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Hello, I’m currently working on a project for school that uses Firebase and I was wondering if it’s possible to setup SSO with Firebase in a Unity VR project build? I know you can with Android and iOS builds but I’m not sure if you can with VR.
So basically you have a browser, and you can choose a setting to have a tab small and floating so if your in a game you can see it, but to interact with it you go to your browser app. You can change the size as you want.I mainly want this because I would love to play my alto saxophone for other people, but due to my poor memory I have alot of trouble memorizing entire songs, and so this would really help me out with seeing the music sheet in order to play for people.I hope you all consider my suggestion, thanks!
With the new XR management system installed in Unity I can only render to the right eye if I set the Camra Target to 'Both" If I set the target to "Right" it wont render to the right eye. This is important to me because I use two cameras and have one camera target eye set to left and the other set to right. I need to be able to do this because I need to be able to independently control each eye and display different things in each eye individually. That may sound weird but I develop eye training apps.Everything works fine if I don't install the XR management system.I should also point out that if I use the OVRCameraRig and the XR Management System it renders to both eyes even when I set targets to Left and Right but its double vision and some other weird stuff. Again it all works fine with legacy VRCould someone please try two cameras and set the targets to left and right eyes and let me know if their right eye renders? Or use the OVRCameraRig and set "use per eye cameras" and
I am using unity to build a simple scene that can be viewed on the quest 1. After playing the scene, the headtracking of quest 1 is shown in unity preview, but the screen inside the headset is blank. I have check the quest link connections and settings, but nothing seems to work. Any help would be appreciated.Thankyou
I am trying to run the Meta simulator on a Mac device through Unity, but the simulator is not working. I have set up the simulator according to the documentation provided by Meta in mac device.
I've installed and activated the plugin, but it never launches. Running Sonoma on Apple Silicon if that makes a difference.
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?
Hi,A noob question but I was looking in the Interaction Samples and I found the RayCanvasFlat sample. But it works only with hands. How can I also make it work with the controllers? Thanks
Hello,In my job, I manage a lot of Quest 2 headset.These are in developer mode so that they can be controlled with adb commands.I'm in the process of activating the USB Link Auto-Connect option in the headset developer options.This can only be done manually and it's quite time-consuming. While dumping the headset, I found a command to change the status of Enable custom settings:adb shell am broadcast -a com.oculus.intent.action.USB_LINK_AUTO_CONNECT_STATE_CHANGEDHowever, this command only disables the advanced options. It does not activate it.Do you have an equivalent command to activate the advanced options?Thank you in advance.
I am a META QUEST developer , We have developed a VR game called "Mission Underground" and successfully launched it. A few days ago, we were preparing to update our game, but found that i can not Log in to my developer account, Because i can not get SMS code from my china phone. so how can i log in to my META QUEST developer account and cancle SMS double verification , so i can update our app ? Please help us . Thank you very much. best regards
I'm getting ready for the Microsoft Cybersecurity Architect Expert Exam and I'm struggling with some areas but, Can you share the toughest questions you faced while studying? How did you manage to overcome them?
I'm someone who doesn't have a ton of depth in UE5, so forgive me if this is an easy question to solve!for an app I'm working on, I have someone in PCVR while another user can control and monitor things via a UI on the PC the VR is running on. This was easily done using the Slate.DrawToVRRenderTarget 0 which makes screen space widgets only visible on the PC screen and invisible to the player. HOWEVER, when used with the meta XR plugin enabled, the UI suddenly goes out of wack for the spectator and stretches beyond the viewport and gets very wonky while resizing. I assume it has to do with this optimization which after many hours I stumbled upon in the Unity documentation but is nowhere in the Unreal documentationhttps://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faqThat said, assuming this is the case, I don't see any way to turn it off in Unreal. And when calling the viewport, it definitely seems to be giving me one of the VR screens' displays and n
I am running into an annoying issue where half the time I go into VR Preview, the VR hands don't initialize and connect to the motion controller. I look down and can see the hand meshes down at 0,0,0 but they don't snap to my hands and none of the controller inputs work.I have to exit and go back into VR Preview 2-3 times until the hands finally pop in. It’s super annoying.I'm just using the default VR hands that come in the UE VR template. There are no collisions on the hands. I've even moved the Player Start away from every other object, so I know the hands aren't inadvertently colliding with something.If I connect the VIVE Focus 3, VR Hands appear every time in VR Preview. 100% rock solid. It’s only with the Quest 3 that they sporadically don’t appear.I've looked all over and I am not finding anything. Any help would be appreciated.
I've been using to developer mode to use custom apps. But every reboot, it gets disabled. The developer settings in the system settings is still there, but USB Debugging doesn't work, and the unknown sources category is missing. When I go to the Oculus app on my phone, it shows that it got disabled. It's really annoying having to go to my phone everytime I reboot my Oculus just so that I can use developer mode. Is there a way to fix this?
I would provide a video but.. "You do not have permission to upload video."
Too many of these games require me to shoot things, even racing! For crying outloud, why cant I JUST RACE? Nascar drivers don't go around making laps shooting at other drivers or coins. And when it comes to a lot of the shooting games, WHY 2 HANDS FOR EVERYTHING? That's not realistic. When I fire handguns in real life, it's only 1 gun; not a handgun in each hand or a handgun in 1 hand and a shotgun in the other. For me, it takes the REALISM out of it. It's like you think every gunfight should be fought to dubstep.Cant you just keep some games simple and realistic to actual life???
Hello Team,I am developing a multiplayer game using Photon Fusion2 in Server-Host mode and deploying the server using Hathora. For player setup, I am utilizing the Meta All-in-One SDK and Meta Movement SDK.During the creation of the Linux server build, I encounter an error " Unsupported Platform " originating from the Meta All-in-One SDK script. I have attached a reference image for your review.It appears that the Linux server build is not currently supported by the Meta All-in-One SDK.I have already contacted the Hathora team, and they advised me to reach out to the Meta team for assistance.Could you please provide guidance on how to successfully create a server build for deployment in this scenario?Thank you Ramkesh Singh
What would be the method to get teleported back to the starting position by simply pressing a button on your controller?Is was looking into doing a simple callback on the Teleportinteractable. but i can't find a simple fucntion to do it.looking further i think it boils down to sent an event, but then I need compose more data and it is not clear how to do that from callback list in the inspector view. Looking fro some advice here
Can I know how I can create portable code that runs on multiple devices?
Hello,I’m using the Graph API endpoint /{user_id}/businesses to create a Business Manager account for a logged-in user.Once the business is created, I’d like to verify it on behalf of the user. Is there an API endpoint available to upload the required documents directly to Meta for verification? Or is this process something that needs to be handled manually?For adding payments to an ad account, I noticed that the Facebook SDK provides a UI dialog for adding payment methods, and I can handle the status check myself. I’m okay with a similar approach for business verification if it’s available.
So I have this small Quest 3 App, basically a penalty shooter, using Passthrough + Depth API + Shadows + Vulkan (as requirement for Depth)For the 3D elements I have the goal, goal keeper gloves on the user controllers, a mascot character that shoots, and behind him a simple "screen" on a simple steel structure, this screen actually just has a couple textures to update the game progress.I also have a couple sound effects.When I launch it on Q3, with OVR settings I can see the power level of GPU&CPU is always at 3.....Also the scene starts with depth api off, there I have 72 fps, if I turn on soft occlusion drops to 30-50 fps....What I dont get is I have another VR game, that has way more 3D elements, textures, interactions, a rig on the user, and CPU pow is at 5 and GPU at 4.....Why am I not getting higher power level on my Mixed Reality little game? here's the settings im using on the MR game, on the VR one its pretty much the same. I will send this MR game to AppLab and
Hola! He reseteado de fabrica mi Oculus Quest y he descargado la app en 3 móviles diferentes porque no consigo emparejarlo, siempre se queda incompleta. Le pongo el número que aparece en pantalla, después lo conecto a wifi, pongo el idioma y alfinal me sale una pantalla que habla sobre la seguridad de las Oculus....y de ahí no pasa. He reseteado ya muchas veces, desinstalado e instalado la app en diferentes teléfonos y siempre pasa lo mismo. También he probado a hacerlo por el ordenador, descargado el software pero nada, ni por cable ni por wiffi me las reconoce.No sé qué más hacer. Alguna sugerencia???
All VR, MR, AR and smart glasses have the ability to move a mouse cursor on the screen. But none can click a mouse button without a controller, wrist band or ring. That assumes the use of hands. What can quadriplegics do? For that matter, how useful are those devices to a mechanic or surgeon or stick fingered chef? This my pat pending solution. I hope you like it.https://drive.google.com/file/d/15pW8ISkCIl-BzL_hv1q-yiQsHHjOdwvp/view?usp=drivesdk
Hi everyone,I'm having an issue with the Oculus Interaction SDK (v69.0.1) while using hand tracking for grabbing objects. The problem is that objects stop colliding with other objects when they are grabbed. Here's a summary of my setup:Unity Version: 2022.3.16Oculus SDK Version: 69.0.1In the Grabbable component the option "Kinematic while selected" is disabled.Objects have a Rigidbody (not kinematic), and I'm using the default physics setup. When an object with the Grabbable component is grabbed using the Hand Grab Interactor, it no longer collides with other objects in the scene. Before being grabbed, the object interacts with other rigidbodies as expected.Has anyone else encountered this issue where grabbed objects lose their collision behavior?Is there a workaround or best practice to ensure objects remain physically interactive while being grabbed?Could this be a bug with the current version of the SDK?Any help or suggestions would be greatly appreciated!Thanks in advance! 😊
Hello!I am currently unable to set up the newest Meta Avatars SDK (v29.7.0). Every time I try to install, it raises the same three errors :Library\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(31,17): error CS0103: The name 'BodyTracking' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(33,17): error CS0103: The name 'BodyTracking' does not exist in the current contextLibrary\PackageCache\com.meta.xr.sdk.core@68.0.3\Scripts\BuildingBlocks\MultiplayerBlocks\Shared\NetworkedAvatar\Scripts\EntityInputManager.cs(34,17): error CS0103: The name 'BodyTracking' does not exist in the current contextDoes anyone else seem to be having similar issues? Any insight as to why this might be happening, or if there are any steps to be taken to resolve this, would be greatly a
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