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The new 'Store Availability' allows us to enable the 'Managed' option for our app.We enabled this in order to be able to do app distribution on Meta for Work & Meta for Education.Enabling this did not give us a 'Business' release channel. This is required in order for us to be able to add the Meta for Work organisation. Such a channel does appear for newly created 'private' apps.Does anyone know a way to add a Business release channel to an existing app? -,This new 'Store Availability' option would suggest there should be a way. 🤔
Hi, I'm trying to get in touch with someone at Meta, but it's harder than I expected... I'm a biomedical engineer from Italy, and I’d love to chat with someone from the Meta development team about an idea I have for Meta Quest in the biomedical field. Pleas if possible contact me at ottogallini@gmail.comI really hope you can help me out.Thanks a lot!Matteo
I want to use Bloom in MR with URP.So far, I have roughly implemented this by modifying UberPost.shader, Bloom.shader, enabling 64-bit HDR precision, etc., like this:The problem is that the eyeBuffer submitted to Quest uses transparency to blend the MR camera's image.But BloomTexture is supposed to be displayed additively.So I have to use a high Bloom strength to ensure that it works after blending.So I tried using OVROverlay and treating BloomTexture as a separate layer, which allowed me to display it additively.If this is possible, the effect should be like this:But I tried various shapes, Quad or Fisheye, and none of them could correctly match BloomTexture and eyeBuffer.Can I submit another OVROverlay in the shape of eyeBuffer?
when i switched from meta XR all in one package v72 to v74 with unity 6000.0.31f1i cant use building blocks anymore because the meta XR tools dont work i get a error that saysGUI Error: Invalid GUILayout state in GuideWindow view. Verify that all layout Begin/End calls matchUnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)even when i clear the packageCashe it still happens so does soweone know a fix for this ?
I cannot connect my Quest 2 headset to Meta Quest Developer Hub, it just says "Connecting to headset has failed. If the issue persists, try restarting MQDH."I have tried restarting it several times. I've also ensured my Windows 10 PC has all Microsoft updates and that Bluetooth works. I've restarted my PC. I've installed the latest software updates onto my Quest 2. I've restarted the Quest 2. I've signed out and signed in again to my Quest 2 account. I've uninstalled, re-downloaded, and reinstalled MQDH. I've tried installing an older version of MQDH (3.5, in case there was an issue with 3.6). I have confirmed that I have enabled developer mode on the headset by temporarily disabling the guardian.But it is always the same: MQDH -> Device Manager -> Set Up New Device -> Meta Quest 2 -> (searching)... confirm serial number -> select device -> next -> (10-20 second pause...) "Connecting to headset has failed. If the issue persists, try restarting MQDH."What can I do t
I want to make MR app using Computer Vision technology.But I don't know How can I access my VR's front camera.I want to get front camera's image to process.Can I access Quest 3's front camera?
Hi,We are trying to test colocation (very simple, basically just the building blocks through the Meta SDK) and it works fine on ParrelSync, although sometimes a runtime "Spatial Anchor failed to create/share" appears, even though actions are still reflected for all players on the game object. The environment uses the auto matchmaking and colocation blocks through Unity Netcode for Game Objects with a shared spatial anchor in the scene.After it worked on ParrelSync, we tried to upload it as an APK through the Meta Horizon Dashboard; I added myself, as well as two other real people with real Meta Quest 3 devices, but it just doesn't work. We are unable to see the other player's nametags or see the same spatial anchors. It's like it puts us in our own games, no multiplayer at all.I don't understand why it works with ParrelSync but not with real devices locally. Any help would be appreciated, I am very new to this.
When attempting to use voice dictation (I have tried using the Building Block for dictation as well), everything works fine in Unity with Meta Quest Link, until I build it to run as a standalone app in my headset. I have confirmed that my microphone is working while using the standalone app, however the speech seems to not get sent (or processed correctly) to Wit. Is there any way to fix this issue?I am using a Meta Quest 2 that is running the latest software updates. My internet connection is stable and working. Extremely vague steps for reproduction:Add the Dictation Building Block to a new Unity scene.Add a TextMeshPro object to the same scene, whose text value is linked dynamically to the output of the OnPartialTranscription event of the App Dictation Experience component.Test the app using Meta Quest Link, note that it works just fine here.Build the application to the headset, disconnect Meta Quest link, and run the app. It doesn't work this time.
I upgraded my project to Unity 6 from Unity 2022 LTS. Here's my current setup:Unity 6000.0.27f1Meta XR Core SDK 69.0.1Meta XR Interaction SDK Essentials 69.0.1Meta XR Voice SDK 69.0.0With this setup, the Core SDK requires the use of GameActivity, but the Voice SDK's dictation functionality requires Activity. As a result, dictation cannot be executed on Unity 2023.2+.This is an error on Quest 3.Is this a known issue? Or is there a possible workaround? Here’s a related information for reference:https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153https://discussions.unity.com/t/voice-sdk-crash-on-activate-meta-quest-3/935246
I've been trying to get my Unity project to run on the quest for multiple hours now with no luck. Seems like the Made With Unity screen is perpetually flickering on startup (shown in attached video). I tried to build and run multiple times and there are no errors on Unity. I'm not sure if this is a quest issue or if there's something we can change on unity to debug this. Any advice is appreciated!
Hi. Meta has said that after March 30, 2025, both the Avatar 1.0 editor flow and Meta Avatars SDK prior to v29.6 will no longer be supported. I'm not sure what the practical impact of this will be. Will 1.0 Avatars simply no longer load in games if the upgrade isn't done or will it simply not be possible to edit them? Some developers have already upgraded, but there are a lot of games where the 1.0 Avatars are still being used.
Links to members I have an idea for a game development that has been very popular amongst fellow vr users... a Power Rangers game would be mega and super popular. Maybe a mixture of series in an open world vibe with the ability to learn how to morph properly , carry your morpher and be inside the megazords fighting the latest monster spawn! This would be incredible i hope to see it in the near future 🙂
Is it possible to deactivate the ability to Post reviews for an app? My client has concerns about possible content that they could be liable for or could harm their reputation, I haven’t found anything about this topic, only that you can contest specific reviews but that would also force my client to have someone monitor them 🤷🏻:male_sign:
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity.Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.
hola!I am using this shaderhttps://youtu.be/UhqNznJhKcM?si=ygjlIFxL6XK-okqPit looks great in editor. It looks great in Meta Simulator.But when I package and check it in my Quest, the materials used for the video (a plane with this shader and a video) don't show the video, neither the transparency.Can anybody help me? I just need to figure out why it looks great in Meta Simulator, but doesn't work as APK in Quest3Thanks in advance
I have noticed significant improvements since I started using this https://www.youtube.com/watch?v=t10TN7silzk
I know that Meta says that for privacy reasons developers can't access the camera feed but without direct camera access it is almost impossible to develop a good mixed-reality app.If the developers are unable to see what the user is seeing how are we supposed to develop actual augmented reality content, having access to the camera feed would unlock many new kinds of applications that would help give a scope to the existence of the mixed reality headsets.I am creating this discussion for two reasons:1) I would like to understand how many developers have the same problem2) Find a solution to the privacy problemMy proposed solution would be to require specific authorization from the user and to display some kind of signal (like the green dot that appears on Android) that the app has access to the camera while it is being used because this is both an issue for the user and the people around him it would probably be necessary to add an LED on the outside of the headset that blinks when the
Hey, 2025 has started already and we also got v72 update, can anyone please tell me when camera access is coming around?Meta pls let us know something.......
Hi, fairly new to working with Unity and certainly new to working with it for developing VR/MR apps, but I wanted to dip my toe in the water with a VERY simple, almost proof of concept app that would work on the quest 3, and I'm running into a MOUNTAIN of trouble. I tried using meta AI to help fill in the gaps, but as I'm sure we all know it's very limited in the help it can give. The short version is that I want to make an MR app that can look at surfaces like walls and tables, and detect a color on them. Let's say if I take a laser pointer and draw a quick line, I want to be able to see that red light on the surface, and have the app react to it. I've gone through some startup tutorials, and I have a very basic app that pulls surface data, but the "reading color from the camera" part is proving to be exceedingly difficult to even get started on. From what I understand, I needed to attach a script to the main camera object that would take an image from the
Hello!I'm noticing a seemingly incorrect behaviour in my application, where a VRNotificationsComponent::HMDRecenteredDelegate is not being called when in PCVR and making a pinch hand gesture that performs recenter. I'm running UE5.5.4 (previously 5.5.2) version and UnrealMetaXRPlugin v72. The reason it's never getting called is that in FOculusXRHMD::OnStartGameFrame the GetAppShouldRecenter2 call never successfully reads the value. It always returns Success result while the output parameter (telling if recenter event is incoming) is always false, therefore the FCoreDelegates::VRHeadsetRecenter delegate is never broadcast.The implication of this is that the aplication cannot get to know whether recenter has been called. It's also not possible to call RecenterTrackingOrigin2(ovrpRecenterFlag_IgnoreAll) to clear the ShouldRecenter flag, leave all axes unchanged and perform custom recenter logic.With the combination of not being able to disable the recenter system gesture it's a
I have had a problem getting the latest Avatar SDK to work with locomotionReproductionInstall latest meta avatar SDK 31.0.0 and Core SDK 71.0.0Import avatar samplesOpen LegsNetworkLoopback meta sample scene Press playExcpectedLegs are animatedResultNo legs animation console trows error about missing files (avataranimation.behavior.zip, blendedAnimation.behavior.zip, blendedTrackingAnchoredAnimation..behavior.zip)WorkaroundRevert to an older version of the sdk which contains / generates the files and copy them to the latest version of the sdk by hand.
Hi guys, I'm working on a project with the Meta Quest Pro and I need to "turn off" one camera so that I can work with only the other one. Is there any way I can do that?I'm working in Unity with the Meta XR All-in-One
I'm spawning in on the latest version and it's a black screen and I'm just dying. I can't see anything i just hear myself taking damage and i die. I haven't been able to even play the game.
So weird.Working with spatial anchors, I deploy my APK to my Quest and if it is not connected to wifi, my anchors will never be instantiated.Only when I am connected to wifi, and I run the APK, even if I don't instantiate the anchors... I quit the APK, then I disconnect from wifi, and then if I run my APK again, then all instatiated anchors will work correctly.I store my anchors locally.Why do I need wifi for running an APK with anchors.This drove me soooo crazy during a whole dayI would appreciate any tipsthanks
When attempting to load the Developer Dashboard in a browser it is forcing me to indicate an organization even though I have already set one up previously. As such it's telling me the organization name is already in use (yes, by ME!) I believe this is an issue with two profiles on the same e-mail perhaps? I have never used a second profile but went through the steps to set one up before realizing what it was doing and now I can't seem to get it to connect through my existing profile?
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