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I've created an append was assigned an App ID but now I cannot find it when I go back to manage the app. Where do I find my App ID once created?
Hello !I use Unreal engine 4.26 with my meta quest pro and I want to read the datas from the eye tracking. I can get evry data from the ghmd but from the eye tracker, I get nothing.I have already validate all the eye tracking parameter inside the headset and also th emeta quest link pc app
Hi!..I'm working on a dual game application, some maps are Mixed and other Virtual Reality.. i need to switch the "Enable Passthrough" flag to true or false depending the map that will be loaded.. this will help me to avoid compiling 2 apks for each type between MR and VR... Is there a way to runtime C++ or BP switching the parameter ? i could not find any related on console commands... Thanks in advance.
I want to add some voice commands in my Q3 app. ("Open menu", "close menu", e.t.c.)Is it possible with Voice SDK? UE version 5.4.4
I ported my project from the 5.4 to the 5.5 branch. I'm uncertain if this is an epic issue or a meta issue.The problem is essentially the title, there's nothing special. I can see animations in their preview windows, but under no circumstances will animations of any kind play when the game is run. Dragging an animation into a scene should provide a working and running animation, but no dice.Animation blueprints run their graphs fine, but there's no visible results in the game world either.I've looked around the epic discord and forums and I haven't seen anyone else with this issue, so I'm wondering if maybe this is meta 5.5 only?Video preview of the issue:https://youtu.be/mUAK7MNzWmgLink to Github Issue:https://github.com/Oculus-VR/UnrealEngine/issues/547
I want to buy second Q3, and try to work with colocation OR multiplayer apps for inner use in our company.The questions are:1. Is it possible to provide colocation of two Q3 on one developer account?2. Is it possible to provide Internet multiplayer (two players) of two Q3 on one developer account?(As i told before both devices will be at my own )3. Is it possible to test colocation or multiplayer workflow with MetaXR simulator?
I know about https://github.com/oculus-samples/Unreal-HandPoseShowcase/tree/main I think main point of it is OculusHandTools.It can:- record custom pose- recognize custom pose- recognize sequence of poses (gesture)But it works only in UE 5.4.3 - Meta XR Plugin v69Also Meta offers Meta XR Interaction SDKhttps://developers.meta.com/horizon/downloads/package/meta-xr-interaction-sdk-unreal I can't find custom pose and custom gestures building blocks. Any solution for custom pose / gesture recognition in 5.4.4?
Im trying to setup the Unity VR Preview for the Unity Editor on my Uni's PCs.Ive set up Oculus and the Linking works fine, but when I try to search in Unity I get an Error: Unauthorized device detected, please add debug authorization and reconnect. System.Threading._ThreadPoolWaitCallback ()I also cant add the device in the Meta Developer Hub, even though I tried changing the targetet ADB to the unity Debugger
I dont know where else to go and im not a developer.can somebody please help me get in contact with bazooka studios so i cant voice my problem with their game Crowbar Climber.the game wont start and keeps going to a black screen.this is my last reach before i request a full refund on the game.ive tried uninstalling and reinstalling the game but it doesnt work@bazooka studios
Dear meta,I wanted to share a thought about the future of VR and how Meta could improve the PCVR experience. The Quest 3 is an impressive device, but I think there’s a real opportunity to create a dedicated PCVR headset that’s built with performance in mind, similar to the legacy of the Rift platform. While the Quest’s ability to link to a PC is great for some, the compression and occasional bugs that come with Quest Link can detract from the experience. The visual quality and connection stability could be much better with a headset designed solely for PCVR.A new PCVR headset on the Rift platform could provide a wired connection that eliminates compression, offering much higher quality visuals and consistent performance. With high refresh rates and resolutions, it would be ideal for gaming, especially for users who demand the best from their setups. Meta’s existing tracking technology, combined with a stable, wired connection, would make for a much more reliable and enjoyable exp
so baisicly i am planning on getting a quest soon and i got the app early and it doesnt seem to support my intel a580 gpu. just wondering if thats ever gonna change or if intel gpu users are just gonna be denied access to pcvr.
Hi! I want to know if passtrough will be available on PC. This will be very useful on simulation software, to see a real control board and touch real buttons, steering wheel and joysticks. Oculus quest 2 isn't the best platform for simulation because low performance, so this need to be on PCVR
Iv'e just bought Arizona sunshine remake. I run it from pcvr using airlink or link cable for quest 3s.I have issue with sound that plays on my pc but doesn't play in quest3 every other of my games are fine with audio just Arizona sunshine i don't know why Could someone help with this issue? Please Thanks!
Hey all, I've spent the last few days trying to get passthrough over link to work either via VR preview or a normal build to windows, and neither will function properly or at all. I can build the same project to native quest and it works fine, but any type of using passthrough over link is not working*. I've also reached out to multiple people I've found that have mentioned trying passthrough over link on twitter/reddit/multiple discords (unreal slackers included) and not a single person has come back saying they got it to work normally. I have gone through every bit of documentation I can find, checked these forums as well as epics, and no one has an answer. So I'm reaching out hoping SOMEONE can shed some light on these questions:1. Does passthrough over link function at all currently? If this does not currently work, is there any sort of eta on when it will?2. Which version/s of unreal should this be functional on?3. Does it matter if we use airlink vs. wired
Hi to all!There is a way to use Google Services? I need to implement Google SignIn.Thanks!Dimitri
Dear peeps,I need your help, I am quite new to this amazing world. After downloading Meta Quest Link ... after opening the link I get below msg (pls see below picture). Does someone know, how to fix this prob?Thanks in advance
I tries to publish my first world. It won't publish due to pre release feature and I been using all feature made by meta horizon. Please help and thank you
I am able to create SceneObject's that end up being contained within a specific entity as followsval fooObject = SceneObject(scene, fooMesh, "foo", entity = fooEntity)I am able to call setPosition(), setRotationQuat(), and setScale() on fooObject and get the desired effect.When I try to set these transforms on fooEntity only the Transform component works but fooScale is ignored:fooEntity?.setComponent(Scale(fooScale)) // seemingly ignoredfooEntity?.setComponent(Transform(fooPose)) // worksIf I replace setting the Scale component and directly set the scale on the SceneObject this works:fooObject?.setScale(fooScale)This work around is fine as long as stick with only uniform scales and compose the transformations by hand. But I have use cases where I have a hierarchy of transformations that do not have uniform scales.Is there some other ingredient I need for the Scale component to work? It obviously works with Entities containing other
I'm unable to register a facebook developer account. It's been a couple weeks now. I get this message:This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while.
So I made a VR animation in Quill.I exported it as an alembic file.Imported it in Unity through an alembic import package.Made a timeline and if I hit play I can see the animation playing and behaving as I would expect (I can also see it with my VR Quest 2 plugged into my Pc).The problem is when I tried to export the .apk form Unity. I just cannot see that file at all.. all the other files that I made from Blender are working, but that alembic one from Quill is not there. Why?Why does it work on unity, on my pc, but doesn't when I export it as an .apk and install it on my Quest 2?
Hello!We are planning a client-server architecture in a project in which an app implements a background service that delivers information to client VR apps. In a standard Android environment this approach is not a problem - my question is whether this approach can also work on the Oculus Go.I hope you can help me with this question. Thank you very much.
Hi all, I got an email from Meta saying my app's privacy policy is no longer reachable (404 error). This was due to our app website changing and the privacy policy not being carried over. We have a new link for the privacy policy, but I cannot for the life of me figure out how to change the link on the Oculus Developer site. The app is already published and released on the App Lab store. I tried creating a new App Metadata instance but it will not let me save it at all, citing that the submission has already been approved and cannot be modified. If this is the case, how do I change the App metadata to reflect the new URL for the privacy policy? Meta says they will take my app down tomorrow (Nov 2) if the privacy policy is not updated. However, there is no way that I can see on how to do that. The instructions in the email point to non-existent buttons/links on the Developer site. I am using the website to update this, and not the developer desktop app. I should also
I have been trying to connect my headset with my Meta Quest Developer Hub software on PC, and have tried rebooting everything, changing USB cables, and have verified that both my PC and the Quest 3 headset have Bluetooth enabled. I have been unsuccessful and the error message "Connecting to headset via bluetooth has failed. If the issue persists, try restarting Meta Quest Developer Hub and the device. Alternatively, use the Meta Quest mobile app to enable Debug Mode under Developer Settings. Once Debug Mode is enabled, plug in the headset to the computer with a USB cable to complete setup." appears. I have tried connecting my headset to my PC using USB, but Meta Quest Develop Hub doesn't seem to acknowledge this and keeps attempting to connect via Bluetooth.
Hello everyone. I don't know if it makes sense to write here. According to the forum, no. But I'll try. Guys, I need some help. I'm trying to create a launcher for personal use. Theoretically, it's just a three-dimensional space. Which has a video player, a button, and a timer. That's all! How it should work. I press the button. The timer starts and the installed application opens. The timer ends and the open application closes. This brings us back to my application. I've tried different versions of the code. But that's all I've been able to achieve. This is done in order to open another application. If someone has succeeded. Let me know. I'll leave the code to open the app here. Maybe someone will need it. using UnityEngine; public class Cat : MonoBehaviour{ public string targetAppPackageName = "!!!your package name!!!"; public void OnButtonPressed() { if (Application.isMobilePlatform) &n
Much like in ARkit and ARcore, Meta headsets should be able to estimate lighting from different directions especially after scene setup (scene capture). Do not confuse this with passthrough relighting, which is about making virtual shadows of virtual lights appear on the passthrough scene mesh.
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