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KNI is a C# code-first game framework.It's an open source re-implementation of XNA.This version add - Native Oculus support (VR/AR passthrough) via Silk.NET.OpenXR and Xamarin/Maui. - WebXR support (VR/AR) when targeting Web/Blazor-wasm.You can read more in my blog:http://www.blog.nkast.gr/post/what-s-new-in-kni-v4-00Source code & SDK/VS templates:https://github.com/kniEngine/kni/releases/tag/v4.0.9001
Hello all, I'd like to present an open source library I maintain, wasm.XR.wasm.XR is a C# wrapper for WebXR API.It supports both VR and AR inside the Oculus browser, Android Chrome, etc.I am using it to bring XR capabilities to my game framework KNI, but made it a separate library under MIT license so that others can benefit and contribute.source code: https://github.com/nkast/Wasmnuget: https://www.nuget.org/packages/nkast.Wasm.XRLive Demo: https://nkast.github.io/Wasm/wasm/WebXRSample src: https://github.com/nkast/Wasm/tree/main/Samples/WebXR#readmeA small game for VR-Jam#5 https://nkast.itch.io/xmas-explosions
Hello:I am a META QUEST developer account. 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 update our app ? Please help us . Thank you very much.
Hello Meta Support,I am facing a recurring issue when trying to assign permissions to users in my Meta app. The error message states:"Cannot change current app access until this user completes developer registration."Here are the details:App Name(s): A2AApp ID(s): 204878952577374Owned By: Access to ArabiaIssue Description:All users involved in this issue have already completed the developer registration process and are admins in their own apps.The error persists across all users, not just specific individuals.I attempted to create a new app and assign permissions to the same users, but the same error appeared.This issue prevents me from assigning necessary permissions to users, impacting our ability to manage the apps effectively.Steps Taken to Resolve the Issue:Verified that all affected users completed the developer registration process.Confirmed that users have admin roles in their own apps.Tried creating a new app and assigning permissions to previously registered admins.Ensured th
Device : Meta Quest ProEngine : Unity Editor 2022.3.9f1Meta SDK version : 68.0.2After i create an spatial anchor, the following log alerts are repeated.[CT] Anchor:SlamAnchorMemoryOSSDKClient: Skipping invalid anchorHandle when attempting to cache AnchorStates And destroying the space anchor also causes the following log errors.[CT] SP:AF:AnchorRegistry: Failed to find handle X in map
I need to edit the joints of my Meta Avatar. The players avatars arm positioning and legs don't move naturally. It makes the players arm rotate but it looks little awkward for the player. Anyone know how to help with this?
https://developers.meta.com/horizon/documentation/unity/meta-avatars-editor-integrationThis page describes how to open the avatar editor in v29. It wants me to do runAvatarEditorDeeplink.LaunchAvatarEditor();As shown in the example file 'Avatar2/Example/Common/Scripts/OpenAvatarEditor.cs' But for me that file just doesn't exist. I have the v29 avatars integrated. They are visible in the editor, visible in the build and using the avatar from my headset. I even have all the sample scenes available. But I have no file called OpenAvatarEditor in either assets or packages. AvatarEditorDeeplink doesn't exist in my current context so I can't call LaunchAvatarEditor. Where are these files that I am missing for some reason???This code below opens the old avatar menu in the app, but how to open the new one? if (OvrPlatformInit.status != OvrPlatformInitStatus.Succeeded){Debug.LogError("OvrPlatform not initialized, cannot open avatar menu.");m_menuParentObject.SetActive(true)
I am a junior developer and I have made a VR game using Unity which is now uploaded to the store. Now, I want to upload some DLC. I am currently in the testing phase and I have uploaded several test files through the CLI. By reading the developer documentation I know can be through the Platform. The AssetFile. GetList this API to get all the DLC asset file information, but can be by assetID to download.There was no problem with this step.But every time I upload a new APP versions would be on existing DLC files to generate an ID, and through the Platform. AssetFile. GetList will access to multiple identical DLC asset information, they are just different ID.I know that the DLC purchased by the current user can be obtained from IAP.GetViewerPurchases() and that PurchaseList will be obtained, Elements also have ID in the list but this ID with Platform. AssetFile. GetList() get DLC asset ID no. So how do I download the corresponding DLC through the purchase information
After updating quest 3s headset to v71 OpenCL is not working. When headset used v6x OpenCl was working.Need help fixing issue
Here are innovative project suggestions for Meta Developer Project across various categories:*AI and Machine Learning*1. *Virtual Health Assistant*: AI-powered chatbot for health advice and telemedicine.2. *Personalized Education Platform*: AI-driven learning platform adapting to individual needs.3. *Image Recognition App*: AI-based image recognition for visually impaired individuals.4. *Mental Health Chatbot*: AI-powered mental health support and resources.*Augmented Reality (AR) and Virtual Reality (VR)*1. *Interactive Art Gallery*: VR/AR experience showcasing artists' work.2. *Virtual Event Platform*: Immersive VR events for conferences and meetups.3. *AR Shopping Experience*: Virtual try-on and product demos.4. *Educational VR Field Trips*: Interactive historical or scientific experiences.*Messaging and Communication*1. *Mental Health Support Bot*: AI-powered support for mental wellness.2. *Language Learning Chatbot*: Interactive language learning companion.3. *Customer Service Aut
Trying to handle the Left controller menu button for PCVR. I am using EnhancedInput. I can use Oculus Touch (L) Menu works when using Quest Link. But Steam link seems to require using Valve Index inputs. (They are automatically mapped) But there is no left menu system on Valve Index to choose? Thanks for any help
I'm looking for answers! What feature that does the sdk movement avatar index finger doesn't through past the UI button? I'm dont found any thing about it in their documentation.
Hi,my team and I have been able to successfully use the experimental Colocation Building Block in Unity successfully until recently. Some of our headsets have been updated from firmware version v69 to v70 or v71. Since then, the Colocation feature is failing to initialize. When PlatformInit.GetEntitlementInformation gets called, it throws the following error:Failed to retrieve access token: 1 - getAuthToken not supportedThis seems to only affect some headsets that have been updated, on another one it works. Headsets with v69 all seem to work. I tried both Unity Netcode for Gameobjects and Photon Fusion and different users on the headsets which have all been added as test users for the app in the correct release channel in the Meta Developer Dashboard app, the problem persists on the headsets affected. They have also been factory reset - nothing seems to work.Any help would be appreciated. Kind regards,Daniel
Hello,I have a problem with MR development in Unity, I cannot find a way to enable passthrough, all I see is black surroundings.Unity gave a clue as to why it is happening:However in Meta Quest Link:I would like to know how to enable passthrough in my app. I am using Meta Quest Link to test my app without building it to the headset but rather test it in the play mode.I am using Unity 6Meta XR All-in-One SDK v71.0.0Meta Quest Link App Version 72.0.0.500.353 (72.0.0.500.353)I followed this tutorial link
Dear Support Team,I am writing to report a persistent issue with FPS drops in my Unity VR application, which I have been unable to resolve despite extensive troubleshooting and optimization efforts.The problem occurs as follows:When testing the application in the Unity Profiler, the performance metrics indicate that everything is functioning optimally.However, after building the APK and analyzing it using Meta Performance Analyzer, the application shows consistent FPS drops, with the performance deteriorating significantly.Steps I have taken to troubleshoot the issue:I have optimized the project by reducing graphics settings (lower texture resolutions, no shadows, etc.), limiting physics calculations, and optimizing assets like textures, meshes, and audio.I tested the build using Unity’s default VR template without making any modifications. Surprisingly, the FPS drops occur even in this default setup.This suggests that the problem may not be related to my specific project settings but
Unable to run Unity app with passthrough enable through Quest Link
Background:I have a rift and quest app in the Meta Store (they are grouped together). I created Achievements and Leaderboards in the Meta Horizons Dashboard. Also requested and gotten permission in Data Use Checkup for User ID, User Profile and Deep Linking (all which appeared to be required). Using UE 5.4.4 from Epic launcher and installed MetaXR and MetaXR Platform plugins in the project's plugin folder. Both are enabled.The MetaXR Platform appears to get initialized (in the game instance, the event OvrPlatformSubsystemStarted gets called w/ a boolean set to true). Immediately after Start Message Pump then Entitlement Get Is Viewer Entitled and Get User Access Token are called, the latter two return on success.Problem:The problem is the documentation for updating Achievements and Leaderboards. It appears the documentation instructs one to use the generic Online nodes: Get Cached Achievement Description, Get Cached Achievement Progress, Write Achievement Progress, Read Leaderboard Int
It makes Assetto Corsa Competizione unplayable. I even set all the controller settings in Steam VR to not turn off but the quest link software overrides it. Not only am I getting the “controller disconnected” message when I am not using it and don’t need it because I am using wheel/pedals, it is resetting my viewpoint which makes the car undrivable mid race. A lot of other posts have come up recently about this as well. We need to have the option to disable that alert.
How do we use the face and body tracking in multiplayer?
Hello,As a newbie in MR development, I would like to inquire about the correct way to generate random positions using MR Utility Kit and materials obtained from Launch Scene Capture. Additionally, I have an ongoing issue where the GetCurrentRoom function always returns False. I've confirmed that my startup scene capture function works as expected.
Why would you disable a feature everyone wants. Health Connect being able to connect with MOVE is essential to tracking. Hope you can fix this and not just throw your hands in the air and give up.
Hi !..Until now i related VR Preview for PCVR gaming only...Launching my game to MQ3 takes a bit longer since Unreal needs to cook, compile and deploy for it,... Will VR Preview serve me to test native MQ3 Games?.. or it is just intented to be used or PCVR ? Thanks.
I am a student learner. I have Imported Meta all-in-one SDK and Meta XR Simulator in my unity project, however when I press play, it doesn't work. Here are the pictures below. I would appreciate it if anyone could help me.
Hi everyone, does anyone know if there is a way to link the oculus left controller's menu button to my own custom input? (Screenshot attached to show what the menu button i am refering to)For example, when i tap the menu button, my own custom Unity events will be triggered. I couldn't find any documentation on it.
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