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Dear friends, I know that it is hard to find information in Unreal Engine about programming for metaquest VR. I have prepared a list of 7 videos using the last version of Meta XR, and Interation SDK to use your metaquest using hands. ALL THE VIDEOS ARE IN SPANISH AND IN ENGLISH (simply select in the youtube video-->Config-->Audio Track-->English) They are available in this youtube list: Hands VR Youtube Tutorial and the content of each video is: 1. How to create a Virtual Reality project and run it on the headset. (this is the only done for UE 5.3 the rest are for UE 5.5)2. Wireless workflow to be able to test progress immediately.3. How to activate hands in your project.4. How to be able to interact with hands with objects, picking them up, rotating them or moving them.5. How to add physics to objects to be able to throw them, for example.6. How to be able to manipulate objects with both hands to change their size, for example.7. How t
I have reported it in the headset and I have reported it on discord and by email i’ve sent evidence of all purchases and now this person has a copy of all my assets I pay for with legal tender Meta needs to do something about I’m not promote stealing I’m not or theft of digital content as it states and its policies and procedures
Hi, I’m currently working on a Meta Quest 3 app, and I have parameters driven by audio reactivity. I need a clean signal from the built-in mic, but the noise-canceling system cuts out all frequencies generated by the music source in the room. Is there any way to disable or bypass this noise-canceling system and get raw microphone input, or is this a hardware limitation? PS fixed, that was the problem on the side of unreal engine
I want to test colocation and multiplayer features(Unreal Engine}. Is it possible between 2 devices on one account? Or i must create second developer account for second Quest?
Hi,Up to 0.72, physical space features could be disabled and the camera feed would still show in video recordings on boundaryless apps. This was essential to avoid the 'Moved Too Far' notification which is confusing, game-breaking, and overall unnecessary.Now in 0.74, physical space features disables the camera feed. Can someone explain these seemingly arbitrary, unannounced system changes that have real adverse effects on mixed reality developers?Thank you,Aidan
I am trying to connect my unity editor to my Meta Quest 2 to rapid run and test out my VR apps. However running into issues with the set up. The "set oculus as active" option on my Oculus desktop app is not enabling or responding. This seems to be a key problem. I am not sure why, here are some videos from my end: 1. Oculus Desktop App / https://youtu.be/c5zleDI-EIg 2. Unity Editor Settings / https://youtu.be/2qB6kau6bdQ
I've been trying to get into creating content for the Quest and have been using the 1:1 casting (using OBS to capture) and just stretching and cropping the image into a 16:9. It works... okay, but I figured there had to be a better way. SO I found the Developer HUB and the CAST button there will allow a "cinematic" cast. However when I enable that I get a stuttering effect when I move. I've messed around with the refresh rates and everything but no matter what I do, it still stutters as I move. Plus, after reconnecting the cast a second time the Menu is grabbed and loses spacial tracking (just staying in front of me all the time). I'm not sure if I'm doing something wrong or if this is just "how it is" with this mode. My headset is also on Firmware 72 but it's not updating to 74 yet so not sure if that fixes this or what. It doesn't seem like I can "encourage" it to update either.Anyone else know a "fix" or workaround? Hopefully Meta gets it working if that's just how
I have a pointable unity event wrapper component on this button visual so it executes a script or game object. however I have to manually assign it, I need it to be able to be auto-assigned from a script or even playmaker. the reason is that the same button needs to operate multiple on-off events but those change depending on where the player is. I have over 40 items now and I would have to create 40 buttons to accommodate this. I would like it not to be hard-linked but assignable, which is then hard linked. Depending on where the player is, the hard link will be changed to the appropriate game object. Is this even possible?
I see a few people have posted a year or 2 ago, and and the 7900XTX still isn't supported? I see that the 7900XT is, why not the XTX? Is it really that different than the 7900 XT? Would it take that long to add support for it? This is AMD's best video card, it makes the most sense that if developers are using AMD that this is the card that they would use. Can support be added please?
From a tutorial/template world in DE, I sent/shared the link to preview on my mobile device. When I select go, from my mobile device, it hangs on world load. I've stopped fiddling with it since I'm not sure what the issue is. Perhaps I'll have to publish it first?
Hello,I am having a problem building the plugin for my game. How can I make this work without a fail? I have built it a few times.
All of a sudden my ray interactors aren't working when I add the building blocks using the Interaction SDK. My rays aren't interacting with anything now. Can somebody help with this? I have tried resetting the rig several times and it still doesn't work. I can interact with any of my game with the rays.
So, I have an idea for a product, but I don't know how to submit it. My idea is a haptic suit for the quest, I feel that would be awesome but I don't know how to contact meta and even if i did they wouldn't accept it, so I'm writing it here so you all can see, anyways here are some features, Body tracking (allowing full body tracking and with gloves allows hand tracking from outside the view of the cameras on a quest and much less glitchy)and Haptic feedback (allowing you to feel what happens in a game like if you got shot you would feel some sort of buzz) so yeah, that's my idea. Maybe one day meta will make it, who knows!
Hi there! We're looking for an even more dynamic and powerful environment background, along with a wider range of options. It would be fantastic if you could create more variations! Thank you!
Hello, I'm having some strange problems. While I try out my test level with the Meta Quest at my workplace and in the Unreal Engine, everything works fine. Now I have created an APK file and installed it on the quest and have the following problem (see also the picture):Here you can see my problem1. in the editor "PlayerStart" is at the position and rotation as shown in the picture (see number 1 in the picture). This also works when I test it in the engine and with Meta Quest.2. However, if I start the level natively on the quest (at a different place in my room), then I start somewhere else in the level and not at the set "PlayerStart" (see number 2 in the picture). And my triggers etc. no longer work.If I reset the position ingame (via menu button), then the player jumps back to the spawnpoint set in the editor (see number 3 in the picture), but the triggers etc. do not work either.If I start the "game" on my workplace, then the spawn position is correct and everything else also work
Hello, I am using the full body avatar sdk and if you use the example scene for animating the legs you will find a significant bug.Meta Avatars SDK 35unity 2021.3.38Windows 10https://youtu.be/PSUPLUaNEJMStarting at around :40 you can see that even though I am keeping my head completely still, moving the controllers around causes the third person appearance of the avatar to look in different directions. This can be very extreme, causing an avatar that should be looking directly at you to look like they are focused on something entirely different. Has anyone found a solution for this? It is limited to the leg animation example scene and it does not happen in the oculus home environment if you look in the mirror. I need to animate the avatars body and remaking everything from scratch is defeating the purpose of using a pre built system.
I have a Business account on instagram. I am not able to boost my post. I was able to do it before. I have no default in payments.
Hi, I'm a plugin developer, attempting to create a testable app of our UI so we can test our Platform SDK code. For this reason, we do not have any other SDK modules, so no XR input directly or creating an actual VR environment. It opens in a 2D window in Passthrough which is our goal.Prior to version 71's release, this has worked flawlessly. Using controllers or "clicking" with fingers worked, touching worked. Since the update, on one device we cannot get any input to register to our app, not touching, gestures or controllers. On our other device, only touching is working.While I've noticed that there've been a, few, issues with Quest headsets lately, the latter headset can at least use similar apps with the controllers and gestures as well. I'd like to truly determine if the problem is with the headset(s), or with our app.After multiple days of searching for potential solutions and tinkering with the configuration in our project, I've so far found no leads and am unsure how to p
As the title suggests, in a 2D app created with Unity, I am unable to press buttons using rays from the controller or hand tracking. However, if I physically reach out to the position of the app window, the buttons can be used.How can I make it possible to press buttons using the ray?Interestingly, this was working seamlessly in HorizonOS v71 without any additional setup. However, after updating to v72—or in older versions like v63—the behavior reverted to what I described above.I would greatly appreciate any advice or insights you can offer.Test Environment:The issue occurs in a simple scene where UI buttons are placed, using either the Built-in or URP render pipeline. Tested with Unity versions 6000.0.28 and 2022.3.22.Thank you in advance for your help!
I have a strange behaviour in an app I am working on.- The "asset-files-config" have 5 files in it and used to download without a problem, but now they don't finish any more.- Some do finish to completion, but some does not.- May or may not be related, but sometimes when I update the app and try to update it in the headset the quest 2 complains there is not enough disk space, even though there is 200 GB free.- I have tried factory reset, but that did not solve it.There is no crash, no report, no errors, they simply keep running but after a short time they stop progressing. They usually stop at the same percentage.I have the latest SDK v72, also tried reverting to the old v68.Headset is updated with v74Using Unity 6 (6000.0.36f1)Curiously enough, when I test the app on Quest 3 they always finish without any problem.Note that I am testing on a test user.Any ideas what could be wrong or how I can debug this?
I am getting reports that the v71 update breaks the Open XR controller input and tracking. This is with Unity 6000.0.25f1, the Meta XR All-in-One SDK 69.0.1 along with Meta Avatars SDK 31.0.0, all using OpenXR Plugin 1.13.0. Have others heard of issues with OpenXR and v71?I normally would be using the Oculus XR Plugin, but it has a headlock bug in Editor and on the Quest and yes I tried the patch that did not work (https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153).
Hope I ask this question in the right forum - if not my apologies in advance.With v74 we got the option to pair secondary user profiles on the headset to their respective Horizons app. It works - I can confirm that. However the dev mode toggle seems to be greyed out in the app of the secondary profile (works flawless on the owner profile) eventhough the account is verified as dev.My questions: Is it not possible to have multiple dev mode profiles on the headset? What could be the reason the toggled is greyed out and how can I fix this to allow dev mode on both profiles on my headset.
I'm excited to work on new Unity Projects and collaborate. I'm learning Unity for grad school.
I have been asked to verify the account but it is not possible as the button „REVIEW ACCOUNT“ is not active. I am not aware of any violation of the rules. I would like to ask you for help. Thank you.
This seems to be a problem with all apps I've tried to build. Basically you exit the app via the Home button and select Quit. When you try and restart the app, it fails. It will however start on the second attempt.Note that I'm using Unity 2018.1.0f2 (64 bit) on Windows, and this also happened with an app built using a totally unmodified Oculus Sample Framework project!It appears that the app instance is not being destroyed on selecting Quit - when trying to restart the app the first time, adb reports that 'ActivityManager: Process com.company.appname (pid 1234) has died'. Other apps installed via the store don't have this issue - the process dies at the point of selecting Quit. The only hint I currently have at what's going on is the following output from adb when attempting to quit:08-09 17:44:51.301 10079 10079 E ActivityThread: Activity com.unity3d.player.UnityPlayerActivity has leaked IntentReceiver com.oculus.vrapi.ScreenCaptureReceiver@220e616 that was originally registered
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