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Hello there,I came across the Unreal-HandPoseShowcase project, which allows users to define custom hand poses and use them as inputs. You can find it here: GitHub - Unreal-HandPoseShowcase.Initially, I tried copying the plugin into my project, but it resulted in numerous errors that I hadn't encountered before. After searching through forums, I discovered that Interaction SDK has replaced this project. However, upon further investigation, I found that the Unreal Engine version of the SDK does not support custom hand poses, unlike its Unity counterpart: Unity Hand Pose Recognizer.I really wish the Unreal Engine version had this feature as well!Edit: In this issue I've shared a solution that fixes compile issue on 5.5.3
I am trying to follow this page: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-fmod-req-setup/But it's leaving out a pretty important step when it comes to Quest development. There's a section calledCopy the plugin to the Unity ProjectWhich links to a page from FMOD, that has nothing to do with the specific Meta plugin setup. I have FMOD working for Windows, but specifically for Quest I get an error the plugin is not loaded 06-13 12:25:58.205 2686 2743 E Unity : SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin 'libMetaXRAudioFMOD' from 'liblibMetaXRAudioFMOD.so' : ERR_FILE_NOTFOUND : File not found. 06-13 12:25:58.205 2686 2743 E Unity : at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 I attached a picture of my FMOD Settings, the location of the plugin, and the plugin inspector.Where the documentation falls part, is what do I put in the FMOD settings that it correctly lo
In the colocation multiplayer ar app I am building for Meta Quest 3, I am using Meta XR SDK and Photon Fusion for networking. I have set up a prefab for instantiation across the network. the prefab itself contains multiple children which carry NetworkObject components thmeselves, because these objects are replicas of the NetworkedGrabbableObject building block. Their hierarchy is as follows. the Pillar_01_Module are the visuals and therefore not important. The GrabInteraction is basically the child that an object gets after we add Grab Interaction, via right click -> Interaction sdk -> add grab interaction. the RotateInteraction child is the same except for the additional component of OneGrabRotateTransformer, which is passed into the One Grab Transformer optinal parameter of the object's Grabbable component. the Inspectors of the BaseGrab
I have a very basic and simple question, unfortunately I cannot find any documentation or a simple Hello World kind of explanation. I have a 3d Model of file type usdz or glv or gltf. I am trying to upload and view it in Oculues Quest 2. I have seen videos which tell me to add it to a "import" subdirectory - where is this subdirectory, I cannot find it on my PC. I have asked other, some say use Horizon, etc. So, please is there anyone who knows step by step on how to this? It has been a very frustrating experience trying to make this basic thing to work. Anyone from Facebook / Meta support who knows???
I am developing an application for Quest 2 using Unity 6000.25, and I would like to start the app in Panel Mode and then transition to VR Mode. I am looking for the best approach to achieve this. Specifically: How to properly launch the app in Panel Mode on Quest 2.How to programmatically switch from Panel Mode to VR Mode during runtime.Any guidance, best practices, or code examples would be greatly appreciated! Thank you in advance.
Hi everyone,I am facing an issue while trying to submit my W-8BEN tax form in the Meta Quest Developer Dashboard as part of setting up Payout Information for my paid app.Issue Details:When I upload the W-8BEN tax form, it keeps loading indefinitely and does not proceed further.This issue is not just affecting me—several other developers I know are experiencing the same problem.Since this step is required for setting up payouts, it is preventing me from releasing my paid app.What I’ve Tried So Far:Cleared cache and cookiesUsed different browsers (Chrome, Firefox, Edge)Tested on different networksAttempted from both Windows and macOS devicesI have already submitted a support ticket, but I wanted to check if anyone else has found a solution or workaround for this. If you've faced this issue and managed to resolve it, please share your insights!Meta Support Team, please look into this issue, as it is affecting multiple developers and blocking payout setup. I have also included the video li
Is there any way to detect user presence in the built-browser on the Quest 3 via WebXR, aka detect when the headset is on someone's head? When removing the headset in our WebXR app, the display of the Quest 3 does indeed turn off as expected, but the WebXR Session does not fire its visibilitychange event until the Quest sleeps (about 10 seconds later). Could the event fire when the headset is removed?Or if not, could the browser fire an inputchange event when the headset is removed, and list the proximity sensor as an input?My company use WebXR for streaming 360 video and other assets, and we want to be able to pause the experience the moment the headset is removed. Our goal is to get to feature parity with our desktop VR app so we can transition our customers onto Quest 3, and for that we need to be able to detect user presence.
Nice feature, but should be an option, maybe even a default one... but please do not make it mandatory. If you are worried that user cannot quit the app without it (I'm guessing taking headset off might be too challenging to some users) maybe leave it as a choice to the user to disable this option on their device so there is at least some option to avoid this break in immersion.
Hi everyone, The Unity setup guide on Meta Developers says to use the Universal 3D template, and it even mentions Unity 6 and makes a distinction to use the Oculus plugin before and Open XR plugin after, which to me seemed like a good sign that the documentation is well maintained. However, if you keep following the documentation you will quickly run into errors caused by Meta XR SDK not being designed for anything other the the built-in RP. First I thought it was just the Interaction SDK samples not having been updated to URP, there are lots of broken built-in RP shaders like the water or mirror material in the locomotion example. That wouldn't be a big deal, but it's also coming straight from the core building blocks that you need to use. Even the most basic thing, the camera rig, immediately raises a red flag by causing this warning in the console: Your project uses a scriptable render pipeline. You can use Camera.stereoTargetEye only with the built-in renderer.
I've been using OVR Metrics HUD with the advanced GPU metrics since it was made available, and for the most part it has worked very well. Lately though it just stopped working and is giving me garbage values, and I've tried factory resetting, downloading older versions of it, enabling different settings in different orders and nothing is working for me!It's something that I really need to be able to work efficiently so if anyone could help out it'd be amazing!
I'm trying to implement subscriptions in my app that is using Google Play Billing Library using Meta Horizon Billing Compatibility SDK. I am able to retrieve list of all subscriptions, however when I try to test purchase one of the subscriptions the purchases list is empty.When I call functionbillingClient.queryPurchasesAsync I've got billingResult.responseCode == BillingResponseCode.OKbut the purchases list is empty.
Unity Version: 2022.3.32f1 to 2022.3.59f1Device: Meta Quest 3XR Plugin: Oculus (Enabled in XR Plug-in Management)Issue DescriptionI’m developing a VR/MR application for the Oculus Quest 3, but now I'm experiencing an issue where Unity Play Mode does not stream to the headset, while it did before. This with more than a project.Here’s what I’ve confirmed so far:Oculus Link is working correctly – the headset is detected and connected to the PC, and Link mode is enabled.In Unity, under Edit > Project Settings > XR Plug-in Management, I have enabled Oculus and checked Initialize XR on Startup.When I enter Play Mode in Unity, the scene does not appear in the headset, it shows a forever loading on VR Unity window and Unity Editor freezes on GameView.repaint modal window.Developer Mode is enabled on the Quest 3, and Passthrough is allowed via Link.I have tried restarting Unity and reconnecting Oculus Link, but the issue persists.Last thing I see on the Unit
Hi to everyone, I would like to have some help with this issue, I've been trying to use the Interaction SDK in UE 5.5, but I saw on the page that they changed a couple things, and now even if I follow step by step any tutorial, I can't make the grabbing component work, can someone please assist me?
Hi I released my game this year but still the game is invisible in store,i dont need full name writing ,i have just tag issue!!when I write the tag "climb" i can't see the game in store --->this is my game https://www.meta.com/experiences/8664496440270148/ ,a guy from customer services said,there is a issue with the tag system on search bar and technicians work on it,its big lie! i have issue with the tag system when i write a climb in search bar still not visible,i want to fix for this !!!!!!!!!!!!!!! other studio games visible who released the their games after me please check the list 1) https://www.meta.com/experiences/8983046065094463/ 2) https://www.meta.com/experiences/8332434056860102/ 3) https://www.meta.com/experiences/8776855165683314/ sooo why my game still not visible? Should I sue the meta for unfair competition?
I released my game this year but still the game is invisible in store,i dont need full name writing ,i have just tag issue!! this is my game https://www.meta.com/experiences/8664496440270148/ ,a guy from customer services said,there is a issue with the tag system on search bar and technicians work on it,its big lie! i have issue with the tag system when i write a climb in search bar still not visible,i want to fix for this !!!!!!!!!!!!!!! other studio games visible who released the their games after me please check the list 1) https://www.meta.com/experiences/8983046065094463/ 2) https://www.meta.com/experiences/8332434056860102/ 3) https://www.meta.com/experiences/8776855165683314/ sooo why my game still not visible? Should I sue the meta for unfair competition?
For context:My team is trying to create a delivery system for VR EdTech applications at Imperial College London. For our desktop version, each individual learning app is built to an AssetBundle and DLL and uploaded to our server. Our main executable ("launcher app") can then browse those files, download them, import them directly into the program and launch them as a separate scene. This works great, since we only need to install that one main application to all our PCs, as that application can then download/install all the others. Now, we want something similar to work on a standalone quest. My understanding is that this isn't possible on Android (I hear you can't load new code into an app at runtime like you can with our DLL method on Windows... please correct me if I'm wrong, I'd love to know how other games on the Quest with mod support work... my mind goes to Contractors, it comes with a mod browser letting you import different game modes, there certainly seems to be act
Hi, I'm trying to add my Visa card for the WhatsApp Cloud API but keep encountering an error that says, "Card type is not supported." I’ve confirmed that the card details are correct and have checked with my bank to ensure there are no transaction restrictions. Despite this, the card isn’t being accepted. Occasionally, it also shows "something went wrong" when I try to add the card.Could anyone guide me on how to successfully add my card to use the WhatsApp Cloud API for my WhatsApp number? Thank you!
When we start programming Virtual Reality, it is difficult to find a workflow that is agile. At first I did not found anywhere where it was explained and every time I made changes I had to compile and send the application to the glasses and that took too long. In this video I explain how to program the Meta Quest glasses efficiently so that as soon as I make a change in the application I can immediately view it on the glasses and best of all, I explain how to do it without having to be connected to the PC with the cable. NOTE: The original video is in Spanish but you have the audio and subtitles in English. I hope this helps and please comment or make any suggestion.Link to the tutorial: Tutorial in Unreal Engine Community
Hello,I'm trying to get the poke interactor to only poke buttons when pointer finger is extended (otherwise I have lots of accidental pokes). I'm using the CustomHandLeft and CustomHandRight prefabs. I did a little workaround with a script that turns off the "Controller Pointer Pose" component when the hand collider is not active, but I noticed there is an optional "Active State" and "Interactable Filters" inputs in the ControllerPokeInteractor script component. When I search the script, I don't see anything related to "Active State" or "Interactable Filters" and I can't find anything (or maybe don't understand) in the documentation. It feels like I made a workaround for something that is already implemented (and probably implemented better than what I did). Any help is appreciated.
Error: Failed to initialize OvrPlatform - Failed to initialize Standalone Platform with error UNKNOWN. Please clear the login credentials and retry again.I try Clear Credentials,but it still is error.What should I do?
I have submitted a new game with the ID: 28642850658635318 to the store, but the binary was rejected for the following reason:'TEST BLOCKER - The app crashes after launching, preventing further testing.' I resubmitted it after verifying that everything works fine and runs without issues, but the game was rejected again.How can I get more details about what the problem is?I don’t have any additional information, and it works fine on all my devices.
So, I don't currently have a bluetooth keyboard. No problem I thought I've got a wireless small logitech keyboard with a USB reciever and an adapter. Which works really well... but I'm rather disappointed to find all the layouts for a phyisal keyboard seem to be US? Would it be that much to put UK options?Tried to screenshot the options but it blanked them out..
Has anyone else encountered this bug with the full body avatar SDK where the head faces the wrong direction?If you open the NetworkLegsLoopback example scene you can see it easily. Stand still and do not move your head, if you move both hands from your left to your right, you'll see that the third person avatar's head looks in different directions that don't make sense.This happens in my app a lot, we sit next to each other and every time someone looks over their should with their hands in front of them their avatar looks off in a crazy direction.Here is a video where I demonstrate at :40https://youtu.be/PSUPLUaNEJM
Unity Version: 2022.3.16f1Device: Meta Quest 3sXR Plugin: Oculus (Enabled in XR Plug-in Management)Issue DescriptionI’m developing a VR application for the Oculus Quest 3s, but I’m facing an issue where Unity Play Mode does not stream to the headset, while the built APK works fine.Here’s what I’ve confirmed so far:Oculus Link is working correctly – the headset is detected and connected to the PC, and Link mode is enabled.In Unity, under Edit > Project Settings > XR Plug-in Management, I have enabled Oculus and checked Initialize XR on Startup.When I enter Play Mode in Unity, the scene does not appear in the headset, but a built APK runs without any issues.Developer Mode is enabled on the Quest 3s, and Passthrough is allowed via Link.I have tried restarting Unity and reconnecting Oculus Link, but the issue persists.Attempts to FixRestarted the Oculus headset and reconnected Oculus LinkDeleted the Library folder in Unity and recompiled the pr
I need to collect data at certain intervals, including the current view of the OVR camera in the scene.But when passthrough is enabled, unity can't view the passthrough for privacy reasons so my data also doesn't show the passthrough layer.Is there a way for Meta to expose the passthrough data to unity?
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