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Had a nightmarish experience with crashing that ended up being related to my video players when I released an update for my game. Took me 8 hours straight to fix. Hope this can help anyone else working with video players on Quest in Unity. I'll be addressing the errors I got in my adb logs when my game was crashing. These were mainly happening on Quest 3. AndroidVideoMedia: Error -10000 while configuring codec.I think this happens when the hardware is getting overloaded. I was using 1920 x 1080p videos, and I could have up to 7 at one time. I reduced the amount of concurrent video players to 3 at max, and I reduced the resolution and bitrate of the video clips.AndroidVideoMedia: Error 1100 while starting codec.I think this happens when you use a video clip that doesn't meet the Android supported format standards (https://developer.android.com/media/platform/supported-formats). It could also just be an issue with Unity transcoding in general, I'm not sure. Basically, I go
After v71 of XR Simulator started working for unity 6 I was happy I can playtest my game easily. But after a day only a white screen pops out. Unity 6 28f1 . I can clearly see the black occlusion but even no input is being registered
This thread is to highlight latest developments regarding Oculus and OpenXR! If you're running into any issues with OpenXR and/or have feedback to share, leave it as a comment in this thread! Latest Update 7/23/21: Oculus opens full support for OpenXR, deprecating proprietary APIs! Full Support for OpenXR means that we: Help developers build new applications with OpenXR via our Developer Site Perform QA testing of OpenXR to ensure features are working Address bugs when reported Provide developers API access to new capabilities via OpenXR A year from now (August 31, 2022), Compatibility Support for Oculus Native Mobile and PC APIs will end and they will be Unsupported. Existing applications will continue to function on Oculus devices, but our level of support will change. Read the full details in the following blog: https://developer.oculus.com/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/ Past Updates 7/23/20:&nb
I'm trying to create a platform that can be grabbed and moved along the y axis. And the user should also be able to rotate it around the y axis. I've added a GrabFreeTransformer and I'm constraining X and Z position as well as X and Z rotation. Now when I grab the platform and try to rotate it, it rotates the wrong way around when grabbed somewhere near the edges. When I grab it towards the center it rotates as expected. I think it might have to do with the rotation taking the point where I grab the platform as anchor. Is there any way to set the "anchor point" of the grab to always be the center of the object? Or is there any other way to get the behaviour I'm looking for? Thanks!
The Get Boundary Visibility function is running on tick on servers, causing a crash. 0000000000000000() Unknown> [Inline Frame] x.exe!OculusXRScene::FOculusXRScene::GetBoundaryVisibility(EOculusXRBoundaryVisibility &) Line 253 C++x.exe!UOculusXRSceneSubsystem::GetBoundaryVisibility() Line 61 C++x.exe!UOculusXRSceneSubsystem::UpdateBoundary() Line 83 C++x.exe!FTickableGameObject::TickObjects(UWorld * World, int InTickType, bool bIsPaused, float DeltaSeconds) Line 153 C++x.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1853 C++x.exe!FEngineLoop::Tick() Line 5921 C++[Inline Frame] NitroGridServer.exe!EngineTick() Line 61 C++x.exe!GuardedMain(const wchar_t * CmdLine) Line 180 C++x.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++x.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 299 C++[External Co
quest 2/3, unreal engine 5.4, blueprints, listen serverI have my game setup with a listen server. All players can join game. In mixed reality the players headset and controllers should be on top of the actual person in real life but they are not. In fact the headsets are rotated backwards (I had to fix this- and it doesn't do this in VR). The players do not see the same things in the game. I've asked support and they just send a drop down, copy/paste reply which makes no sense. It's like they don't understand what I'm asking for or their too lazy to give a response so they use the drop-down then close the support and move on to whatever they do in wherever they are.MIXED REALITY... you are in the same room with people and playing a game. You can't play a game because you see the room differently and the players are not in the right positions. And nobody replies with any answers and the support is not support and the examples don't work and won't even open in unre
Môj reklamný účet na Faceboku bol zablokovaný. Nie som si vedomá žiadneho porušenia pravidiel. Bola som požiadaná o overenie účtu, ale nie je to možné, pretože tlačidlo "SKONTROLOVAŤ ÚČET" nie je aktívne. Týmto vás chcem požiadať o pomoc.Ďakujem
I'm using the openXR plugin, with hand tracking checked off. When I try to run my game, I can double tap my controllers to enable hand tracking, and this ruins my experience, because it's a controller centric game. How can I disable this feature? I just tried in Gorilla Tag and they have it disabled.
I am trying to do Quest development on a Macbook Pro. I have installed Unity 6000.0.38f1, along with the Meta Quest Developer Hub. When I try and attempt to install the latest Meta XR All-in-One SDK (version 72) in a new project the Unity editor crashes.I have checked the crash log and it says that the thread crashes when trying to load the "OVRPlugin.dylib" file (see screenshot).Has anyone else ran into this issue? Is this an issue on my side or with the Meta XR All-in-One SDK and Unity 6?Edit: Further testing has shown that it seems to be related to the Sequoia OS, as someone else tested on a mac with Sonoma and Unity opened successfully.
Hello Community,I am a blind Quest user and I am trying to make it accessible by my own, since it is not accessible by default. I live in Italy. Do you think installing Google TalkBack via ADB it's worth it? Supporting ADB, I guess Meta Quest is Android based, so it should fully support TalkBack. Any workarounds to have it enabled?
Hello, We are currently working on a project that requires the use of a VR headset to perform scene scanning in a large room of 10m × 10m or even larger, generate a virtual scene overlaid on top of it, and achieve stable real-time generation and tracking. I would like to inquire about the following regarding the Meta Quest:What is the maximum boundary range supported by Quest for scene scanning using its Inside-Out tracking capability?Does it support development with the Unreal Engine? Are there corresponding development documentation or device data documents available?If Inside-Out tracking cannot achieve real-time scanning and tracking for such a large scene, are there alternative solutions available?I would greatly appreciate your detailed response to these questions. Thank you in advance for your assistance!
Last year my app was working, i use passthrough, but now underlay dont work, i see that came 72 update, this might be the reason. I use meta fork 5.4. Underlay dont work, passthrough is over my assets.
Current State of Developer Dashboard FeedbackOverview of how feedback is currently provided (e.g., policy violations, performance insights, API usage warnings).Common challenges developers face (e.g., vague feedback, delayed responses).Future of Feedback MechanismsAI-driven insights for proactive issue resolution.Real-time alerts and suggestions for optimization.More granular and actionable policy enforcement feedback.Developer-Centric ImprovementsCustomizable dashboards with personalized issue tracking.Integrated chat support for faster resolution.Benchmarking tools to compare app performance with industry standards.Meta’s Vision for Transparency and SupportHow Meta is working towards a more developer-friendly feedback system.Potential new tools (e.g., predictive analytics for API stability).
Meta XR Simulator version 72 not showing up on Unity Editor running on MACos M2 Macbook Air.I tried this on two projects. One with Unity 6000.0.39f1, another one with Unity 2022.3.53f1.When I click Meta -> Meta XR Simulator -> Activate, the console will show the following message. and the XR simulator icon (that looks like a computer) will light up on the unity scene screen . The following message will appear on the Console. But when I click Play, no the XR simulator window is not showing. I already followed the pre-requisite in the Getting Started with XR Simulator web page. Not sure what's causing this. [Meta XR Simulator is activated] XR_SELECTED_RUNTIME_JSON is set to /Users/cheungbx/MetaSDK6/Library/PackageCache/com.meta.xr.simulator@dd003f206ffc/MetaXRSimulator/meta_openxr_simulator_posix.jsonMETA_XRSIM_CONFIG_JSON is set to /Users/cheungbx/MetaSDK6/Library/PackageCache/com.meta.xr.simulator@dd003f206ffc/MetaXRSimulator/config/sim_core_configuration.jsonUni
I have a mixed reality app running on Quest 3. I wrote it using OpenXR and Vulkan. It's written in C/C++, running in a native activity. How do I change the CPU/GPU performance level? vrapi is no longer supported. Is there a way to do this using OpenXR or OVR (Oculus Platform SDK)? I downloaded ovr_platform_sdk_72.0 and there is no documentation for this. Even in general, the Oculus Platform SDK seems poorly documented.Anyway how do I change the CPU/GPU performance level during runtime?https://developers.meta.com/horizon/documentation/native/android/os-cpu-gpu-levels#setting-cpu-and-gpu-levelsMeta's webpage says use the functions ovrp_SetSuggestedCpuPerformanceLevel and ovrp_GetSuggestedGpuPerformanceLevel but they are undocumented. They aren't listed anywhere in the ovr platform sdk. Also, none of the functions in the SDK start with ovrp_ they all start with ovr_ it doesn't make sense. Where are the functions?
Hello,I'm building a game for every platform, Steam and Meta, and it works that way so far. I've read Meta documentation, and it seems like I'm supposed to use Meta's "OpenXR" rig for some features like Dynamic Resolution .Currently I'm using the Hurricane VR and Hexa Rig asset combo (VR - Physics Interactions Bundle | Physics | Unity Asset Store) for my player rig. I've attached a screenshot of the camera settings set up as a generic XR device.If I wanted to use some oculus camera features, how would I organize that for my project? Do I need to make two rigs and switch between them depending on the platform??
I am able to create SceneObjects and view them:val sceneObject = SceneObject(scene, mesh, "foo-object")sceneObject.setPosition(x,y,z)sceneObject.setVisible(true)But I want to add this object to the ECS scene graph. I thought maybe the "entity" parameter specified the parent:val sceneObject = SceneObject(scene, mesh, "foo-object", parentEntity)but it does NOT seem to inherit the parentEntity transform.I have also tried using the Entity.create() method to include the sceneObject:Entity.create(listOf(SceneObject(scene, mesh, "foo-object"), ...)))but this won't even compile (I assume because SceneObject is not a "component"?).I really don't see how to include SceneObject's into a scene graph? How does this work? What it the "entity" parameter for the SceneObject constructor?
Really hope Meta can see this as I cannot update any metadata for my app. Setting an asset and clicking save results in the following: GraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDD56dQgYyQYY Please fix soon! thanks.
Not sure which developed forum this would be best to raise in (Quest, Unity, Meta Spatial SDK, or SDK) but here it goes. Ideally this would go into a suggestion box but I'm not seeing a suggestion forum here.I would love to have the ability to use AR tags with the Quest. Having AR tags would do wonders for tracking the position of objects, people, body parts in the real world. This would be an immensely useful tool for HCI researchers, who may want to track the arm or props for a study, and game developers, who could use this to build custom physical props for their games.I have looked far and wide on the Unity store and the web but this functionality doesn't seem supported.Does anyone know if this is possible? Perhaps a script or an addon I can buy? I would pay good money for this.Cheers! IA
Hello, no matter what I try, the auto loading splash screen is black for me. The system splash screen works but the in game loading screen splash is all black.I'm packaging my build to the Meta Quest 2/3 and I'm using Unreal Engine 5.4.
I am trying to create a trail for a fast-moving object (a baseball).My first attempt was to instantiate a mesh every fixedUpdate, but I found out that this was not detailed enough. So I increased the physics update rate by decreasing Time.fixedDeltaTime. Unfortunately this did not work. After some troubleshooting I figured out that the fixedUpdate was called approximately 72 times per second, even after changing it to 200 times per second. Which is exactly the same as the refresh rate of the Meta QuestMy second option was to use particles and set the MaxParticleTime to 0.005 (200 times per second). But again, it is set back to 72 times per second as soon as I run the app. Even when I include an option to change it at runtime using the thumbstick it never changes from 0.01388889 (72 Hz)How can I unlock the physics or particle update rate from the frame rate?There is no reason to link these two. It should be perfectly fine to run 2 or 3 Unity FixedUpdate cycles in one Quest frame cycle.
To be clear, I don't mean by requesting a separate server system like photon to find this out.I need a message send from whoever is joining you, so the player receiving this can start a server at the same time. So they can connect to the same photon server using same lobbyID/MatchSessionID server name.I don't want to have each single player starting a game to run the photon server at the start just incase it might become a multiplayer game later when a player joins.I also don't want to have be activate multiplayer within the game manually by the player.I just need a way of knowing if another player has clicked to join me with same lobbyID and matchSessionID, nothing more than that. This is what I thought the joinIntent message would do.If this isn't possible currently, then can it be added into the next Platform SDK? Thanks in advance for any help!
How do can someone answer for me plz
I understand why the head tracked cursor exists. It's definitely necessary. However, when using the headset to connect to the PC or via APK, usually to watch something or play something that's not explicitly a VR app. That head tracked cursor is annoying in the best of cases, and downright game-breaking when trying to play a game with a gamepad while using the headset as a monitor.Solution: Make it toggle-able. A very simple action to massively improve user experience.
Hi! I can't save some changes in metadata (assets) for one of my projects (and everything is ok with others)Really hope Meta can see this as I cannot update any metadata for my app. Setting an asset and clicking save results in the following: MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDBLr5DHGxqro Please fix soon! thanks.
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