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i am japanese .developer dashboard is broken .please fix it
VIDEO LINKI set the transform of two arrow meshes to the Grip Position and Rotation of each hand and recorded this quick video. Is this normal? UPDATE: Get Pointer Pose is looking like it might be usable. Not sure why I can't get finger bone, capsule collision, or palm positions. I'm using the oculus-5.4 branch from github, and started with the MRTemplate project.Using motion controllers is great, and the grip position is in a good place. However, when I use hand tracking, the grip position is down at the wrist, far from where your grip actually is. I am having trouble finding a way to get the position of the hands where the grip should be.I can manipulate the grip position after getting it from the SDK if I'm currently in hand tracking, but it feels like I shouldn't have to do that. Also, I've been trying, and it's not working out so far. I have to use Right Vector for one, Forward Vector for another, and use the Negative of that Vector sometimes depending
since ive gone back to v72 ive lost my unknown sources
In my project, I'd like to write some of the functionality in C++ vs. blueprints.However, I'm unable to get past linker errors when calling functions from the Meta XR plugin. Specifically, I'm trying to create the custom Pawn, with the Oculus Controller Component.I've added the following to the .Build.cs file:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "XRBase", "OculusXRInput", "OculusXRHMD" });But adding this code (along with the relevant #include): UOculusXRControllerComponent* MyController = CreateDefaultSubobject<UOculusXRControllerComponent>(TEXT("MotionControllerRight")); Results in this compile error: XRPawn.cpp.obj : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UOculusXRControllerComponent::GetPrivateStaticClass(void)" (?GetPrivateStaticClass@UOculusXRControllerComponent@@CAPEAVUClass@@XZ) referenced in function "public: __cdecl AXRPawn::AXRPawn(voi
Excuse me, could you please tell me about the security of the metaxr plugin?When you put the metaxr plugin into the VRProject you are developing, Will information be communicated to the meta network, cloud, etc. during development or during play after packaging?
Hi everyone,I am working on a Unity project that uses Text-to-Speech (TTS). The Meta TTS feature works perfectly in the Unity Editor, but when I build and run the project on Windows, it does not function as expected. I have also checked for any errors in the Player logs, but nothing specific stands out.Has anyone else encountered this issue? Any suggestions on what might be causing TTS to fail in the Windows build?Thanks in advance for your help! hvox1138
Coming from a former quest 2 and moving to a quest 3s, the pro controllers I have at the moment do not pair, at least not yet. All I ask from the coming update is to add this Backwards compatibility with the controllers to the quest 3s, the headset itself is a Semi-welcomed release regarding tracking (hand-tracking works good btw), has added QOL, and all current features, (technically higher performance thanks to the lenses going back to the quest-2 style ones which are smaller), but the only and excruciatingly crucial part of what made quest 3's additional success was the backwards-compatibility of not only games (that would seem obvious enough) but Controllers like quest 2 or quest pro's, and (Both arguably helping those who don't like the quest 3's controllers move-forward to it regardless). It has seemingly gone absent on the quest 3s, even if it is the updated/cheaper model that would be likely to get bought compared to the quest 3 especially by beginners on VR, th
I am a content creator and often use the quest app to download videos that I’ve taken on my quest 3 on my phone so I can edit them. Unfortunately when it is over 1 GB it doesn’t allow me to export them to the quest app. I think it would be beneficial if we can toggle a button in the settings that allows the video to stop by itself when it reaches 1GB. Otherwise I never know how big the videos are and need to make 20 video 3 minutes long.
Hi!..Image is self-explanatory.. Is there a way to match VRPawn spawn within Limit Blue Circle Center ?Thanks.
Hi I having issue with setting Cleartext HTTP traffic for development.tried setting folllowing but not working:AndroidManifest.xml -<?xml version="1.0" encoding="utf-8"?><manifest ...> <uses-permission android:name="android.permission.INTERNET" /> <application ... android:usesCleartextTraffic="true" ...> ... </application></manifest>
I'm using v71 of the Meta XR Interaction SDK, and I'm creating an object which has several interactable parts (i.e. the base object, and a twistable grip at the top which is a separate mesh). Is there a way to have several interactables within the same actor? At the moment, I have one IsdkGrabbableComponent and one IsdkGrabbable per object. The base object has the twistable grip set as a child actor component which makes things a bit complex to work with, so I'd prefer if it could be contained within a single actor if possible.I've tried simply adding a second IsdkGrabbableComponent and IsdkGrabbable and setting them up with each mesh as normal by setting the colliders, grab transformers and transform targets, but with two sets of components on the same actor the interactions will not work. Is there a way to get around this?
Hi, I am using Unity 6 and Meta XR All in one package v71I used CurvedUnityCanvas prefab in my scene, then did right-click -> Interaction SDK -> Add Ray Interaction to Canvas.Everything works, I can indeed see the selector and small rays coming out of my hands (not controllers). However, I can't scroll through the scroll view neither by ray interacting nor by poke interaction.Is there any way to fix this issue?
I know there is a depth sensor on the quest 3 and I want to use its depth data for further image research, but my MQDH only supports recording video from the binocular camera. 😞 I've checked the documentation for the Depth API, and it seems that the depth information has been encapsulated many times, and I wonder if there is a way to get the depth map or point cloud image directly, thank you very much!!🙏
Why my hand tracking function can't be used in my APP after uploading to APP Lab. But It is ok when connecting to PC .I developed an APP using both controller and hand tracking function. I tested it many times using the method of unity directly connecting with headset(air link or wire link are both ok too). I want to use it in Quest 2 or 3 directly without PC. So I switched the platform to Android , built .APK and uploaded to APP Lab successfully. But to my disappointment,hand interactive function can't work in my APP and only the controllers can work. You know, it is not adequate to just use controllers and natural hand interplay is really important in my APP.For hardware, I have open the function of automatic hand tracking and the switch between hand and controller is very well in my APP when connecting to PC(Rift mode). But when work in standalone mode(Quest mode), the virtual hands do not even appear, not to mention the tracking.What happened? Can you help me
How do I test entitlement? I have this script on my opening screen. When I build and run on the device all I get is 3 dots. Remove the script my game loads. In my oculus settings I am logged in with my facebook id same id as I used to create account on my quest and same as oculus dashboard. Should this be a test user account instead of my FB?public class OculusPlatformEntitlementCheck : MonoBehaviour { [Tooltip("Show debug messages")] public bool debugMode = false; [Tooltip("Quit app on Entitlement Check Fail")] public bool quitOnFail = true; [Tooltip("Standalone mode allows you to initialize the Platform SDK in test and development environments")] private bool standaloneMode = false; private string appID = ""; // init params for standalone mode struct OculusInitParams { public int sType; public string email; // oculus developer account email public string password; // oculus developer accou
I've been using my Rift S for the past month without any problems. After taking a break from playing for about 1-2 weeks, I wanted to play something, but the headset just wouldn't display anything. The Link App showed everything as green and OK, the internal LED was white, but when I put it on… black screen.Then, the app told me there was a problem and that something wasn’t working. I checked all the connections—everything seemed fine. I tested different ports—no luck. I reinstalled the app five times—still nothing. Tried running it as admin—nope. Updated Visual C++ - nada.It is giving Sounds, not the VR sounds, only the Desktop sounds. Out of frustration, I even asked ChatGPT to troubleshoot with me. I found the LogGatherer, and it mentioned something about missing permissions and not being able to find certain files. Honestly, I'm just exhausted.
I've been working with the free assets for some time now an will be putting my own creations into horizon Worlds soon ! Thank you Meta for even creating something that others can build off of/with 🙏 🙌 😊
hi, people have made purchases in my meta quest game and for some reason they are not showing in payment transactions for some weird reason? anyone know how to fix or what is happening?
Hello, I need help, I hope I'm writing in the right place.A few days ago, notifications started appearing on Facebook to change my password via WhatsApp, at first I received a code and there was no problem, then I reviewed my settings and deleted old devices, unfortunately I apparently deleted the new ones too.The interesting thing is that I can change my password, but I can't log in because I have two-factor login, which does not recognize a known deviceI have 2 phones, when I reset my password it requires a number 1 that ends in *****9, and when I try to log in, phone 2 that ends in *****6, by sending a code to WhatsApp, which never arrives, I try SMS, it says that you can't send a code at the momentIs it possible for you to help me with this case.Just get a code and log in to my accountThe email address is the same as here, I'm ready to give other information if someone responds to help
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.
I was really happy to see that MQDH has an option to enable ADB over Wi-Fi on a Quest 3, which would allow completely wireless development. The implementation seems to be bad joke though.It does work, you can enable ADB over Wi-Fi and the Quest will stay connected and be reachable over ADB even after you disconnect the cable. Only for about a minute though, after which it just disables ADB over Wi-Fi and disconnects for no reason. To turn it back on you have to plug in the cable since it won't show up in MQDH again until you do that, making the feature completely pointless. This can't possibly be intended behavior, right? It's easier to just keep the cable on if you need to connect it each time you need to communicate with the device.I thought it might have to do with the Quest going into standby after a minute, but that's not an issue with cable connected. It also goes into standby after putting it down, but it stays online in MQDH and over ADB indefinitely without having to wake
Hi,we are developing an app using Open3D Engine on the Quest 3, and somewhere around the new year the Vulkan query pool timestamps started reporting back durations of only a few microseconds for our render passes. Going back to older versions of the engine and our app also did not fix this, even though we had stable timestamps on those before. We also tested on other hardware such as Snapdragon 740-based phones and PC. These all report back the timestamps correctly, so the Quest 3 seems to be the only remaining variable.Could it be that a driver update in the past couple of months has changed something that either exposed an underlying issue, or has broken the timestamps?If I could be provided with a way to roll back to an older version of the driver, I'll be able to narrow it down further.
Passthrough has stopped working for me in Unreal 5 with the Meta XR Plugin. The passthrough image is completely garbled. It was working fine last week. I think the v71 might have broken things. I tested this on a fresh VR Template project, by adding the passthrough layer to the VRPawn Camera, and it's also broken there. Hope to get some help with this matter as it is inhibiting development of a mixed reality project.I've tried Air Link, Link Cable, same result.
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