Developer Forum [Archived]
Recently active
Hi All,I am trying to access my Quest 3 over MTP, I have already done all the prerequisites, I have made a developer account and had it verified, I have enabled developer mode on the Horizon App, and then have gone into my quest and Advanced Settings and turned on the custom developer settings and allow MTP, now when I plug my quest into my Mac it will not find it at all, will not get a notification to enable debugging or to allow MTP, I know my ports work fine as I've tested 3+ cables all with my phone and it can find and detect the phone fine and allows data transfer, but the second I put the quest in, it can't find it, even when running system_profiler SPUSBDataType it will not find the quest being plugged in, I am using the official Quest cable, an official apple iPhone cable which supports data transferAny ideas as I can't even do the basics without it appearing, am I doing anything wrong? Are MacBooks even supported? Thanks
Hello everyone, I'm looking for a smoke or dust shader for MR: Can anyone help me?My problem is that I see a checkerboard pattern in the transparent area
I have a subscription setup and its checkoutflow seems to be working perfectly as expected, but when i try to fetch the viewers purchases at the start of the game it returns PurchaseList with the count of 0 although they certainly seemed to have the purchased product (in this case its a re-accuring monthly/yearly subscription) so how can I fix that issue? Any help in this regard is highly appreciatedNote: This issue was occuring when tested production build with real users. The SKU ids and everything else is checked properly.Here is the example implementation:private void StartOfTheGame() { IAP.GetViewerPurchases().OnComplete( HandlePurchaseListResponse );}private void HandlePurchaseListResponse( Message<PurchaseList> msg ) { if( msg.IsError ) { LogAssertion( $"Error: {msg}" ); return; } hasSubscription = false; Log( $"purchase list count: {msg.GetPurchaseList().Count}" ); // This returns 0 as a result hence the for loop doesn't even start altho
Hi there,Can somebody please have a read of this and let me know where I am going wrong?I am using the launcher version of UE4.27 and am trying to implement leaderboards.1. I am using the latest Oculus Platform Tool from the Oculus Fork of 4.272. I have requested access to User name and IDs and this has been approved by Meta.3. I have added in the relevant app ID and subsystem info to engine.ini4. I have set up the game instance as suggested in Metas documentation and it would appear the Oculus platform is being successfully initialized.However, my entitlement checks fail and when trying to write a leader board antry I get nothing.I have included screens of my game Instance and Leaderboard code below. Though I am pretty sure I am missing key information such as User ID, App Secret etc but have no idea where to implement these.Thanks for any help on this as it's starting to become something of grind looking for answers.Please note that the data variable in the leaderboard is just a
Hi! We are developing a MR game in Unity 6 (6000.0.32f1) using Meta XR Core SDK 71 and Meta XR Platform SDK 71. I have the game setup to use passthrough and I am able to see the real world while playing but I want to disable the guardian system so the player can move freely around the room without the need to set a big boundary. I was able to disable the guardian following this documentation (Boundaryless) and adding <uses-feature android:name="com.oculus.feature.BOUNDARYLESS_APP" android:required="true"/> to the Android.manifest.xml. So everything was working great. Now we want to target also Meta Quest 2 but we don't want to use passthrough on that device so the game will work as a VR game for Quest 2 but as a MR game on Quest 3 so I cant use BOUNDARYLESS_APP anymore because I need the guardian enabled on Quest 2. So I decided to use the Contextual Boundaryless Implementation approach but when I set OvrManager.shouldBoundaryVisibilityBeSuppres
Hello team,I would like to suggest a better, slightly more permissive license considering the hardware arts, especially the 3D assets, found at https://developers.meta.com/horizon/downloads/package/oculus-controller-art/ .Currently, the Art Attribution License 1.0 allows the assets to be used within a VR game, but restricts redistribution in formats such as GLTF/GLB. As an open-source project, this limitation makes it difficult to share and use the assets within a project, especially in the converted formats that are necessary for efficient integration compared to the legacy FBX files .As these assets are great for both samples projects and in-experience tutorials, a more permissive license would help spread knowledge and adoption.Thank you!
How can I use hand gestures to grab and achieve the interactive experience as shown in the video?I,m using Oculus All-In-One SDK.
On v74, the native package installer is broken.We all can't install nor update .apk files anymore. After clicking the Install or Update button, all goes transparent and nothing appear.On all previous Meta Horizon OS version, there were a progress bar and some buttons and the result was a success.
This is a huge ordeal, I have tried to contact, but I have not gotten any response. I thought I could try my luck at the forums, since meta employees sometimes read things here.
Hi everyone,I'm Felix from Haply Robotics. We specialize in creating haptic force feedback technology that brings a tangible sense of touch to VR experiences. Our work is all about pushing the boundaries of what's possible in virtual reality, and you can see some of our projects at Haply.co.We’ve had great success in integrating our tech with the Meta Quest 2 controllers by designing an adapter to connect the controller to our robot. I was pretty annoying to use the mesh models to do a good job at this.We are now trying to do the same for the Meta Quest 3. To make this happen, we're in need of the surface or solid models of the Quest 3 controllers, anything usable in CAD, so no mesh ideally. This would significantly accelerate our design process and ensure seamless compatibility with the latest Quest technology. I’m reaching out to this community in hopes of connecting with someone from Meta who can assist us with this or someone who could share those files. If anyone can poi
Dear Meta Support Team,I am developing an application for Meta Quest 2 and facing an issue with activity layout resizing. When transitioning from LandingActivity to AdminSettingActivity, the expected layout size does not change according to the specified android:defaultWidth and android:defaultHeight values in the manifest.Despite setting android:resizeableActivity="true" and using the necessary meta-data for free resizing, the layout remains fixed. Could you please provide guidance on resolving this issue?Looking forward to your support.Best regards,Kanwarpreet Singh
I noticed when I’m in Meta Horizon worlds there is not an option to add notes underneath individual people I follow. I recently have experienced situations where I would like to add a note on an individual’s name. For instance, this individual is very funny or this individual is rude and I should be careful what I say around him or her or this is the guy I played Domino’s with a few weeks ago And he is a DJ in real life. it would be really nice to add a feature to add notes to people‘s names since we meet so many people in the oculus Meta Horizon worlds. Let me know if this is something that you would be interested in incorporating in the game
Hi,Im just trying to find some API documentation on how to get App sales, entitlements, etc. from our Developer Oculus account without having to manually download the CSVs. I can't seem to find any documentation in regards to this - wanted to ask does an API exist for this?
I am developing an AR app that can track a user's hand locations and export that data via WebSocket to my (or someone else's) computer. I have a Unity Script which acts as a WebSocket Client that sends data to a basic WebSocket Server that is on my computer. This connection and, more importantly, the code worked for me a couple of months ago. This is important because I am using the same WebSocket code and changed very little else to do with the project since then. One of the big things that I have changed is switching from Quest 2 to Quest 3, so the problem is likely with Quest 3. Through troubleshooting, I have ruled out the following things as issues:- The wifi network blocking connections to the headset due to firewalls/restrictions- Issues with the WS Server on my computer not being able to receive data- Issues with the current version of WebSocket Sharp that I am using- Issues with the current version of Unity that I am using- Referencing the wrong IP address in the WebSocke
Hello, I'm trying to get controller pose information while an app (VR Desktop) is running.I have no issues with, for example, plugging the quest to a PC and then using OpenXR to read the controller pose. However, link does not run concurrently while another app is running (ie VR Desktop).Is there any way for me to read/log the controller pose? I have considered developing a native android app using the XR SDK for android studio, as a background task or foreground app, but I can't figure out how to run it while another app is running. The App doesn't need any UI, just need something/someway to read or log the controller pose.
Hi!I'm having problems to use Socket.io to connect to a server. I'm using Unreal 5.4.4 and SocketIOClient-Unreal v2.8.I have already enabled on Unreal Platform Android the following settings: android.permission.INTERNET, android.permission.ACCESS_NETWORK_STATE and android:usesCleartextTraffic="true".I have also tested locally with a socket.io Python http server and with an https server (with self signed certificate).Everything works fine when running on the Unreal Engine Editor but as soon as I build the package and put it on the Meta Quest 3 it doesn't work.Additionally, I have tested successfully sending and receiving UDP messages to the Meta Quest 3 and that works fine.If someone has a solution on how to use Socket.io on Meta Quest 3 please share it 🙂
Im using SnapInteractables and just want an event when the interactor has successfully been put in place. Seems bizarrely hard to get this info
I've just installed MQDH and Oculus Link, but for some some reason it can't seem to get the device state and is telling me I need to update something, but everything seems to up to date. The Meta Quest Link app doesn't seem to have any way to update and it's not letting me know it's out of date.Looking at the Link log from MQDH it says:attempted to call private API /life_cycle/get_focused_pid 09/02 16:35:32.496 {!ERROR!} [OAF ERROR] arvr\projects\oculus_pc_infra\OAF\liboaf\ipc\ipcRouter.cpp(171) : Method not allowed for third party clients (1971049) OVR80289191 09/02 16:35:40.816 {DEBUG} [MessengerSession] ClientImpl.cpp:517 Client OCMSFvQo886djydBWDWYIbt sending PINGREQ 09/02 16:35:40.867 {DEBUG} [MessengerSession] ClientImpl.cpp:517 Client OCMSFvQo886djydBWDWYIbt received PINGRESP 09/02 16:35:41.814 {DEBUG} [RiftDML:HMDManager] No HMD enumerating
Hi,I think it would be great for Meta to publish each Meta Quest build on the web.It would be easier to download and update the Meta Quest device when ever ready and not wait for rollout that could take days or weeks.Seeing the new features and not being able to test them out while others can, is not the best user experience.So, dedicated download page with Meta Quest builds as they become available.Thanks!
I found Fixed-Foveated Rendering works well when I don't use any render feature or post process.But if I add any pass requires rendering into a intermediate render texture, then FFR is disabled for those render passes and only enable in FinalBlit pass.I have checked the document and it also said not recommend to use FFR in this situation:https://docs.unity3d.com/Packages/com.unity.xr.oculus@4.1/manual/index.htmlI also checked the Vulkan document and found nothing force me not to use FFR in render pass which uses intermediate render texture. Is there any options could force enable FFR or am I missing something which not allow FFR being used in this case?
There is an option on soma games but I’ve had to return countless others cause they’re unusable with my disability. it is the click to hold, like in the walking dead. I’ve had to return resident evil, Peaky blinders, metro… so many others I can’t remember.
Problem with ASW unabled when connected via cable (Link). Can we expect an update to fix bugs that have been reported by a lot of people for several years, and mainly affecting users of flight simulation platforms (X-Plane 11; X-Plane 12; MSFS 2020; MSFS2024; DCS..etc). I use Quest 3 only for flight simulations X-Plane 11/12 and MSFS2020.I use a cable connection.My USB connection bandwidth is around 2.4-2.9.I tried different configurations and settings in Meta Quest Link: 72/80/90 Hz and different settings in OTT, ODT applications, but it didn't help.My computer specifications are more than satisfactory: AMD 9800x3D; RTX 4070Ti Super 16GB; RAM 64GB (6400)... The problem occurs when ASW is blocked (e.g. "Force 45fps, ASW enabled" or "Auto" mode) - then artifacts appear on a clear sky.When AWS is "Disabled" or "Force 45fps, ASW disabled" - the flashing artifacts in the sky do not appear, but then the entire scenery becomes completely blurry - ghosting effect. Unfortun
Hello,I’ve had a couple of reviews on my applab page taken down by Meta and I would like to know why? They are legit Genuine reviews and the most recent one was from a content creator that really loved my game. His name was TruGamer4Realz and he has also left reviews on my sidequest page as well as my steam page and about a week ago he left one on my applab page and it was taken down so I would like to know why? This really isn’t fair as when your stuck on applab Reviews are the only thing that can help your app make it to the main store but when removed for no legit reason it really hurts my app. There was another one that disappeared months ago and not sure why that one was removed either. Can someone please tell me what’s going on? Thanks
I am receiving this error for exoplayer. Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8 FAILURE: Build failed with an exception. * What went wrong:Execution failed for task ':launcher:checkReleaseAarMetadata'.> A failure occurred while executing com.android.build.gradle.internal.tasks.CheckAarMetadataWorkAction > One or more issues found when checking AAR metadata values: Dependency 'androidx.media3:media3-exoplayer-dash:1.4.1' requires 'compileSdkVersion' to be set to 34 or higher. Compilation target for module ':launcher' is 'android-32' Dependency 'androidx.media3:media3-exoplayer-hls:1.4.1' requires 'compileSdkVersion' to be set to 34 or higher. Compilation target for module ':launcher' is 'android-32' Dependency 'androidx.media3:media3-exoplayer-rtsp:1.4.1' requires 'compileSdkVersion'
Starting August 31st Google Play apps are requiring API Level 34.My company is shipping an app the first week of September so we are required to meet this requirement, but the quest is only on API Level 32.I'm surprised I'm not seeing more people talking about this am I missing something or are quest apps just not going to allowed on google play because of this?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.