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Hello!I'm currently developing a Colocation App,my goal is to store information of object position for take them be in the same position when you login again.Actually i would like to just instantiate this objects as child of the colocation anchor and keep in the save info the localposition as an offset.the problem i would like to troubleshoot is about the building block of colocation, it is creating every time you init him a new anchor, instead for my usage I would prefer to check if he have a anchor saved and then load/instantiate it.what i can do?here some extra informations:Engine: Unity 6 (6000.0.37f1)Meta XR SDK: 72.0.0
Hello,I’m working on a project where I need to stream a live video feed from an external camera into a Meta Quest 3 while using Unity.I want to know if there is a way to connect an external camera (using USB, Bluetooth, etc) and obtain its video feed.I can access connected cameras on Unity when on the pc build. Could the same script access cameras connected to the headset? (Same method/access through unity)Which cameras work best for this? (Webcams, IP cameras, 360 cameras, etc.) Are there any plugins or SDKs that can help with this?Any advice or suggestions would be really helpful. Thanks in advance.
APK won’t install on version 67 on the Meta quest. I had an update today and it still never fix the problem.
I need help. I created anchors at my home office place, with my own pc. Then, i needed to go my actual work place and when i created anchors they dont work and this error appears!! I need help. I am not using my personal computer at my work place.
I am investigating the possibility of XR expression like Passthrough on Quest 3 (or pro) connected via Meta Quest Link.I have confirmed that it can be done when playing from Unity Editor with OpenXR(v74) + Unity OpenXR Meta, but it is not possible when building.Is it possible to realize XR on Quest connected by Meta Quest Link with the built application?
Recently I upgrade my Unity game from oculus sdk v57 to meta all in one sdk v72, I noticed that my devices which are about OS version v57 can run my game anymore. I successfully install and run my game on a device whose OS is v69. Is there a minimal OS version requirement? I can find any information from the official websites. Thanks.
Hi,As of today, testing draft IAPs is consistently failing. We're supposed to be able to get all draft SKUs so that we can adequately test them in our app development. Instead, no matter what account we use, we get the following error: "An unknown error has occurred. Type: OAuthException" @flavorbath posted this thread on Friday with additional investigation. They found that IAPs in the draft state are the cause of this error. We need draft IAPs to be accessible, this is quite a disruptive bug for us. I am creating a separate thread for extra visibility. Can this be fixed ASAP?
It won't stop saying trying to find tracking in room.
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?
I would like help please
When you press the record button in MQDH 4.9, 5.0.0, 5.0.1 it does nothing. I've also had a soft lock (was unable to save or get out of the window) when attempting to change the record settings in 5.0.1 though this has only happened once. When I revert back to MQDH 4.8 the record feature works fine.Device I'm running has OS 71 installed. Cheers
Hi all,I'm thinking about switching my app from paid model to free + IAP like the Far Travel Games devs did with "Mannequin".https://www.meta.com/experiences/mannequin/7028027297235918My biggest concern is how to achieve that existing customers which paid for the game automatically receive the "premium upgrade" - DLC?
Hey there, I've started work on an app that was partway through development and have found when I push updates through the meta developer hub devices updating from the old app need to do a clean install, otherwise they'll just show the three loading dots on a black screen. If anyone knows how to force a clean install (preferably without deleting the data files, only the app) or how to stop it from having this error at all, I'd love insights.Thanks!
I'm following this guide for setting my OpenXR app's refresh rate:https://developers.meta.com/horizon/documentation/native/android/mobile-display-refresh-rateWhen I query the available refresh rates like so: XrResult result = xrGetInstanceProcAddr( m_xrInstance, "xrEnumerateDisplayRefreshRatesFB", (PFN_xrVoidFunction*)(&pfnEnumerateDisplayRefreshRates)); if(result != XR_SUCCESS){ XR_TUT_LOG("Failed to query display refresh rates."); return; } uint32_t count; pfnEnumerateDisplayRefreshRates(m_session, 0, &count, NULL); float* output = new float[count]; pfnEnumerateDisplayRefreshRates(m_session, count, &count, output); for(int i=0; i < count; i++){ XR_TUT_LOG("Found supported refresh rate: " + std::to_string(output[i])); }I get back only a single value of 72. Is it no longer possible to set the refresh rate to 90/120?For
Meta Quest Link app improvementsThe Meta Quest Link app now includes system tray support, giving quick access to device status and quick actions while Meta Quest Link is running in the background.The release notes for v74 say that there finally is system tray support for Quest Link, but it looks like that just isn't true. You still can't close the window without shutting down Quest Link, and there is no option to enable system tray support in the settings either. What's going on, why would this be announced if the feature doesn't actually exist?
I have an issue where when testing a passthrough app over Link in Unity Play Mode (using Oculus/Meta SDK, not OpenXR), I get a black screen instead of passthrough. Passthrough often works the first time after connecting the headset or restarting the editor. Subsequent play modes however produce black screen (the app works fine, but just passthrough is broke). This is on Quest Pro, I haven't been able to test the issue on other hardware. I am pretty sure all the settings are properly set up, have followed the docs closely. The built APK always works fine. Anyone else had this issue and solved it? Any help appreciated as it really is a bummer not to be able to test passthrough in editor.
I just got a link cable and I have only had this problem when I started using quest link. My orientation keeps flipping backwards randomly when I play games. It will do this several times and then it will be fine for a while before repeating the process. I have fresh batteries and I cleaned off the sensors, so I do not know why this is happening.
I would like to build a feature that would let you use your vr headset in "partial" pass thru. In other words, I would like the option to be able to see my real feet and a little of the surrounding area when in vr. The app Fluid has this feature where you can toggle pass thru, vr or a partial pass thru and see your feet. It is similar to some that let you see your real keyboard in vr. Anyone have any thoughts of this?
I am learning the desktop editor.I am trying to make some more intuitive driving/flying controls then is currently being shown in "Driving Simulator", and trying to see if there is better support with the Desktop Editor.I have added a Seat AvatarPose to get the character to sit, however any inputs from the left axis control moves the player out of that pose.Is it possible to disable or better yet reassign the controls to move the asset while the character is sitting? Without having to grab an item or override? I am using a trigger gizmo at the moment on the AvatarPose.The only hints online show that I have to grab an item to override buttons, but that doesnt override the Left Axis and also grabbing something to control it is very unintuitive for the user as evidenced by interacting with a number of Worlds.
After a lengthy chat today with a rep from Meta, I understand that Meta have removed the Alexa and voice feature from the portal devices. Like many others, as a family, we used this portal daily to ask for updates on the weather etc… and to contact family and friends as well as each other. It was a much loved and valued resource in our every day home life. I can’t understand how it can be ‘removed’ once paid for and advertised etc… how this can happen is ludicrous. I understand a new feature is being added soon to replace the Alexa, but what about now while there is no voice assistant at all. I just can’t see how this can happen and if so, we should be entitled to a refund surely? I purchased mine in 2021 but still - used it daily. So disappointed - and so are many many more it seems.
Hello everyone!I am planning on building an application where a user can use their hands to directly interact with a button, a slider and a dial (as opposed to using the joystick and raycast to manipulate the UI element).Oculus has a template for virtual buttons that can be interacted with directly with the hand. But I am struggling to find if such a thing exists for sliders and knobs. All the examples for sliders that I've seen so far use the joystick rather than letting users pinch and move the selector. I haven't seen any examples for a knob yet.Thus: Is there some example code for sliders and dials that allow for direct hand interactions?
I updated the Meta SDK All-in-One from 65 to 66 and now the XR-Simulator just shows a white screen instead of an environment. Stopping and restarting only results in the simulator not even showing up.Why do you break everything that works, Meta?
Lately, I’ve been noticing a weird issue with my Quest 2. Occasionally, while using it, the screen will randomly flash bright white for a split second, then go back to normal. It’s not tied to any particular app or movement—it just happens unexpectedly.I’ve tried restarting, checking for software updates, and even resetting my Guardian settings, but it still happens. It’s not a major issue, but it’s distracting and a bit concerning.Has anyone else experienced this? Is this a known bug, or could it be a hardware issue? Would love to hear if anyone has found a fix!
I recently found out that my Meta Portal has lost nearly all of its key features. "Hey Portal" is gone. Alexa support is gone. The smart home integrations? Also gone. What was once a useful, hands-free device has been reduced to little more than a screen with video calling—and even that feels uncertain.This is completely unacceptable for a device that was marketed as a smart assistant. Many people bought Portal specifically for its voice controls—whether for music, reminders, video calls, or accessibility needs. Now, those features have been unceremoniously removed, leaving users with a device that no longer does what they paid for.For those with mobility impairments, the loss of hands-free functionality is especially damaging. The Portal was supposed to be a convenient, voice-controlled hub. Now, it’s barely functional for its intended purpose. And what about the people who bought it at full price, expecting it to last? Killing off features this quickly, with no alternative or compens
Hello all - I’m about to upgrade my PC. I was aiming to get a RTX 5070. Does Meta Quest Link work at all for this? I do Unity development, so having Link would be useful for recording custom hand poses. I understand it is not currently in the supported list, but can anyone confirm is this is an oversight, or will I need to get a 40-series for now?
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