineVersion": "5.4.0","CanContainContent": true,"Installed": true,
Hello Meta, I would like to report an issue with your OpenXR runtime and Quest functionality.In my game, I rely on Body Tracking as a standard feature that's supported on all Quest headsets, but would also like to use multi-modal mode with controllers when available, in order to use Controllers (or Logitech MX Ink) at the same time as not only hand tracking, but body tracking as well. Seeing your fingers wiggle around accurately is really nice, for gestures and realism. Since hands are a part of the body, and finger joints are tracked just fine when I put the controllers down and it switches modes, I don't see why, technically, multi-modal would only work for hand tracking EXT (without body tracking) and not the full body API which includes hand tracking.I reported this issue before but was told it wasn't a good place to do it:https://github.com/facebook/igl/issues/117Is there any way we can get body tracking and controllers to work at the same time? At least on Quest 3 and p
So, I've been trying to set up a VR environment in Unity. The goal is to bring it to my Oculus Quest 3. However, there is a problem right away. After setting up the project (Universal 3D, XR Plug-in Management installed) and installing Meta XR All-in-One SDK into the project, I don't have any building blocks provided by Meta. The list is just empty. So when I go to Meta -> Tools -> Building Blocks, this is what I get: I can see the collections, but selecting them leads me to yet another empty screen: Any idea what could be the problem? I tried with 2 different Unity versions, 2022.3.46f1 and 6000.0.43f1, both with the same result. The version of the Meta SDK is 74.0.1.This is the tutorial I was following, and I've done all the steps shown here until the Building Blocks: https://www.youtube.com/watch?v=4mIRoZ_8MKY
I am currently working on a Unity project using Meta SDK v74 and have encountered an issue regarding interaction with 3D objects. Specifically, the player is unable to interact with a 3D object, such as a cube, using the provided interaction systems in the SDK. Despite implementing the necessary components and setup, the interaction does not seem to function as expected.I would appreciate any guidance or clarification on whether there are specific settings, components, or code adjustments required to enable interaction with 3D objects in Meta SDK v74. Additionally, if this is a known issue, please let me know if there are any workarounds or planned updates addressing this functionality.Looking forward to your response.
I only have quest 2 headset without controllers. can we skip or bypass initial 1st controller pairing screen. As I want to use joypad or hands options to access app. But unable to bypass initial pairing screen
I was wondering who I would need to contact to help with creating new content I have the thought process but not the background on how to do it
I have been able to in the past, this issue is really frustrating and I have tried everything.
hello need support to help me to ulock my account FB after several attemps i am note able to unlock despite of receiving email to unlock , when i am trying to open my account it gives me message to open through authentification app or i don' t have the app installed and i am not willing to oppen with this way RegardSaid
Hi, I'm working on building my unity app for the Meta Quest, and I'd like to implement deep linking in order to launch other apps. However, I'm having a lot of trouble with the implementation and just encountering black screens after hitting the button that runs the deep linking code. Below is the code that I have:Oculus.Platform.Core.Initialize(); var options = new ApplicationOptions(); options.SetDeeplinkMessage("abc"); String appid = "1995434190525828"; ulong appIdLong = ulong.Parse(appid); Oculus.Platform.Application.LaunchOtherApp(appIdLong, options);This app id corresponds to Eleven Table Tennis (which I have installed on my device). Link is: https://www.meta.com/experiences/eleven-table-tennis/1995434190525828/ Anyone have any ideas on what I might be missing? Thanks!
Hello,We are blind developers, which unfortunately makes audio development quite challenging, since almost all engines and spatialisers are based on visual design, e.g. Fmod Studio, Unreal, Unity, etc, which we are unable to use.we have been using the oculus audio spatializer via the low-level Fmod API for a while now, written a lowlevel class around it that handles reflections, reverb and oclusion based on object materials, size, custom ray tracing to handle impact points, etc. This is housed in a custom game engine that we created specifically for audio-based, immersive games.Since the Oculus Audio SDK is not supported anymore, we have just started looking into xr audio. From what we can see, the capabilities of the unity plugin makes it possible to handle pretty much everything that we would need, at least according to the documentation. Unfortunately, we discovered that when accessing the vst version via the low level Fmod API, there are a few crucial parameters missing from the av
Hello everyone,I'm having trouble retrieving a friendly "Display Name" and a proper avatar snapshot using the All-in-One SDK v74. Whether I call GetLoggedInUser or GetLoggedInUser2, I only receive a username with no spaces (e.g., "ImmersiveMatthew") rather than the more friendly, spaced name (e.g., "Immersive Matthew") I see in my profile (see attached screenshot).Additionally, I'm not able to obtain a usable profile photo. The legacy avatar URL is empty, and any attempt to capture an avatar snapshot either returns nothing or produces a solid black image.Here’s a list of the Data Use Checkup (DUC) permissions I currently have approved (the ones in bold marked with an asterisk are active/approved):Use AchievementsUse Add-ons: Downloadable Content and In-App Purchases Commerce (IAP)Use Age Group APIs*Use AvatarsUse Cloud StorageUse Content Sharing & LivestreamingUse CowatchingUse Custom Items for Oculus HomeUse Destinations, Group Presence and App Deep LinkingUse EventsUse In-App Con
Hello unity devs,I didn't find anything on this topic here in the dev forum. But this should also target other devs:I can't get room scale to work atm with v74.0.2 of the meta all in one sdk.As some other users / players noted the boundary changed (somehow in v74?). https://communityforums.atmeta.com/t5/Get-Help/Boundary-bug-I-ve-never-seen-before/m-p/1303816/highlight/true#M359878 For me I had this teardrop "stationary" boundary in my app, which uses "room scale" and worked before. Whenever I step outside the boundary my content disappears and a popup asks me if I want to create a new boundary.For an unknown reason the quests goes into "stationary" mode when I start my "room scale" app!This guy mentions to go to the quick settings and turn on "free room" instead of the "stationary": https://communityforums.atmeta.com/t5/Get-Help/Quest-3-suddenly-won-t-save-use-roomscale-boundaries/m-p/1309377/highlight/true#M362193 That works and now I have "free room". But "free r
I need help using MatchMaking so players can load their avatars into my game. It works just fine with auto matchmaking but I have several scenes where players can choose to go. Auto matchmaking is causing glitches when a player switches to another scene. Anybody know how to do this?
In trying to upload our .apk file to Meta Quest Developer I'm getting this error.App was developed in Unity 2022.3.18f1 Log below: 2024-07-29T17:57:41.968Z [DEBUG] Run args: {"appId":7175246605911412,"apkPath":"G:\\DOCS\\DocumentationRepo\\ITS\\XR\\VR\\2024 CM VR App Updates\\APK Files\\2024-07-22 PUBLIC Cleveland Metroparks VR APK file\\metroparks.panoviewer.public.apk","channel":"ALPHA:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true} 2024-07-29T17:57:42.129Z [DEBUG] Server log: {"app_id":7175246605911412,"client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\a
There is a big issue with artifacts in VR builds using box projection and reflection probes, see link below. It is happening still and we are seeing it a lot in our recent projects.https://issuetracker.unity3d.com/issues/xr-urp-reflection-probes-with-box-projection-result-in-line-crossing-artifacts-in-vr-headset-buildsAny news or resolutions/workarounds? Things look way worse without the box projection so that is not an option.
My app does not start without being connected to the internet. It forces the user to connect to a WLAN and in the "App library" it says "requires internet".In Unity I have configured the internet access "Auto" under Player > Android settings > Other settings > Configuration > Internet access. Unity seems to add internet permissions automatically, because I am using Unity networking.However, networking is optional in my case. The app works offline to a certain degree. So how do I get rid of the "requires internet" label?
When Application SpaceWarp is not enabled, I get 6 drawcalls, when I enable Application SpaceWarp, I get 12 drawcalls, and the 3 models behind the white wall in front are being rendered
Creating WebXR Location-Based AR/MR Experiences with Meta Quest Passthrough API (v76)OverviewYou're looking to build location-based augmented reality (AR) or mixed reality (MR) experiences using WebXR with Meta Quest's passthrough API in browser version v76. Here's a comprehensive guide to implementing this:Key TechnologiesWebXR Device API - The web standard for AR/VR experiencesMeta Quest Passthrough API - Allows blending virtual content with real-world viewGeolocation API - For location-based experiencesWebXR AR Module - Specifically for augmented reality features
Hi there, I'm trying to create a project where I can view point cloud data from a RealSense camera on my Oculus Quest 2 using Unity and Oculus Link. Here are the steps I have taken so far: I ran the "PointCloudDepthAndColor" example scene from the Intel RealSense SDK package for Unity, and it worked perfectly fine within Unity.Next, I imported the Oculus Integration package into the scene and added the OVRCamera prefab, adjusting all the necessary settings such as targeting both eyes.However, when I run the scene in Unity, the display only appears on the left side of the Oculus headset. Do you have any suggestions on how I can fix this issue? Thank you.
Hi, I'm developing a Unity-based app for Meta Quest 3, and I've encountered an issue with the Universal Menu (App Library) not refreshing immediately after an app is uninstalled programmatically. Here's the situation: I uninstall a secondary app via PackageManager from within my main Unity app (using shell commands or pm uninstall). The app is successfully removed from the system (confirmed via adb shell pm list packages). However, the Universal Menu still shows the app icon. When I try to launch it from the Universal Menu, it says "app not found" or simply fails to open. This suggests that the Universal Menu caches the app list and does not automatically refresh it upon receiving PACKAGE_REMOVED. My Question:Is there any official and supported way for developers to manually or programmatically trigger a refresh of the Universal Menu's app list without requiring the user to: Reboot the device Wait for several minutes Put the device
Hi am having this issue andriod media process keeps stopping. Hiw can i resolve the problem
Hi everyone,I'm developing a VR game for Meta Quest 3 using Unreal Engine 5.4.4, Meta XR SDK v68, and Meta XR Audio SDK v68 with Wwise 2023.1.7.8574.3199. I'm encountering some issues with the Meta XR Audio SDK integration and would appreciate any help or insights.I've followed the setup instructions from the Meta documentation (https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-wwise-req-setup?locale=en_GB), but I'm running into the following problems:1. When I copy the MetaXRAudioWwise DLL and XML files to the Wwise app folder as instructed in the documentation, Unreal Editor fails to launch with the following assertion error:LoginId:902113744ce7dcdd8266e487fa1248f0 EpicAccountId:af814a7bf2724617a579492d6f104ad5 Assertion failed: DllHandle [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformProcess.cpp] [Line: 196] UnrealEditor_Core UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::GetPluginContext() [C:\Users\Volrath\Docum
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