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Hey there, I'm working on a VR Application and I have a strange effect while in play mode. I can see some blue artifact/clipping effect around the top corners while in play mode (only with VR-Headset on, does not show up in the scene tab). It even appears when I record my view.Does anyone know how to fix this? It must be something with the camera, right?Here is a picture where you can see it in the top right corner.
Hi there,I am experimenting with Meta Quest 3 and passthrough. I can get it work if I push the project in to the headset however, if I use Quest Link I cannot get the passthrough layer working. Is this possible using quest link? it should be as if I use quest link and I go out of my boundaries I can see the passthrough showing off.
Hi folks not sure if i'm posting in the correct section but hopefully i can get some guidance for our developers. We have been working on a vr game for 3.5 years and its near completion, we will have in app purchases , however we can only see add ons when trying to set this up in our developers account and the max is $99 ...What is the difference between add ons and in app purchases? We have in app purchases of bundles that are over $99 how do we create this...THANK YOU xx
इक्सिगो कस्टमर केयर से संपर्क करने के लिए, आप इन नंबरों पर कॉल कर सकते हैं: 6OOO649OO4 आप अपनी सभी समस्याओं का समाधान सिर्फ एक कॉल/एसएमएस से पा सकते हैं।
Hello, my mother and I both used Alexa as an accessibility alternative. Are you developing a new app that will work with the meta portal to help with accessibility issues? The voice command of Alexa was fantastic.
I can't play a webm/vp9 video with alpha and the inspector doesn't log any error.it seems Oculus browser does not support any video format with alpha channel.The Quest documentation is also not clear.Appreciate any help/info on this.
Hello, I'm from Israel and I'm really interested in this game opening properly. I have an Oculus 2. It opens, but when I click on the icons there, nothing happens. Maybe it's the settings or because I'm from Israel. I don't understand why. At first there was a dragon in the game, and then this bald companion character. Please, maybe someone knows this game and can help.Asgard’s wrath 2
I have a "Boot" scene as a Buildin resource and a "SampleScene" scene as an Addressable resource. When I build it as a meta Android app and run it, the "Boot" scene is loaded by default. Then, in Start, the "SampleScene" scene is loaded using Addressable (LoadSceneMode.Single). However, when I use the Profiler analysis tool to check the number of triangles being rendered, I find that occlusion culling is completely ineffective. But this is normal in the Unity Editor (including when loading with Use Existing Build) and android phone.There is a problem on the Unity forum about Occlusion Culling not working. The solution provided is to reset the ActiveScene in the frame after loading the scene, but this does not work on Meta devices. Has anyone encountered a similar issue? Or are there any possible solutions to try?
We NEED to be able to go on our phones in the metaverse while having the headset on. Adding a completely digital phone or screen sharing option would guarantee more engagement with and purchases of your physical and digital products. I want to be able to have a phone in the metaverse no matter what realm or room I'm in so I don't even have to take off my headset.
I would love if at the native Operating System level, if the Meta Quest could support alternate locomotion solutions. Take the Kat Walk C2 (which yes, I do have one), if it could network directly to it via their Kat Nexus, you could then go controller free using hand tracking, and free walk in infinite space with your legs. The Kat Walk and your legs would now replace the thumbsticks.But open that up for ALL alternate locomotion solutions devices. Toggle the option “on”, then pick your type of alternate locomotion; in my case, an omnidirectional treadmill/slidemill, but other solutions as well. VR shoes where you march in place, and others. But whatever your locomotion solution, it would either replace or augment your controllers, and now all games natively are replacing my thumb sticks.It’s just a thought…
Given an array of vertices, normals, texture coordinates, and a triangle index list, how do I create a mesh that that I can load into an ECS Entity?
A client wants a way to open the casting menu directly from the app (via a button) that opens up just the casting options for the meta OS. Is this possible with a Unity app?I have seen This doc page on system deep linking for settings but it doesn't include anything specifically for the casting menu and I couldn't find any other lists of intents you can use.I have seen this is possible, because ArborXR (a DMS for VR headsets) has this feature.
Hello,I am currently developing an app in Unity that I would like to run on my Meta Quest. As part of the work with the app, I am looking for an easy way to transfer a few files (videos) to my iPhone without using an external computer, but only via a physical connection or network. Does anyone have suggestions on how to connect the Meta Quest to the iPhone in order to transfer several files?Thanks!Omer.
Asking this question again since my previous question got no response. Is there any config I can declare in my manifest to achieve glass effects for my 2d app like Instagram?
LogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:507 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:340)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D12_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_EXT_performance_settingsLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_composition_layer_color_
I want to throw objects in MR with hand tracking, but am unable to do so. I use the building blocks to add everything into place, but when I release an object it simply drops straight down. I already checked if all the components from the guide (https://developer.oculus.com/documentation/unity/unity-isdk-throw-object/) are in place, and this should be set up. Any tips are appreciated
Wondering if there is a way to assign a video source as a texture to an object that has been added to the scene either through the Meta Spatial Editor or imported as GLTF/GLB at runtime?
Basic events like touch is passed on onTouchEventbut how to get event on pressing button and moving the joystick on 2d app porting it to meta quest ?
I have been trying to implement Capsense or controller-driven hands for four days, but I have not been successful. Initially, I worked with version 65 of the Meta XR SDK, but nothing seemed to work despite my best efforts.When version 66 was released, I hoped that the Capsense issues were fixed, so I updated to version 66 and imported the samples from the Meta XR Core SDK. Interestingly, even the sample scene "ControllerDrivenHandPoses" provided by the developers does not work correctly-the hands do not appear.My goal is to use controllers while displaying hands and their animations simultaneously. Currently, when I use the controller, my hands disappear. Even if I set the hands to always show, they appear but the controllers do not work to move the player.I am seeking help to resolve this problem. If anyone knows the solution, please let me know.
Hi there, I've been signposted here by META tech support.I run Ads for a client whose web developer has implemented the Meta Pixel and Conversion API for tracking. He says both are working from his end. From Meta's side the Pixel looks fine, however there are multiple notifications about completing set-up of the CAPI in both the Events Manager and Commerce Manager, so it looks like Meta hasn't registered any connection on their side.I logged a ticket and got a call from support who said everything looked ok from their side so they weren't sure why those notifications and errors are showing, and they sent me here. I'm not very techie at all but I'm looking for some help to resolve this or for information I can pass to the web developer to sort for me. Can anyone help please?Thanks, E
Hi,I've taken over some in-house apks which we're working through upgrading. However, we've recently got reports of an issue with the 3S that when you reset your position in these applications, it not only resets the horizontal position, but also the verticle and tilt. Not only that, but this reset position is taken over for the whole device, so if you exit the game with a misaligned reset position, it remains in home. I'm looking to find whatever's doing this, as I suspect some issue with a script trying to reset to eye level, not floor level. We've now tested on multiple devices running v72 and Q2 and Q3 are fine and reset correctly. The 3S is the only one that has this issue. My question is, what's different about the Q3S here?
I want to build a simple app that runs in a kiosk mode style on the consumer quest 2. I know companies like ArborXR can do this (https://support.arborxr.com/article/69-enable-kiosk-mode-on-devices)But how are they able to run their app on the quest 2 in kiosk mode? What magic sauce are they using to do this?
My microphone will not cast to the dev app at all.I saw that the microphone being casted to the developer hub app is on the roadmap but is there an actual update on when this will come? It’s kinda ridiculous that we can get the game audio but not the microphone I’ve been searching for answers everywhere and I’ve yet to find a solution. Of course I can use a 3rd party mic from my computer but it’ll be much simpler to just use the microphone from the VR headset. Does anyone have a work around? I am referring to non PCVR, of course it works if I’m using the Meta app and streaming games to my headset but I’m speaking on using the meta developer hub cast. There’s an option within my computer to use the oculus microphone but it doesn’t activate unless I’m using Meta PCVR.
I am working on a mixed reality game and using the MRUK to load scene data. "Load scene from device async" doesn't seem to work. Before using the MRUK, I used the OculusXrSceneActor, which worked wonderfully, but now im kind of lost. Now, using the "Spawn interior" function, it does work -- but only for my collegue. I'm not sure what is happening, could use any clue as to what is happening.For some extra info: we check for permissions and launch the capture flow (which another post said could help fix issues with "missing" scene data)
Can anyone help with interactable filters please? I have set up up some objects as snap interactors and some snap locations which all works fine. I would like to make it so that only certain objects can snap to certain locations. Looks like I need to use Tag Set filters but I cannot get this to work. If anyone has any advice it would be most appreciated.
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