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Hi there, is it possible to have these hand visuals, which also are animated?Using Unity 6 and all in one SDK v71.There are lots of building blocks, but I can't find this. Maybe it's there already and just needs to be activated? Or any other way to implement / use this?Thanks
I'm trying to enable the Meta XR plugin in order to build projects for my Meta Quest 3s. I followed the instructions for enabeling the Meta XR plugin in my UE 5.4.4 project. It will however not show up in my project settings.
I have published 3 games and only one appears on the store. Why that?https://www.meta.com/experiences/freedom-call-the-escape/7022102044570138/https://www.meta.com/experiences/wood-blocks-vr/9656686961069738/
Hi all,I've recently encountered a critical issue when building my Unity project for Meta Quest (Android) and testing the apk build on Quest 2, Quest 3, and Quest Pro. The app shows a black screen on launch and does not function. The OpenXR log file indicates that the runtime is not supporting the "Meta Quest Support" feature.Here's the relevant adb log output:01-17 13:22:23.842 26100 26134 I Unity : XRGeneral Settings awakening...01-17 13:22:23.842 26100 26134 I Unity : UnityEngine.XR.Management.XRGeneralSettings:Awake()01-17 13:22:23.842 26100 26134 I Unity :01-17 13:22:23.947 26100 26134 E Unity : [XR] Error loading subsystem: Display (1) (header mismatch?)01-17 13:22:23.951 26100 26134 W Unity : [XR] XR_META_performance_metrics: Attempted to stop before session ready01-17 13:22:23.969 26100 26134 I Unity : [XR] [509452564720] [13:22:23.969][Error ] xrPollEvent: XR_ERROR_FUNCTION_UNSUPPORTED01-17 13:22:23.970 26100 26134 I Unity : [XR] [509452564720] [13:22:23.970][Info ]01-17 13:22
I've followed the Shared Spaces example and I have an app that has multiplayer using the portals for the private and public rooms, but I'm not sure how to expand this to allow users to host and join public matches. Is there any documentation that shows how to achieve this functionality? Update: I guess the documentation is actually just the SharedSpaces example itself. To achieve simple create/join public session functionality, I think I will have to rewrite the EOSSubsystem C++ class and the GameInstance blueprint class. I will have to study SharedSpaces some more. There are so many pieces to this pie.
Hi, I have noticed that the Apple Intelligence writing tools, which were initially available in WhatsApp when Apple introduced them in iOS 18.2, are no longer accessible. It seems that WhatsApp has disabled support for these tools in recent updates.These writing tools were incredibly useful, especially given the absence of Meta AI writing assistance within WhatsApp. Their removal has significantly impacted the typing experience, making it less efficient and intuitive.Has anyone else experienced this issue or found a workaround? It would be great to know if there are plans to re-enable support for these tools in future updates.Looking forward to hearing your thoughts!
Hello All, I submitted app on app lab. After released app, get response from oculus that Changes requested and can not pass VRC.Quest.Functional.6 (App must only include Quest HMDs and controllers...) Anyone have an idea how can pass this VRC.Quest.Functional.6 requirements?
How can I achieve glass like panel for my app in 2d mode not spatial mode like now it currently works for Instagram?
Hello, I am thinking about adding achievements to my game. But from what I see in the documentation, the achievement checker app will be discontinued at the end of the year and the meta itself does not encourage the implemtation of this feature. Will this functionality be completely removed in the future ? Or are there other plans. I'm wondering if I should spend time on this, from what I'm orenting people like this feature.
Hi!We are using the Meta avatars for some projects and now we are researching how to activate the legs on the avatars. On both local and remote we can render fullbody avatars (with legs) perfectly nice but I can't figure out how to animate the legs. In the creation info I have activated Leg IK. Except that I can't find anything more about how to activate the IK.
I just got my new PC streaming to my Quest 3 via Steamlink (after much trouble). As the title suggests, VR comes through nicely, yet absolutely no audio, even if I plug headphones into the Quest. My PC does not show the Quest in audio devices no matter what I do. It DOES show up if I use the Quest App on my PC, which I can get audio through, but I can't use that app at the same time as Steamlink. I haven't found any setting or updated any driver that's made a difference. Why won't audio come through?
Error:Product Id mismatch between product details and package details.The previous 69.x SDK worked correctly. I'm seeking solutions to resolve this issue. I've already tried clearing C:\Users\Administrator\AppData\Local\Unity\cache and updating Unity Hub to the latest version, but neither method worked.Alternatively, if anyone could provide an offline Unity Package download link, that would also be helpful.thanksos:win10Unity:2022.3.47SDK Version: Meta XR All-in-One SDK 71.0
Hi,I'm using Unity 2022.3.16 with Avatars SDK 24.1.1 and I have started with a new project, following all the setup instructions here: https://developers.meta.com/horizon/documentation/unity/meta-avatars-config-projectI am testing with the MirrorScene from the Samples.If I run it within the Unity editor, I can connect the Quest via Link and I see a default avatar with working IK for head and hands as well as some facial expression and lipsync.BUT if I build it and run it directly on the Quest 3, I see my own avatar but in a fixed T-pose with no animation from IK or facial expression.What am I missing?TIA, Dave
Hi everyone,I'm currently trying to create a WhatsApp integration using the WhatsApp API on the Meta developer platform. However, I've encountered an issue during the app creation process.When I click on "Create App," I don't see an option to select the "Other" app type, which is necessary for my integration. I've tried refreshing the page, clearing my browser cache, and using different browsers, but the issue persists.Could anyone please guide me on how to proceed or if there's an alternative way to set the app type for WhatsApp integration?Thank you for your help!
I'm trying to use SQLite in an Unreal project targeting Meta Quest 3. It would require creating a .db file in the headsets internal storage, something that I'm not getting to work properly at all.As a test I'm scaling back just trying to create a simple .txt file just to get the file creation to work. (See code below) This seems to work in Development builds but not Shipping builds. I need to get it working in shipping builds.I've tried both with and without the "UseExternalFilesDir" flag in UE, I've tried setting WRITE_EXTERNAL_STORAGE and READ_EXTERNAL_STORAGE but nothing seems to work. I'm not finding any info of the difference in file storage in Dev/Ship builds. I've tried various directories such as "ProjectSavedDir()" as well as hardcoding paths like "/sdcard/testing".I'm running out of ideas, does anyone have any insight into these issues?UE 5.3//CREATE OUTFILEFString TempString = FString(TEXT("Hello World"));FFileHelper::SaveStringToFile(TempString, *(FPaths::ProjectSavedDir()
Hey all,I am planning to learn Meta quest app development using Unity. I have a quest 3 and an Asus Duo UX8406 laptop. The problem is that my laptop only has Intel arc graphics. I think quest link requires NVIDIA or AMD graphics. Since I only have a laptop, I'll have to get a eGPU setup for this. There are not a lot of options in India. I did find an affordable eGPU that has an RX 7600M XT. But I have been reading that quest link does not support RX 7000 series. Has anyone tried to get RX 7000 mobile GPU to work with quest link ? What are my options here ?
Hi Guys, I am trying to upload a Unity app into the Meta Horizon store. I am failing a requirement:"Apps that can launch directly in passthrough should show passthrough loading screens and launch in passthrough when the user is coming from MR Home. " https://developers.meta.com/horizon/resources/vrc-quest-functional-14/ The problem is that I am building my app on Unity and Unity places a default black screen that says "Made on Unity." How do I pass this requirement?
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning.https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications.Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.
I was wondering if it is possible to disable the hand-tracking System Gesture (open palm towards the headset to bring up the Oculus universal menu) for Quest in Unity. This function interferes with my custom hand-tracking UI, as I'm using finger pinching. I tried the Focus Aware setting in the OVR Manager, but it always comes up. My user can switch back to controllers (by picking them up) to activate the Universal Menu if needed. But for my application, the hand UI does not work with the system gesture active. I'm using Unity 2019.4 and the latest Oculus Integration package.
I recently added the Meta Movement SDK to my app for full bodytracking. The SDK itself seems to work fine, but I noticed that the image or rendering is messed up now.When I start the app the image is unstable for a couple of seconds. The scene bounces around and then finally settles.And I also have a ghost image of the environment that's moving when I move my head. It's very vague, but noticeable.I don't know if it is directly related to the movement SDK or that some settings in the background have been changed without notifying the user. But the last version before installing the Movement SDK definitely does not have the ghost image nor the bouncing around.When looking at the differences (I luckily had an old instance of the whole project) I noticed that in my previous version Scene support was set to none in the OVRManager, whereas in the current version it seems to be set to required by default. Also Anchor support was activated by default where in my previous version is was disable
Hi! When clicking in the scene hiearchy I'm unable to "Add Networked Retargeted Character". I'm using Unity Netcode for Gameobjects. I get these two errors:First: Error installing Building Block Networked Retargeted Character: MetaMovementSDK_Utility assembly:<unknown assembly> type:<unknown type> member:(null) UnityEngine.Debug:LogError (object) Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29:MoveNext () (at ./Library/PackageCache/com.meta.xr.sdk.core/Editor/BuildingBlocks/BlockData.cs:133) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start<Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29> (Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29&) Meta.XR.BuildingBlocks.Editor.BlockData:InstallWithDependenciesAndCommit (System.Collections.Generic.List`1<UnityEngine.GameObject>) Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithD
We're using Facebook's automatic event logging for our Unity game, which is live with daily purchases on both iOS and Android. I’m considering starting an ad campaign optimized for Purchase events but have concerns about the following:Missing Android Events: In Events Manager, Purchase and Initiate Checkout events only show for iOS, despite Google Play Console confirming recent Android IAPs. Other automatically logged events like App Installs and Activate App include Android, so I'm unsure why these purchase-related events are missing.Unvisualized Parameters: The Purchase event parameters (e.g., product_type, currency) are toggled on and should be collected, but I can’t find a way to visualize this data to analyze product popularity. Even in Ads Manager, columns for Purchase or Initiate Checkout are always blank, including for iOS.Retention Not Tracked: D2 Retention and D7 Retention events are not logged at all, even though we have strong retention metrics from GameAnalytics. Facebook
Hello MetaStoreHelp ,I want to profile my WebXR application with the OVR Metrics Tool like stated in the docs and record some sessions. After running the app there are no CSV files saved. It works properly for native applications.Is it possibly that the recording for browser applications is not supported or am I missing some steps here?Best regards,Steffen
Hiya,I am trying to check if the user is currently in a Party ie a group call through the People app. I think I should be able to use Parties.GetCurrent, but I get error messages likeDeserializeObjectInner Party failure: Root field current_party not object: {“id”:“6609608349982347”}Does anyone have an idea how to get around this?Thanks, Bas
Hello, I am wondering if the mobile OpenXR Loader for the quest supported installing and dynamically loading 3rd-party OpenXR layers?
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