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Hi,I'd really appreciate some help regrading the MQ3. Has anyone managed to read the accelerometer & angular velocities sensors successfully?Any advice or guidance would be greatly appreciated!Thanks,Omer
I'm working with Unity 6000.0.43f1 using the Meta XR Core SDK. I have observed this in previous minor versions too. Exactly every 5 seconds, I get a very brief lag spike in the editor. Profiling it reveals the culprit for these long frame times to be the Update function in OVRConfigurationTaskProcessorQueue.This may not be noticeable to most people, but it has become distracting. It also happens when importing the package into a brand new URP project.
Hi,I'm the developer of the unity asset "Portals for VR".I'm building an integration with the XR interaction SDK. In order to portal seamlessy and without a change in your velocity using the rig used in the "LocomotionExamples" scene I would need a get/set on the propery _velocity used in CapsuleLocomotionHandler.Currently when a CapsuleLocomotionHandler receives a LocomotionEvent the _velocity is being set to zero. In the case of a portal instantly teleporting you somewhere with a change in rotation you want the velocity to also be "teleported". Meaning the vector needs to be rotated with the difference of rotation between the portals. Getting access to the _velocity vector would allow me to set it after sending out the LocomotionEvent.I can't seem to find a better location (like a github repo or something) to get access to the devs a pointer to where this message might get picked up would be appreciated.Alternatively I could create my own copy of the CapsuleLocomotionHandle
I have a problem. I created an app on unity that I put on the visor, the app works as soon as you put the visor on the app activates, and until the last update it worked. with the new update I get the notification that I have to use the controllers, and this specific notification forces the exit from the app and makes me go back to the home. is there a way to eliminate the spawn of this notification from meta quest 3s?
Does anyone know how to make the pawn move? The pawn has been generated, but the pawn cannot move I looked at the MRUK Sample but it didn't work. If anyone knows how to do it, please give me some advice, thank you. This is the output log of one of them.LogPlayLevel: UAT: 03-28 16:59:19.807 27697 27817 D UE : [2025.03.28-08.59.19:807][837]LogCharacterMovement: Monster_C_2147482199 is stuck and failed to move! Velocity: X=600.00 Y=0.00 Z=0.00 Location: X=-58.70 Y=173.03 Z=86.79 Normal: X=-0.09 Y=0.96 Z=-0.28 PenetrationDepth:0.000 Actor:Plane_C_2147482227 Component:Plane BoneName:None (60 other events since notify)
I am using Meta Avatars building block the most up to date and now my avatars do not appear. Is there any way to resolve this issue because this is getting frustrating. My avatars work then it seems after every update they stop working.
I have uploaded my app to a channel on the MQDH and for some reason when I go to install it on a device, it fails to install. (All meta automated checks pass) However, if I install the raw files directly through adb or the Install.bat there is no issue. Is there anyway to troubleshoot this? If someone has their headset to automatically download the app, it sort of installs but, the app hangs indefinitely. It seems weird that this issue only happens through the MQDH and store.I was able to verify both the .apk and .obb files are present on the channel they were uploaded to and they both look correct. I'm not sure what the hang up is there. Any ideas?
I am trying to build an AR game for the Quest 3. The Navmesh is baked on when the current room loads. I am attempting to spawn objects into my scene. I have two different objects that spawn. The first spawns fine. The second always create this error "SetDestination" can only be called on an active agent that has been placed on a NavMesh.UnityEngine.AI.NavMeshAgent:SetDestination (UnityEngine.Vector3)Ghost:Update () (at Assets/XR/Scripts/Ghost.cs:56)My Ghosts are not spawning to valid positions. Line 56 in the Ghost.cs file is this agent.SetDestination(targetPosition); Here is a link to the complete scripthttps://pastebin.com/vFc6uWYr The intention is to have them spawn outside the wall of the current room.
Hello,The link for downloading the meta mixed reality template for unreal from GitHub-Fork points to https://developers.meta.com/horizon/documentation/unreal/unreal-create-and-configure-new-projectIs there a place where I can doanload this o similar template?Thanks a lot.Best regards
Hi All,I am trying to get the new acoustic raytracing to work within Unity/FMOD. I think I followed all the steps from the documentation, but then Meta XR Audio throws the error:Internal error: invalid Acoustic Map handleUnityEngine.Debug:LogError (object)MetaXRAcousticMap:UpdateCachedPoints () (at ./Library/PackageCache/com.meta.xr.sdk.acoustics@eff8146f1d6d/Runtime/scripts/MetaXRAcousticMap.cs:1160)...This error happens regardless if I let Meta XR Audio generate the file path automatically to streamingAssets or if I manually set a file path.How do I fix this error? What am I missing?Any help would be greatly appreciated.Bests,Constantin
Has anybody gotten acoustics to work with the latest Meta Audio SDK (v56.0) on device? I've followed the configuration guide carefully and things work on Windows in the editor, but in a build on Quest 2 or Quest pro, the reverb produces a crackling sound (just the reverb, not the spatialization). I've played with all kinds of setting, tuning gain, volume, room properties etc. and nothing seems to help.Any help/pointers are appreciated.
Hi,I'm trying to use the WebXR `dom-overlay` feature. I've tried some online demos and turning on these Chrome flags:"WebXR Experiments""Experimental Platform features"But no joy. Is this simply not supported? Is there any plan to support it?ThanksWayne
Hi all, please excuse the beginner question. I'm an experienced C++ developer with Python and ObjC experience, dabbled in Java, don't know C# or Kotlin but could learn. I'm starting development on a Quest application. My problem is that there are so many options for languages, frameworks etc. that I don't know where to start, and am afraid that since my project is kind of special I'll start down a path only to realize at some point that something is not well supported in that framework or language.Project description - I want to essentially build an FPV application for a robot with a camera mounted on a 3DOF controllable gimbal head. The camera receiver is connected to the Quest via USB-C in, and the Quest communicates with the droid using a custom Bluetooth (or possibly even just UDP) protocol. Rotational motion of the user's head will be translated into gimbal commands, or robot rotation commands when the gimbal's movement range is reached. Translational motion and additional rotatio
Is there any way to move the Avatars legs or the body naturally using the controllers. I have been trying to use the controllers to move the legs and turn more naturally using the OVR Player Controller.
When I press and hold the trigger button of the Meta Quest 3 controller to speak to the Convai NPC, my voice is not detected by the NPC at all when i release it . Also, the notification pops up that says “Talk Button Released Early”.Previously we were able to speak to the NPC with using the trigger button of the controller, but this issue suddenly popped-up.However, when I try it with pressing and holding the T button from keyboard it is working fine.Could you figure this out?Below is our error message from console.
My name is Mohab Rabea,and I’m currently enrolled in XR Bootcamp, where I’m actively learning about VR development, immersive design, and the future of XR technologies. As part of the program, having access to an Oculus headset is essential for hands-on learning, testing applications, and gaining real-world experience in the Meta ecosystem.Unfortunately, due to financial constraints, I’m unable to purchase a headset at this time. I’m reaching out to kindly ask if Meta offers any educational support, developer discounts, or donation programs for students in XR-related fields. A device like the Oculus Quest 2 or Quest 3 would greatly enhance my learning experience and allow me to contribute meaningfully to the VR community.I’m highly motivated to advance my skills in XR development, and with Meta’s support, I hope to build projects that align with your vision of an interconnected metaverse. If there’s any way Meta could assist—whether through a donated device, loaner program, or educatio
UNITY INFO:Unity 2022.3.55f1 [URP]XR Plugin Management 4.5.0XR Interaction Toolkit 3.0.7OpenXR Plugin 1.13.2Meta XR All-In-One SDK 72.0.0 Summary:I'm making a VR game for Meta headset users. I've always tested on my Quest 2 headset, and have had no issues. However, whenever I boot up my game on my Quest 3, the game only renders one color on each lens. (i'll try to attach a gif of what I mean). I don't know what's causing this and i don't know how to fix it.
I hope this message finds you well. I am currently experiencing an issue with the Inverse Kinematics (IK) implementation in my project. Specifically, when I turn my head to the left or right, the entire body rotates in response, which is not the intended behavior.I have also observed this issue in the Meta Sample Scene, indicating that it may not be isolated to my implementation.I would appreciate any guidance or suggestions you may have to resolve this matter.Thank you for your assistance.
I have developed a small game based on a set of tutorials. The tutorials are using Unity 2022. and v68 of Meta core. Mine is Unity 6 and v74 Meta Core. Part of the development is having a Raygun in the right hand and a flash light on the left. This was working up until a certain point and I dont know when or what happened but now even though these two items are attached LeftHandAnchor and RightHandAnchor they dont attach to the controllers.Here is a screen recording of what is happening in game.https://youtube.com/shorts/A5SjAeRQig8?feature=share Can anyone suggest why this might be happening Here is the hierarchy of the project
Will the amd radeon rx 6400 low-profile work with link?? Thank you
I've just started working on creating a prototype for a game that heavily relies on the use of Post Process Volumes in Unreal Engine 5.5 for the Meta Quest 3s. Tried everything from forcing the game to compute all of the lighting and effects before the packaging process to enabling mobile HDR but it still refuses to show up at all in the final package. Was wondering if anyone knew of a work around for this problem or some way to force the system to render them?Cheers in advance!
Hi everyone, I'm making a Unity-based launcher app for Quest 3, and I need to know when other apps are installed (after downloading from the Horizon Store). On Android devices, I usually use BroadcastReceiver to listen for PACKAGE_ADDED and PACKAGE_REMOVED. It's set up in the manifest with the package scheme, and it works just fine on phones. But on Quest 3, it doesn't trigger at all. No logs, nothing. Same code works elsewhere. So I'm wondering: - Does Quest block these broadcasts for third-party apps?- Is this officially documented anywhere?- If broadcasts are blocked, is there any other way to know when an app has been installed (or is still downloading) from the Horizon Store? This is kind of important for launcher-type apps that want to update UI when apps are installed. Would appreciate any tips or confirmation. Thanks.
Requesting the ability to mute individual people in meta quest voice calls. Not horizon worlds, just a regular ass chat room call.Right now I can only mute myselfWe play 4 player vr games all the time. Two of our friends live in the same house and play in the same room. They need to be able to mute EACH OTHER but NOT the rest of the group. In game chat isn't as clear as meta voice.
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