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I know, that UnrealMetaXRPlugin already included in UE 5.5.0 fork.But i can't find any traces of "Oculus platform sdk" pluginhttps://developers.meta.com/horizon/downloads/package/oculus-platform-sdk/Is it already built-in, or i must manually add it to UE 5.5.0 fork?If "yes", how to add it?To \Engine\Plugins\Runtime\ or \Engine\Plugins\, or there is some another way?
I want to discuss about how to port android app to Quest. At current state, I can connect my Quest to PC and install the app with Android Studio, that's fine.I have read this article: Meta's CTO explains why Quest has so few Android apps And it states, that "They just need to ship the APK to us, and they may have to do some light modification, depending on how they want the control scheme to work, but maybe not even necessarily that much of that."What could be the modifications? Making clickable content larger, so it can be controlled better?Right now if I open the app, it opens in a small window and I need to enlarge it, so it's usable. Is it possible to open it enlarged already for the first time?
Requesting help, I previously developed an android file manager to install APK files within the device, but after updating the v74 firmware in Quest 3, I can't install APK files within the device, previously I was calling com.android.packageinstaller to install APKs through the intent method, but now I can't install APKs. How can I fix it? This is my call function:function install(path, uri)local intent = Intent(Intent.ACTION_VIEW)local ext = "apk"if path:find("^/sdcard/Android/data") or path:find("^/storage/emulated/0/Android/data") thenuri = getDocumentUri(path)endif uri == nil thenlocal file = File(path)local filename = file.nameext = filename:match(".+%.(.+)$")if Build.VERSION.SDK_INT >= 24 thenintent.setFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION)uri = FileProvider.getUriForFile(activity, packageName, file)elseuri = Uri.fromFile(file)endelseif Build.VERSION.SDK_INT >= 24 thenintent.setFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION)endendintent.setDataAndType(uri, MimeTypeM
Combination of the hat + baseball hat for raybans give u increase of the volume of music and quality of that, how the music play. U need to make hat, over ur dynamics in Ray Bans.S3 when u put the hat on the head, and then Meta on top, fixing problems of overload front side of the glasses + give u at least some joy while use device.
Uploading apks to our app stopped working today. Error always comes up saying"ERROR: Sorry, we encountered a problem while processing the file you uploaded. Please try again later."This happens with both the command line and the oculus developer hub toolAnyone else experiencing this problem?
Hi, I'm bulding a VR app on the Quest 3 using Unity and Oculus SDK.It's working greak for months but I've suddenly encounter a very annoying problem.Without making any change to my application, it's started getting stuck on the splash screen when running the APK (with Unity Build And Run). Same with launching the apk directly from the quest.The quest is completely stuck, I can't even access Meta menu, just turning off the headset.I've tried updating Unity, Oculus SDK, factory resetting, changing XR plugin, starting from a new project from scratch...I have no idea what happened, but we have a very big presentation soon and I'm completely stuck... If anybody has an idea it would be more than welcome...
I’m using the Meta XR SDK, Unity 6.0.34Bit of a saga... I just can't figure out how to get quest builds reliably working on multiple headsets. Best I can do is an APK that works on my quest3 at home, but not my quest2 at work, or my colleagues' quest 3s. Getting to this point has already cost me about 15 hours of development time. The story so far...Never had any problems actually building in Unity, it's always spat out an APK that I've been able to sideload onto the headset. When I ran it, it didn't even start, no loading screen or anything. Very, very frustratingly, it's not generating a player log, so debugging is a right pain. After digging through a very polluted logcat, and digging through the APK itself in ANdroid studio, I found the "entry point" in player settings needed to be set to "GameActivity" rather than "Activity", this took a good couple hours of trial and error and research to figure out. With this fixed, the headset now at least tried to open the app, but g
Hi,Posted this earlier in the general Forum and discovered this may be a better place for help.I'm attempting to Upload a build to my Alpha Channel via the Meta Quest Developer Hub but it keeps failing.Below is the Error message:Error: An unexpected error occurred{"cliErrorType":"UNEXPECTED_ERROR","cliErrorMessage":"File or directory 'D:\\**\\' was not included into executable at compilation stage. Please recompile adding it as asset or script."I'm assuming this means I need to add the Directory and or filepath to the assets within my Unity Project but I'm not finding much in the way of how to actually do so. Please let me know if anyone has any ideas of how to do so or if you've encountered this error and found a solution.Below is a screenshot of the error message. The App is developed for PC and the build is for the Rift S. Once this is all good I plan on making a Quest Build as well.Best regards,
Hello! I need some help from Meta's engineering team.I am unable to upload a PCVR (Rift) build of my VR game via the Meta Quest Developer Hub (MQDH). I have a working VR app that runs just fine on PC via Quest Link or AirLink (created via Unity 2022 LTS + OpenXR). However, when I try to upload my app build via MQDH, I get a non-descriptive "API Error" and it points me to a log file. I have attached a screenshot of the error below. I can't attach my log file here because it contains sensitive information, however I am happy to provide it to Meta privately (please let me know the best way to do this).Some additional context: I am using Unity 2022.3.7f1 LTS and I am using the OpenXR runtime via Unity's XR Plug-in Management system. I have both a Quest version and a Rift version of the same app. If it matters, I have *not* imported the Oculus Integration because I am using the new OpenXR runtime and Unity's XR Interaction Toolkit, as is recommended when using OpenXR. The Quest version of m
Despite my efforts, I'm encountering an issue with my quest app where it fails to reflect updated content from Addressables after the initial run. Upon investigation, it seems like the app is pulling assets from a local cache even after I've updated the content on my server.To test this, I deleted the catalogs and bundles from the server and reran the app, confirming my suspicion – the assets were still loading, indicating the Addressable system was indeed relying on a local cache.I am doing addressable groups-> build ->"Update a previous build".Here's what I've already tried:Ensuring 'Build remote catalog' is enabled in the settings.Disabling 'Use Asset Bundle cache' from the group settings.Confirming that the group settings allow changes post-release.Despite these steps, the app persists in loading from the local cache rather than fetching the updated content. Any insights or suggestions on resolving this issue would be greatly appreciated.P.S: with the same configurations and
Hello Meta Developer Community,I'm currently developing a VR project using the Meta All-in-One SDK and have encountered a persistent issue related to the ControllerTracker Building Blocks.Project Setup:Unity Version: [6000.0.26f1]Meta All-in-One SDK Version: [72.0.0]Target Platform: Meta Quest 2Issue Description:In my VR scene, I have implemented the following components:Camera RigTeleportation FunctionalityController TrackingVirtual HandsCanvas + Event SystemAll components function as expected until I add the ControllerTracker Building Blocks. Upon adding this, I receive the following error:NullReferenceException: Object reference not set to an instance of an object UnityEngine.EventSystems.OVRInputModule.GetMouseStateFromRaycast (UnityEngine.Transform rayOrigin) (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Util/OVRInputModule.cs:831) UnityEngine.EventSystems.OVRInputModule.Process () (at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/Util/OVRInputModule.cs:550)
I am creating experiences intended for a workshop. I want to load the apk into a consumer-grade quest 2 and have kiosk mode enabled so that it only plays my app on boot.Budgeting means it needs to be a one-off purchase (no subscriptions). And it will want to be put onto many devices 15 to 30.Oculus for business is no longer a thing, and they provided no replacement plus the subscription. I have looked online, and I am struggling to find a package that covers my needs.Any suggestions?
Having an absolute nightmare trying to solve this bug, which makes no sense no matter how I look at it. Uising the TryGetFeatureValue to get the deviceAngularVelocity from the controller leads to different readouts on PCVR build vs when I build for Quest. From my testing it seems like the controllers are on the same axis/orientation so it's not that. Has anyone else experienced this? It seems like a huge flaw in the system, especially with the important of geasture based controls in VR. I have made 100+ builds trying to get around this but to no avail. It works as expected in PCVR but the Quests weird readouts are just to weird to wrap my head around, they make no logical sense and don't seem to be in any sort of idenfitable space.
I am using Meta Movement SDK 69.0.0 with a Meta Quest 3 to enable full-body tracking for my avatar. Overall, the movement feels quite natural, but I have encountered an issue where the arms behave unpredictably when the hands and arms overlap.For example, when I extend my hand forward while keeping my arm behind it (causing some overlap), the tracking seems to struggle, and the arm moves in an unnatural way—almost jittering or failing to hold a stable position. This issue becomes more apparent in complex poses where my arms and hands cross each other. I am wondering:Is this a limitation of Meta Movement SDK’s tracking system, or is there a way to improve the tracking fidelity in such cases?Are there any settings, configurations, or best practices I should adjust to improve stability when dealing with arm/hand overlap? Additionally, I have noticed another issue when rotating my arms around the horizontal axis. When I rotate my arm clockwise or counterclockwise, the movement is
The Plus variants of these codecs are optimized to require less bandwidth for the same quality. They are compatible with most decoding hardware/software, since they conform to the H.264/AVC and H.265/HEVC standards, respectively.They were developed by a camera surveillance company, which is a fairly similar use case to the needs for Link: sending high-quality video in real time over a connection with limited bit rates, using relatively low-performance hardware (compared to a GPU).The H.264+ variant is already supported by Virtual Desktop, so I see no reason why it shouldn't work for wired or air Link. In fact, it works so well that there are wired PCVR users who connect to their headset using a ethernet cable (with an USB-adapter), just so they can use Virtual Desktop over a wired connection. So it seems proven that it would be a benefit if implemented for Link.Whether H.265+ works well for the Quest is unproven, but it might provide a big benefit for low bandw
Hello, We'd like to download the Leaderboard entry from the developer site, in order to analyze player behaviour in excel and to do better followup questions with testers.But currently, we have to click a leaderboard, check it, then go back one page, then click the next leaderboard. And if we have 25 songs, with 4 difficulties, we have over 100 leaderboards to check, each with 10 users. Is there a way to download this data as a CSV instead? It would be very useful.
Hi, if I set my Hand Skeleton Version in my OVRCameraRig to OpenXR Hand Skeleton, the transfer of my hand to the avatar does not match, but I can interact with my buttons, if I set Hand Skeleton Version to OVR Hand Skeleton, the tracking is correct, but I can no longer interact with my buttons. In addition, when I use the OVR Hand Skeleton, in the project setup tool, I get an outstanding issue "When using Interaction SDK with the OpenXR hand skeleton, the Hand Skeleton version in OVRManager must be set to OpenXR".The support wasn't able to help and when googling I only found people with the same problem, but without a solution.Has anyone of encountered this issue and know a fix?Thank you!
Hello, I have tried several ways for the past few days to create a Facebook developer account. I've tried on different machines, different browsers, android, etc... But each time I get to the step where I'm asked to verify my email, I get an error "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.", and it's urgent for me to create dev Account , can You please do something.
Hi all, can anyone advise as to how I can test an alpha release channel app on multiple quest headsets simultaneously?I have an Alpha Release channel app that I want to have preloaded on about 12+ different Quest devices, a mix of Quest 2's and Quest 3S's.When testing running the app on two headsets (both logged into the same account) at once, I encountered a "Multiple Devices Can't Access This App At The Same Time" error.So, as per Meta's recommendation, I have created a batch of test users (creating fake profiles outside of this channel is against their policies) and have signed in with one of the test accounts on a Quest 3S. I can see from logging in to the Meta Horizon app with one of those test user accounts, that the icon of my Alpha release channel app is viewable and shows a greyed out "Purchased" button at the bottom of the page when I click the app's icon, so it appears the app entitlements are being successfully granted to the test account.However, when logge
I have added users to Release Channels and they have accepted the invites.Now when they search for the app on their headset... they cannot find the app in the Library anywhere inside the headset (Not Installed, All, etc.)On the Horizon Mobile app, when the users go to the headset, then go to to Library, they see the app... but the message below instead of saying "Launch" says "Purchased" and is greyed out. Clearly something is not working correctly. Please advise on how to get users to download app from Release Channels.
macos 10.13 mqdh 2.41.only mqhd that will start on my mac. any version of mqhd from 2.50 and forward posts a big blank white page at startup.each attempt to login @ mqhd 2.41 rejects useris/password.userid/password confirmed at meta.complease confirm that this is another meta deadend.
Hey y'all,I'm having an issue where no matter what I do, the triggers on my oculus touch controllers will not fire a signal (except for animations for some reason.) I've tried switching IMC's, deleting and remaking the IA's, adding the enable input node using the showdebug enhancedinput command (which I don't think showed anything,) and more.. I did install the newly updated MetaXR plugin, but there's nothing else I can think of that would be responsible for this, and it being Meta's own plugin causing this seems unlikely. Has anyone had similar issues? I'm close to deleting what I have and just starting over. Has anyone had any similar problems?
I am looking to make a universal remote kind of app with quest 3. My idea is to control devices connected to the same wifi network like AC, TV, and any other smart applicances. I dont have any idea about if meta has allowed access to those things. Any insight on this would be helpful.
We make games for upper-limb rehab, and want users to be able to have the freedom to look at their hand while making different gestures (including an index pinch). The shortcut makes this impossible without the user accidentally triggering the Meta menu, which is extremely frustrating. This feature is helpful in some cases, but should be optional/configurable, as it prohibits games that focus on refined hand movements that require the user to look at their palms.
Hello, I applied to the Meta Developer Start Program on January 6th and received a request shortly after to correctly send an invite to play my application via the Meta Horizon Developer Dashboard. I completed this step on January 9th and reached out to confirm the update, but I haven’t received any further information.I wanted to ask if there’s a general timeline for reviewing applications after making requested changes, or if there’s a way to check the status of my submission. Any guidance on next steps would be appreciated.Thanks in advance!
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