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This is one feature I love about the Quest 3. I play all my games this way. But now I'm a bit worried I'll be stuck with Meta headsets in the future. I can't imagine using a headset that don't have this feature.
I'm trying to use UE 5.5.4 with Meta XR but every time I try VR Preview it crashes.I'm on Windows 10.I've tried Meta XR v74 through v78 and they all result in the same crash. I've also tried to package my project to the Quest3 and although it launches, it stays on the splash screen indefinitely.UE 5.4.4 with v71 will work fine.Anybody have any suggestions on this? Side Note: The latest few versions of Meta Quest Developer Hub only shows a blank white screen. I had to revert back to version 5.3.0 for that to work as well. Here's the resulting error that I've tried to research but came up with nothing:Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000UnrealEditor_MRUtilityKitUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_EngineUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditorUnrealEditorUnrealEd
Why did Switch View option disappeared and instead we have useless Theatre Mode that allow only one window to be curved at the same time. Flat screens are horrible in vr, who came up with this change? Or add ALL windows to be allowed in Theatre Mode and each be curved/flat and positioned wherever we want. Currently it's horrible.
Hello, I want to create a Meta for Developers account in my PC but I keep getting this error when I input the code sent to my email: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. How can I solve this issue?
Hello,I’m running into an issue with UI interaction on my Meta Quest 2 using Unity and the XR Interaction Toolkit.Here’s the problem:I used the XR Interaction Toolkit Starter Assets with the XR Rig and controllers.In Play Mode (Editor) everything works fine: I can see the controller rays and I can point/click buttons on my UI Canvas.However, when I build and run on Quest 2, I can still see the rays coming from the controllers, but I can’t click any UI buttons.What I tried so far:Opened the XRI Default Input Actions and checked the XRI UI Action Map. It only had bindings for left mouse button, pen tip, and touchscreen press. I tried adding controller bindings but wasn’t sure if I did it correctly (still didn’t work).Checked the XR Ray Interactor components on the controllers. The Interaction Layer Mask is set, but I’m not sure if the UI Canvas is set up properly to match it.Verified the EventSystem is present in the scene. It uses XRUI Input Module, and I pointed it to the Input Actions
In my project I want to anchor multiple different objects in MR. The tutorials I found are only for single virtual object. I am not able to figure this out.Please help!
Hello,While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review.Behaviour Observed:Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second.After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session.The same behaviour occurs even in an empty scene containing only the XR Origin prefab.Performance test video (Unity VR Sample):Test Environment:Unity Version: 6000.0.55f1XR Setup: OpenXR with Meta XR Plugin (default configuration)Devices Tested: Quest 2, Quest 3s and Quest 3Measurement Tool: OVR Metrics Tool (FPS graph)Questions:Will this short FPS dip fail the VRC.Quest.Performance check during store review?Does Meta QA measure from application process start or after the
BonjourLa disposition azerty est indisponible pour clavier bluetooth logitech MX Keys S. Et ne me redite pas qu il ne fait pas partie de la liste des clavier pris en charge car vous annoncez que seul le Logitech MX Keys universel (graphite). Hors cette dénomination ne correspond à rien. (Je vous laisse vérifier sur le site de logitech)C est quand même pas normal quand 20224 un groupe comme meta ne soit pas capable de permettre la prise en charge de l azerty sur les claviers.Il faut arrêter d emmerder le monde avec le clavier qwerty. Sachant que tous les systèmes d exploitations prennent en charge les autres disposition sans qu on soit obligé de quémander sur un forum.Rembourser ou laisser vos ingenieurs bosser pour la prose en charge des autres dispositions.
I know that Quest3 has screenshot and videorec features from the box.But how invoke screenshots from UE app?Same question about audio recording (wav or mp3) from UE app.
I'm looking for feedback from someone who used edgegap for their dedicated servers. hit me up, I have questions. thanks!
I have an android app where users can automate comments and direct messages triggered by keywords set on their reels. I am using Instagram graph API with Instagram login only. When capturing screencast and automated messages send to users, the screen gets black when I try to capture inbox messages. The voice is recorded but the screen gets black. I have used countless screen recording apps even premium ones but the problem still persists and I am unable to pass review. Any suggestions and help regarding this matter will be highly appreciated.Thanks
Hello, I am a researcher fairly new to Quest 3 development and I hope you can help me solve a problem. I would like to track the position of the hand/wrist using Quest 3's built-in tracking, but override the built-in finger tracking and instead use my own tracking system. I have managed to achieve this in a simple scene with only the Camera Rig and Hand Tracking building blocks by changing the OVRSkeleton script. However, when I add the Interaction building block, which requires the virtual hands building block, my fix no longer works and I cannot figure out how to achieve the same behaviour.Do any of you know how I can override the built-in finger tracking regardless of the building blocks involved? Some potential relevant details: I'm using Unity 6, V74 of the SDK. My aim is to create a mixed reality application where the virtual hand is controlled using myoelectric signals (signals measured from the muscles of the forearm).
Hello.We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves.Am I missing some configuration?Thanks for the help.
(1) (2)Normally, when performing a search in the main menu, a text editing area appears above the keyboard. However, in the Unity application I developed, this area does not appear on the system keyboard when focusing on the InputField. Is there a way to enable this area?TouchScreenKeyboard.hideInput = false; (Does not work)
If not when its expected?
hola! I think there OVRplayercontroller would be the way, but when I walk around (moving in real space) with my vr headset, and reach a border of a mesh, I don’t fall down, like OVRplayercontroller doesn’t really follow me while walking in realworld.Any tips to make this work?Thanks a lot in advance!
Hello, Meta Quest Developers!I'm reaching out to you because my Applab submission has been rejected due to an issue with the "App Metadata," but I wasn't told specifically what the issue was.I have recently have gotten the game from a friend who told me everything being good, I'm a little confused on what needs to be changed in order to get it released.If you could clarify what I need to change, or how I can resolve this, I would greatly appreciate any feedback given that I have a community of over 60,000 users who are waiting to play the game again!Best regards,Protogen
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.
I’ve been reading about how play can enhance learning, and it got me thinking about AI. Can our models really learn from playful interactions? I feel like a virtual world could be the perfect setting for this kind of exploration. Has anyone experimented with this? What are your thoughts on using play as a learning tool for AI?
ello everyone,I'm developing an application in Unity 6 latest version using the Meta XR All-in-One SDK (latest version). I'm encountering a frustrating issue for some timewith an InputField (specifically TMP_InputField) on my UI Canvas.The Problem:I have a UI Canvas set up with a TMP_InputField. I'm using the ray interaction provided by the Meta XR SDK to interact with UI elements on this Canvas.When I use the ray interactor to click on the TMP_InputField, a blinking cursor appears inside it, as expected. However, I am unable to type anything using my physical keyboard.Crucially, if I temporarily disable the ray interaction component on the Canvas (or the OVR Raycaster if that's the one), I can type into the InputField perfectly fine. This strongly suggests a conflict between the Meta XR ray interaction system and standard keyboard input getting routed to the InputField.My Setup Details:Unity Version: Unity 6XR Setup: Meta XR All-in-One SDKInputField Type: TMP_InputField (TextMeshPro I
I'm getting errors analyzing captures, and after a day spent debugging, it seems to have started with the latest headset update. An untouched project that previously had no problems has the error now after the headset update.There seems to be an error caused by format incompatibility with the trace_processor_shell version (v46.0) and the Core SDK 70+ which causes the python script to crash? (Don't ask me the details, I'm just a tech artist trying to get frames benchmarks here).I'm running the following:Unity 6.1 and 6.2 on Windows 11Quest Pro (updated to v79.1029 on Aug 25, the date the error started appearing)Here is the error text: MetricAPI: 68AE8CCB.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexi
I’m currently figuring out how to integrate Meta Pay into our game’s in-app purchase (IAP) system within the Store from the Developer Dashboard.I’ve reviewed the docs here: https://developers.meta.com/horizon/resources/add-ons-setup#creating-add-ons-and-adding-store-assets and the YouTube tutorial here: https://www.youtube.com/watch?v=Fefo_s8BUS4&t=5s, but I’d like to confirm the correct process for configuring Meta Pay.My main questions are:How do you connect Meta Pay to an IAP setup in the Store?What steps are required to enable payment settings, including linking Meta Pay (e.g., binding credit cards or bank accounts)?Is there an official tutorial or guide that explains the full setup process?Any guidance or resources would be greatly appreciated!
I have created a VR application using Oculus Quest in Unity and I am in the process of creating an app on an Android tablet. I am interested in managing (running/stopping different Unity scenes or tasks within a Unity scene using Oculus Quest) from the tablet. So I need to control the application on my tablet, Oculus VR tasks/scenes. Any help or advice would be very appreciated.
https://dev.epicgames.com/community/learning/tutorials/PYP7/unreal-engine-5-5-x-for-meta-quest-vrUpdated into the UE5.5 versions, I didn't have any issue in 5.5.1 my end, but for a performance impact (RHI i think).Have fun!
Hi!I work for a research institute where we're planning on using Meta Quest Pro headsets to run a study involving eye-tracking. To get reliable eye-tracking data, we need to calibrate the device for each participant individually.Is there a way to do so seamlessly, without needing to take the headset off and putting it on again (to launch the calibration/study app).Is there a way to do either of these:a) Calibrate the eye-tracking within a (Unity) application itself? orb) Launch the calibration app remotely (like through an ADB command), and then launch the study app, whilst someone else (the participant) is wearing the headset?Thanks!
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