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My team is working with Meta's branch of the UE Source Engine.UE Version 5.2.0 Release 1.87.0Oculus SDK version 55.0 Over the holidays, roughly coincidental with the v60 firmware release, we've been experiencing a very strange bug where audio will continue, but the frame hangs and the GPU crashes - sometimes for minutes at a time, and then will occasionally render a single frame, or a second or two of frames before hanging again repeatedly. but the application itself never crashes, and pending audio files will play if/when the GPU springs back to life.We're testing and experiencing this bug on Quest 2/Pro/3's We've tried a number of things, but I thought I'd put feelers out and see if anyone else has had similar issues or good suggestions on how to isolate a root cause.16:24:33.759 OsSdk failed to extrapolate controller tracking state. 16:24:34.173 Tracking EXPCTRL: [Throttled count=44] Failed to find exposure settings in history.Setting the exposure commands
Hi everyone,I am trying to find a way, after grabbing a Mesh(.glb) to make him replace my controller .I would be happy for any tips.
Definitely sofware running FB made mistake and repeated it after my appeal , without any valid evidence of accusation of braking community standards. "Facebook help" page does not have any contact to whom can i write or speak to regarding this issue. Can you please point me to whom can i write or call in order to clarify issue. best regardsPavle Ppopić
Hey all, for all the incredible tech that went into Google Earth VR, I'm always a little disappointed when I just into Street view and realize it's just a 360 projection. Does anybody know of a way to get a stereoscopic view of streets? I heard there was something like VisoPlaces or Rendever, but it seems rather complicated to get up and running o.
I'm extremely frustrated because my Facebook account—vital for my business and the platform on which I spend over $1,000 per month on ads—has been locked for over a year. Despite this significant investment, I've received no help unlocking it. The recovery code is being sent to a phone number that isn't listed in my account manager or associated with the account. Every time I contact the ad support team, they say they can't help, even though my Meta Instagram account is linked to my Facebook account. What am I supposed to do?
Hello,I'm developing an electron application that we have bridged to meta os using android capacitor, and using a a custom capacitor plugin to access the android api directly to get a user's location. I am encountering a problem requesting the location when first launching the application after a fresh boot of a quest 3 headset that has already granted location permissions, calling requestLocationUpdates never returns a value to the locationListener. Oddly enough, if the user takes the headset off, waits a moment for the screen to go black, and put it back on then miraculously it starts working again.locationManager.requestLocationUpdates(LocationManager.NETWORK_PROVIDER, 0,0, locationListener)In the same scenario above, but calling getCurrentLocation, after 10 - 15 seconds the accept call back gets a location value of null. After which point on the second call to the api, we get a valid location.locationManager.getCurrentLocation(LocationManager.NETWOR
Hi, Recently IAP.GetProductsBySKU started failing in Unity app withCode: 20001, HTTPCode: 500, Message: {"error":{"X-FB-Debug":"Qdys/WoLVIZztE3uCQ2y79x2u6OpDuLsmjqeA/hIMC8kYvC1iArjkvnhLYRRhycciBo3z8qpVvWomk1AM4F9hQ==","code":1,"message":"An unknown error occurred","x-fb-trace-id":"ANo00ooG9pl"}}This used to work, I didn't change anything:* Other endpoints return data correctly and succeed (Users.GetLoggedInUser, IAP.GetViewerPurchases, Entitlements.IsUserEntitledToApplication).* The app initialized successfully with the app id.* Data use checkup is all green (Attached pictures)I don't know what else to try, all other endpoints except
Hello, I am working on integrating a direct steering wheel and gear system into Oculus Quest 3 without requiring a PC. My goal is to enable a seamless experience where physical steering and gear shifting are accurately reflected in a VR car or flight simulation game. Issues & Questions:Connecting an External Steering Wheel and Gear System: How can I connect an external steering wheel and gear system directly to Quest 3?Is it possible for Quest 3 to read external inputs via USB or Bluetooth?Are there any solutions using OpenXR, Oculus SDK, or other APIs to integrate external controllers natively within Quest?Can Quest handle these peripherals without requiring PCVR?Synchronizing VR View with Motion Simulator Movements: How can I attach Oculus controllers to the moving part of the simulator to track movement data?When controllers are fixed to the simulator as a reference point, how can I ensure the VR view correctly matches head movements?Are there any OpenXR-base
Hello,Maybe someone had this problem with metahuman and have found a solution?1. I have a scene that is working on Quest3 build and also in VR Preview mode.2. I've downloaded and added metahuman I've created.3. I've enabled all the necessary plugins and compiled shaders.4. I've dragged downloaded metahuman blueprint into the scene.5. I'm running VR Preview and then Unreal Engine crashes**When i package game for Quest3 and run from device it works.EDIT: I'm using UE 5.3.2 and MetaXR v60Last log entries[2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2[2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1[2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1[2023.12.29-10.11.28:889][277]vr.PixelDensity = "1"[2023.12.29-10.11.28:894][277]PIE: Server logged in[2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds
I used to do it like this, but it seems to not work anymore, or maybe it never worked this way.OVRScene.RequestSpaceSetup().ContinueWith((result) => { MRUK.Instance.ClearScene(); MRUK.Instance.LoadSceneFromDevice();});And also there is this event MRUK.Instance.RoomUpdatedEvent, maybe I should use it somehow? But anyways, how to update existing room? Thank you.
Hey guys,I will be buying a new laptop and I want to be a Windows one, so I can use live preview directly from Unity. Can you recommend a laptop model that worked for you, reading the forums I see a lot of people are having troubles with NVIDIA RTX4070, 4060, 4080 cards, is there people that use them successfully in a laptop? Thanks a lot in advance!
what worked for me on windows 11 Prof.:Set energy-mode on MQ3 to 4 hours bevore going to sleepplugged the MQ3 into my PC (USB-C Highend cable)doing the kill-server and devices ("adb kill-server", "adb start-server") in command line (cmd)then go into your mobile-phone to the meta appwhere you have the Q3 linked already and then disabled "Developer Mode" and enabled it againNow then the popped up appeared in MQ3 Menu.Hope this helps someone.
Hello, I'm having trouble viewing some apps that have been shared with my account via email invitation. The app appears as accepted in the "Preview Apps," but I can't see it in my app library for download. I've tried resetting my Quest 3S to factory settings a couple of times, and I also installed the Meta Horizon app on different smartphones with my account and tried to install the app from there (it appears, but it doesn't install). Even so, I still can't see the app in library. regards..
Hi, I'll try to keep this brief. I'm a Meta Quest user who's feeling a bit bored. I think gaming is fine, but now that I'm 35, I don't feel the need to play as much as I used to. These days, I'm looking for experiences and meaningful conversations with other minds.Do you remember PlayStation Home? There was a bowling alley where people would chat — and not just that. What impressed me the most were the concerts. I went to several, including Japanese music and electronic music performances. I met people, enjoyed seeing avatars, and there was a real sense of action and community.I think that's the key to attracting more people: the possibility of attending mega-concerts with unique stages. This could generate jobs for designers, programmers, artists, and more.I'd love to hear your thoughts!
I am trying to install the LIV Creator Kit (LCK), and noticed I have a bunch of audio bugs with my game. When I try to hit record with the in-built meta tools on a Quest 2, it works fine. When I test it on my Quest 3s, I can't hear anything but my mic. When I try to record using the LCK, I have all my audio super high-pitched and it cuts out exactly halfway through each video. This is on both Quest headsets, but I noticed that running through Quest Link on my PC works just fine.
I don't know where to post this but the script OVRProjectSetupRenderingTasks has this: Application.unityVersion.Split(‘.’, ‘f’)But Unity beta has a "b", not an "f", so it breaks the editor when using a beta version.
I am trying to reach the developers of meta to change the casting features. It would be way more convenient if we could use casting from the start and not have to set up from the headset. Right now I sit next to my patients and go through all screens to get to app. Then pick the program from the app and finally put headset on patient. Finally at this point I can cast. Way better if I could control the headset from my phone.
I recently purchased a Quest 3 for development.It sets up fine on the headset but the Meta Horizon app seems to think it still needs to finish setup.When I go to Headset Settings for device on the app the only options I get are:Continue SetupFactor Reset If I go to Continue Setup i get the message "Something went wrong" and try again does nothing.Factory Reset doesn't help and just means re-installing the headset.This is stopping me getting other options an cannot set the headset to developer mode.It would be really useful if turning on developer mode was just through the headset alone. Hopefully either a app or a quest update will fix this.
I am using the following API to check whether a payment method has been added successfully to Meta business or not: GET /v21.0/{whats-app-business-account-id}/payment_configuration HTTP/1.1 Host: graph.facebook.comThe app has all the required permissions, but I am encountering the following error:{ "error": { "message": "(#10) Application does not have permission for this action", "type": "OAuthException", "code": 10, "error_data": { "messaging_product": "whatsapp", "details": "Application does not have permission for this action." }, "fbtrace_id": "AHSIK-Fc9KJHjsmfycS19QH" }} Question:1. What could be causing this error despite having all the necessary permissions?2. Are there additional steps or configurations required to access the payment configuration endpoint?
Hello dev community!Since the release of OS v74, we've encountered an issue where OVRManager.boundary.GetDimensions() no longer returns the correct values. Prior to this update, it provided the correct Vector3 dimensions, but since the update, it consistently returns a value of (1.2, 10, 1.2), regardless of the setup.We also tried using OVRManager.boundary.GetGeometry(), which returns an array of four values, all between -0.6 and 0.6, resulting in "dimensions" of 1.2 meters (a square).This issue is breaking our game, as we've designed our scene to perfectly fit within the play area square. Our workaround is to manually set these values, but we’d appreciate it if the original functionality could be restored.Thank you in advance for any assistance!
How long does it take for the game to be approved in the store? It's been several days and I haven't had any feedback about any problems with the submission. Is it normal for it to take so long?
HiI'm developing a simple VR flight simulator for Meta Quest 3 in UE 5.5.There is an issue I've been struggling with for the last couple of week and I really need some help before I lose my marbles.Basically, I'm trying to get a half decent shadows (near and far) to show in Quest 3 standalone apk. For some reason though, no matter what I do, only the Cascaded Shadow Map shadows work.The issue with CSM is that it looses all the close up detail if the range is set to a larger distance.My sceene uses a single Stationary Directional Light (Sun) and only one dynamic actor (player pawn).Rest of the sceene is static with baked lighting.The goal is to have a cascaded shadows, set to a low distance (1000) so it draws detail crisp shadow inside the cockpit and on the landscape when sitting on the ground. So far so good, this works well.When airborne however, (past the 1000), I need to switch to either "Far shadows" or "Distance Field shadows".Although it all works correctly in the edittor, I can
Unity Version: 6000.0.25f1Meta XR All-in-One SDK: v72When creating a project with unity 6 and the meta xr sdk, using the per eye camera checkbox for the Camera Rig the project that builds doesn't render the right eye camera correctly when running the app in the oculus 3 headset.Here were the exact steps taking to replicate this error:Make new 3D Project with built in pipelineSwitch to Android buildInstall XR plug-in Manager and Oculus XR pluginInstall by name the packages for the Meta XR SDK using com.meta.xr.sdk.allSelect OpenXR Hand Skeleton for the popupMove OVRCameraRig prefab into the scene hierarchyClicked Fix All in Meta XR Project Setup ToolToggle Per Eye Camera setting in OVRCameraRig ScriptTarget Oculus 3 if it's not toggledMake a cube in front of cameraBuild as an apkLoaded the apk through MQDH
Unfortunately already in a later development stage I spotted that subscription based IAP is not available for PCVR.I decided to try it out anyway, but was surprised to see how much -did- work. I can add subscription tiers on Meta Hub despite it being a PCVR app, Entitlement Check is passed when playing the app, and even retrieving price info on a subscription based addon successfully returns the proper price. When actually trying to start a purchase, it's finally blocked with a weird error: "failed to start IAP: OVR477815 (1971005)". I figured that's due to it not being supported.However with so much actually working, does this mean that IAP subscription support for PCVR is at least planned to come out? I'd greatly appreciate it if someone of the support team could confirm something!
I would like to be able to create folders in the Quest menu. I usually download a lot of apps and I like to know the different types that exist in the Meta store, but my menu is huge, full of apps, and it is sometimes difficult to remember what I have used and what I have not. Creating folders would help to separate the apps into different categories and would make the menu more organized.
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