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Hi,I'm looking to be able to multiply the amount of movement and rotation of the controllers for a Disability/Rehab project.I have users that have limited movement and the movement they have needs to be amplified.eg. a small movement or rotation of the controller will be a larger movement in the VR world.
I was wondering if there is official line art for the Touch Controllers that we can use inside our menu to show the button configuration for the game. If so, where would we download the line art?
We have a free multiplayer education app that is often used at schools that sometimes setup fleets of devices all using the same meta account.We don't care if our users access our app with multiple instances of the same meta account, since our app is free and we want it to be easy for anyone to use it.It's understandable that the "Multiple devices can’t access this app at the same time. This app must be purchased separately to be used by multiple devices at the same time." error is a useful anti-piracy measure, but in our case it is not helpful and actually is a major blocker for hundreds of our users.Is there anything we can do to disable this check for our app, so that it will launch for anyone regardless of if the same meta account is already accessing it?
So, I'm developing my first VR game that'll be published to the Horizon Store. Right now, the total Tri count of the game scene is 52K, with about 80K vertices. I'm not 100% done with everything, but with ambient occlusion, it'll be around a constant 20K Tris, 13K vertsHow does it fair against other games? What are your guys' personal experience with optimizing your large-scale maps?((I do want to note that LODs are kind of hard to do for how my map is set up, as the main beef of the map is a maze))
I'm checking the memory usage of the app I'm developing. I think QUEST2's RAM (Random Access memory) is 6GB, but is there a limit to the amount of RAM that can be used by the app? Also, is there a recommended amount of RAM usage? The app I'm developing crashed when it exceeded 4GB of memory usage. Looking at this, it seems that there is no limit on RAM usage, and that the RAM that is left over after the OS and other uses of the Quest 2(maybe around 2GB) are taken into account can be used, but is this correct?
Hey guys, just wanted to share a little update with everyone on some research I've been doing. I created a SceneViewExtension based tone mapper / post process pipeline without using the mobile HDR flag. This was a lot simpler than I thought it would be. This uses the render dependency graph and you could use it without the meta engine branch. I'll post more about it later. This is similar to the vulkan subpass version that Meta has in the engine fork, but this one is not a subpass. So, you could do effects that check neighboring pixels and additional shader stuff.https://youtu.be/N1OqCdJTvUg
There seems to be a problem adding individual users to a release channel (in our case a private app Business channel). The email is received by the invitee but the link goes to an error page. "WHOOPS! This page is not available right now. Please try again later."I don't know if this is only occurring with Private Apps or if it's a more general problem. Is anyone else having this issue? Does anyone have a workaround?
Is there a way to track the virtual position of a real moving object with the Quest? For example a ball that is rolled across a table (example).Alternatively does anyone have guidance or examples of using one of the quest controllers (maybe the Quest Pro controller is most relevant for this) or some other sensor that can interface with the Quest to get its position without necessarily being held in the user's hand? My use-case is to track a physical robot in mixed reality so that I can display robot relative visualizations (e.g. LiDAR) from the correct coordinate frame / pose.
APK Signed with Android Debug CertificatePlease sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.I already searched and can't find where I can set this up, someone can help. Oculus + Unity is a big problem, I'm almost giving up publishing my game !!
Hi, as title says, it does not seem possible anymore to use the provided Subgraph for Occlusion in another Subgraph. Not sure what the reason might be, probably somewhere in the includes. It worked fine before (we were on 69.0.0 before).On another note, is this forum the right place to ask such questions? Because I never saw any interaction with Meta Devs, only generic bot answers, which does not make any sense in a Dev focused forum, at least not with this kind of generic bot. Is there another place to file bugs for Meta software?
I am creating a multiplayer shooter game for the Meta Quest headsets and I would like to know what the maximum tick rate possible is?EDIT: I found out that it is 60 tick and you set it in the project settings in Unreal Engine.
Hi,I'm trying to set up my Unity project to use avatars. Unfortunately, I am unable to set the "Oculus Platform Settings", "Unity Editor Settings" part. I can't set myself as a tester in "Unity Editor Settings". I am the only developer, admin. When I create a new tester on the developer portal, I can fill it in, but not myself. My email and password that I use for Meta doesn't work ("Please enter a valid user credentials"). As an administrator/owner, am I not also a tester for all applications? How do I add myself to the testers? Any help welcome!
I have a bookshelf that I am trying upload from Blender into my Meta Horizon World:But when I follow the instructions, the png file is a little off:I had to rename the PNG to Material.002_BR.png to upload it, FYI.Any assistance would be appreciated. Thank you in advance.
For some reason the controller ray interactors are not working. I can see the controller ray and cursor when hovering over a ray interactable UI but when I click the trigger nothing happen. The pinch selection seem to be working fine with the hands. I tried the solution in this post but it did not work. The issue seem to be present with Unreal 5.4.4 and 5.5.1 (Meta SDK V71 & V72)
Hi there.We are developing an MR app for Quest 2 and 3. We can use Passthrough successfully in all our app except during the loading and splash screen, where black background is shown.We aren't using a splash screen, the three loading dots are shown instead.We followed those two guides to have Passthrough enabled in the loading screen, but non of the options seems to work:https://developer.oculus.com/documentation/unity/unity-passthrough-gs/#enable-based-on-system-recommendationhttps://developer.oculus.com/documentation/unity/unity-customize-passthrough-loading-screens/*We are using Meta XR All-in-One SDK v 63.0*Insight Passthrough is enabled in OVR Manager*System Splash Screen Background is set to Passthrough.*We don't have a splash screen in Player Setting nor in OVR.*We also tried to enable passthrough background in the AndroidManifest. Are we missing something??Also, we loaded a splash screen in the OVR to do some testing, and it was shown with black background.We deleted the
Not complaining.., at least, I don't think so,.. I think I'm just lost and in need of direction. Oh, and, by the way, I can't believe the amount of nitpicking idiocy on here! Calling the entire thing trash because the box wasn't their favorite color, I mean, Really? That is exaggerating a little, admittedly, but not by much ! Apologies , I digress. I can't find a way to turn up, or come to it even gain access to, the fan speed of my Meta 3 anywhere? I don't think the fan is doing anything, unless I turn it off and force the fans on. But then I can't seem to get it to turn back on with the fans still going at any noticable speed. Maybe they are just very silent, by design, but my eyes get hot, fast, and a migraine is incipient without pausing to cool them off. Headset doesn't feel hot, or even near overheating, but my eyes most definitely are. Please help, if possible? Thanks ahead of time for any assistance with this.
hi, I'm trying to publish an app in the oculus shop and I can't. I'm not able to publish it.I am using unity.I get the following errors when I try to publish: NOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.RECORD_AUDIO- android.permission.READ_EXTERNAL_STORAGE- android.permission.ACCESS_MEDIA_LOCATION- android.permission.CAMERA- android.permission.WRITE_EXTERNAL_STORAGEPlease remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. any solution?
Olá, quero fazer meu primeiro simulador de movimento, as peças e como montar já tenho a ideia de fazer a minha dúvida é como fazer ele reconhecer os movimentos do Quest 2Alguém pode me ajudar?obrigado
Hello fellow devs,I am trying to detect a punch movement where there is a rotation of the wrist along the duration of the gesture. At the base of the gesture the fist is perpendicular to the floor and at the end it is parallel to the floor. To detect this, I am using the joint rotation active state component. Attached I am also sending the guide picture which is describing me what flexion, extension, radial deviation, ulnar deviation, pronation and supination choices represent. In my case, on the right hand, rotation would be anticlockwise and thus pronation is the correct choice. So I set up the component like this and with all the other velocity / transform / shape components, the rotation of the hand in the way I intend is working. HOWEVER, to test for false positives, I am also doing a rotation in clockwise way (which would be supination) and it is still getting detected. In other words, a positive pronation value such as 90 degrees is detecting both 90 degrees
I am having an issue whenever I try to launch to headset this happens, and when I package and install the apk it keeps on going. Not sure what the issue is really but any help would be much appreciated
Bonjour,Je vous explique mon problème :le créateur du monde horizon France ainsi que d'autres créateurs. souhaitent me mettre modératrice afin de pouvoir mieux exercer mes fonctions. il leur est impossible de me faire acceder à la modération car le message qui leur revient est que je ne suis pas éligible. J'ai contacté un conseiller méta sur WhatsApp qui m'a conseillé de vous écrire car il a bien vu le problème et que cela était injuste.Début janvier , j'ai eu un signalement abusif pour avoir muté des americains qui hurlaient. Ceux ci mon signalé et méta m'a contacté pour une infraction envers moi. Et puis , ils ont réexaminer la situation et m'ont confirmé par mail que je n'avais enfreint aucune règle ( j'ai le mail en ma possession) et qu'il ny aurait pas de conséquences sur mon compte. Or, le signalement apparait toujours sur mon compte et cela m'empêche d'avoir acces à la modération. nous sommes des communautés françaises ou nous veillons à la bienveillance de tous et que les
Hi,Using Unity and Quest 3. I need to use the Virtual Keyboard with OVRInteraction but the keyboard does not work with OVRInteraction SDK components attached to the OVRCamaraRig. Followed the docs precisely but not luck. Anyone have some suggestions. Working with native Virtual Keyboard sample OVRCameraRig. Not working after adding OVRInteraction and OVRHands and following docs.
Is meta working on a fix? It nearly bricked my PC and I don't wanna reinstall Meta Quest Link again only to have this happen again.
Hi All, Title explains what I'm trying to do - I understand that FFR is a vital part of the optimization process for standalone games however the amount of pixelation that occurs around the users view is too much and causes issues for some users. Is there any way to disable FFR or reduce its intensity. I've tried adjusting the FR Level to None in the MetaXR plugin in UE, unfortunately this has not worked and the pixelation caused by the FFR is still present.
Hello I submitted an app to the store for MR but it was rejected due to the splash screen issue. I understand from the link sent I need to disable splash screen on Unity. But I don't have a pro plan to be able to do that. Is this required to be able to disable the splash screen to meet the store requirements for an MR Application.
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