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Hello everyone, I have a new project in Unity 6 using the Meta Interaction SDK ver 69. I implemented a pause / resume button in my scene where the player can use a pokeinteractable button and pause the game, which brings up another canvas with an unpause button and other paused-time functionalities.The pausing depends on Time.timeScale = 0; which is also used by the SDK hand tracking. The options presented by GPT was to either write a custom script for an unscaled time tracking of hand tracking (which I do not want to implement) or using the Time.timeScale only for the elements that I want paused (which is everything else other than the hand tracking.)My search on the online communities resulted in one thread where one guy says the Hands have the "run when paused" option, which I could not find in any of the Meta SDK components.I would be grateful if anyone knows a straightforward way to keep the hands tracked while everything else is paused.
I use an iPad attached to a keyboard. Whenever an app can only be viewed in portrait mode, I have to turn it around and hold it awkwardly while using the app. If I want to type something, I have to turn it back to landscape and twist my neck to see what I’m typing. Is it easy enough to make the Meta Quest app respond to the orientation of the iPad? Other apps can do it. Please…
El número principal de atención al cliente es ¡¡Habla Ahora!! Calendario · Formularios. Parece que estás compartiendo un número de servicio al cliente, pero 1.86.66.66.60.23 el mensaje parece un poco incompleto. Si está intentando hacer referencia a un contacto de servicio al cliente, el número que proporcionó es.
El número principal de atención al cliente es ¡¡Habla Ahora!! Calendario · Formularios. Parece que estás compartiendo un número de servicio al cliente, pero I.86-68.29-I2.62 el mensaje parece un poco incompleto. Si está intentando hacer referencia a un contacto de servicio al cliente, el número que proporcionó es.
I've been getting this error when starting Meta Quest Link since v69 OS update. It's happening from multiple computers with multiple headsets. The battery is full. Connecting via USB3 link cable.Restarting the headset/computer can help for a while, but it does come back.
Hi everyone,I've encountered a strange issue while creating a game environment in Unreal Engine with a sea/water simulation. When I view the environment using a VR headset, the reflections appear to be bugged. Specifically:The reflection from both eyes seems to be shown in one eye, creating a very jarring and distorted view.There's a weird, ghostly/glassy reflection effect visible in the water. This reflection also appears slightly above the water's surface, almost like an invisible render of the environment.Interestingly, this glitch completely disappears when I remove the water/sea simulation from the environment.Has anyone else experienced this issue or found a workaround? I’d appreciate any insights or suggestions.Thanks in advance!
import numpy as npimport matplotlib.pyplot as pltfrom matplotlib.animation import FuncAnimationfrom dataclasses import dataclass, fieldfrom typing import Tuple, List, Dict, Optional, Callableimport tensorflow as tffrom prometheus_client import start_http_server, Summary, Counter, Gauge, Histogramimport timeimport networkx as nxfrom qiskit import QuantumCircuit, Aer, executefrom qiskit.visualization import plot_bloch_multivectorfrom qiskit.quantum_info import Statevectorimport scipy.cluster.hierarchy as schfrom scipy import statsfrom tensorflow.keras.models import Sequential, Modelfrom tensorflow.keras.layers import Conv1D, MaxPooling1D, Flatten, Dense, LSTM, Bidirectional, BatchNormalization, Dropout, Activationfrom tensorflow.keras.callbacks import EarlyStopping, LearningRateSchedulerimport itertoolsimport randomfrom scipy.fft import fft, ifftfrom sklearn.decomposition import PCAfrom scipy import signalfrom collections import dequeimport matplotlib.patches as patchesfrom matplotlib.co
Hello! I have ran into an issue. Whenever I use a custom manifest which is required to upload my game to the platform, my game crashes. My manifest seems to work when I submit it to the developer hub. However, the game does not run on the headset. Any help is appreciated. Thanks!
Description: Uses the quest 3's depth sensors and spacial mapping, and MAYBE a lttle object dection AI to simulate "object permanence" in passthrough mode. It would enhance immersion by ensuring that detected objects in the user's physical environment occlude virtual content or windows projected in the passthrough view.How It Works:Depth Mapping:The device's depth sensor scans the environment in real-time, creating a 3D map of objects in the user's surroundings.Objects such as furniture, walls, and handheld items are identified and tracked.Occlusion Rendering:Based on the depth map, the system dynamically cuts out sections of virtual windows, overlays, or objects that should appear "behind" physical objects from the user's perspective.For example:If a cup is on a table, the cup will block parts of a virtual UI or a 3D object displayed in the passthrough.Object Recognition (Optional):To further improve accuracy, the system could use machine learning to identify specific objects and
Hello I've an app in 2d mode, I want to resize dynamically based on content resolution. How can i achieve this?
Hello!I use NeoVim and i do compile through command-line environment in Windows... in Epic original Unreal Engine version i can compile fine... but when trying to compile using Oculus's Fork, i get the message:Any tip that can do to fix it ?.. i know i can compile using the Editor's button at the bottom right, but ... just i'm customed with Neovim is faster for me to check errors...
Hello when i try to register for "meta developers" i put my registered email for my meta account and i get error says "Email cannot be sent. Please try later" how can i fix this?
Anyone else having this problem? The new "Organization Grouping" functionality doesn't look to have any way to set "Roles" for members. I'm able to add members in "Organization Group Members" but only option for a "Role" is "Admin" - which isn't helpful at all.Does anyone know how to get to these settings?Thanks in advance!
For some reason, the Members tab is missing in Meta Horizon Dashboard.
Hi my use case is I need the controllers and not hand tracking. However, I want to render the controllers as Hands in VR. I am interested in doing this with only the Meta SDK and not the Unity Interaction SDK.Can someone clarify what the difference between OVRControllerDrivenHands and the OVRHandPrefab is? Also, I can't seem to find any good documentation about these, where can I find that?What I have tried so far that does not work: Drag the OVRHandPrefab under the Left and Right AnchorPoints under the OVRCameraRig and set the OVRManager to Hand Tracking Support to: Controllers Only. They work when I set them to Controller and Hands, but not Controllers Only.Am I supposed to use the OVRControllerDrivenHands if I only want Controllers that look like hands?Thanks.
This Question was asked some time ago and a Community Manager answered with "We are looking into it".But I wanted to ask if there is any update on the tongue tracking for Quest Pro.So far I'm rather happy with the face tracking capabilities but one thing that's definitly missing is tongue tracking.It's one of the first things people ask about when they notice someone is using facetracking with a Quest Pro.And if it would be added, this headset would basically be perfect in my eyes.Is anyone else sharing this mentality?
meta.com website is one of the worst user experiences I've ever had. It even tops the old Unity Forums, which is pretty amazing.Start with this:1. No breadcrumbs on experiences site: It's not possible to know where you are. Clicking on a game, it suddenly hilights the Home, which is incorrect. This "forum" has breadcrumbs, making it easy to navigate. Use that on meta.com!2. Why not save the filter settings in browser local storage. This will fix the problem of filter resetting when clicking on a game and then using the browser "back" feature.
I have been experiencing a persistent issue with Quest calls ever since the v67 update. Prior to this update, I was able to join Quest calls without any problems. However, after the update, the following issues started occurring:1. Initially, I would get kicked out of calls randomly.2. A few days later, I was no longer able to join Quest calls at all. Although I still receive notifications and other features work, every time I try to load into a call, it either:- Kicks me out immediately.- Displays an error message saying, “An error occurred. Please try again in a little while. Steps Taken to Resolve:I’ve tried every troubleshooting method suggested by Support, including:- Resetting my headset.- Performing a factory reset.- Changing WiFi routers.- Checking for WiFi-related issues.- Using a mobile hotspot with a VPN. Unfortunately, none of these solutions have resolved the issue.So,After following all troubleshooting steps, Support informed me that m
I'm having trouble starting Firebase on Meta Quest 2. The app builds without errors and the message that should appear in theFirebaseAuth dependencyStatus is: "available". However, when starting it on Quest 2, the following message appears: "unavailable invalid""Available" status occurs normally on Windows, Unity editor and Android phone. Does anyone know why this error occurs on Quest 2?I tried rewriting the code, reinstalling the SDKs, setting up another Firebase account, checked the package name, checked Google services, tried options related to internet connection. This is the code:async void Start() { Debug.Log("Checking dependencies"); await FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task => { dependencyStatus = task.Result; }); Debug.Log("Logging"); var auth = FirebaseAuth.DefaultInstance; await auth.SignInAnonymouslyAsync(); Debug.Log("Logged!"); auth.SignOut(); Debug.Log("Unlogged!"); }
Meta XR Simulator doesnt work in my project and even in a blank new project just with Meta Core and Simulator I can provide all the logs
HelloI cannot connect Quest 2 to Meta developer Hub app 3.1.1 (Windows).I have installed the oculus-adb-driver-2.0 from the Oculus siteI enabled Developer modeI am trying different USB ports and cables but it does not work. The headset appears briefly (for around 2 seconds) in Device manager in MDH, but then a red message is shown - "Failed to refresh users on device [my device id]" and it disappears again. What troubleshooting step have you attempted?I reinstalled MDH app on my Windows 10I did factory reset of the headsetWhat USB cables have you attempted to use?I tried using the usb-A to usb-c cable which I use for Oculus link (Oculus link is working ok) and various other usb-A to usb-C cables, which I have at home Any suggestions?
Hello,First off, I’d like to say that the plugin is really impressive - especially the Ray Traced Acoustics feature! I’ve been using it and have a few questions and suggestions regarding the Meta XR Audio Unreal 5.5 integration.Gravity Vector in MetaXRAcousticMap.cpp:In MetaXRAcousticMap.cpp, there are the following lines:Parameters.gravityVector[0] = (float)AcousticMapComponent->GravityVector.X; Parameters.gravityVector[1] = (float)AcousticMapComponent->GravityVector.Y; Parameters.gravityVector[2] = (float)AcousticMapComponent->GravityVector.Z;Is OVRAudio using the correct coordinate system here? In Unreal, the Z-axis is top-bottom, but later these parameters are passed to the library, and I’m not sure they’re handled properly.Currently, when generating the acoustic probe map, the probes end up on the wall, which suggests that the system is treating the Y-axis as the up-axis. Swapping GravityVector.Y and GravityVector.Z seems to fix this and keeps the floor correctly oriented
Oculus Quest3sI'm using Unity 2022.3 and got the Meta XR all in one. I've used the building blocks to get the anchors working and i can save, load and erase them no problem. The problem comes when I go to load the anchors they are not loaded in the same order as they were created in. When the anchors are loaded i get the list of them and create some new objects of my own. This list of OVRSpatialAnchors is not in the same order as creation. here is an exampleloading error - YouTube
Hey!I managed to make the virtual keyboard work with a separate input field. However, the keyboard has its own input field on the top side, that I do not know how to capture. It does not look good to see the user input on the top of the keyboard, and on also a separate input field.In Meta documentation on the virtual keyboard screenshots, there is no input field, so I guess it is kind of a newer feature.Did anyone succeed in catching the input that is located on the keyboard itself?Thanks!
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