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Hello, i'm developing an application on Unity 2022.3.40f1 and trying to get it in the Oculus Quest 3. Everything works except that everytime i choose the Meta Quest Touch Pro Controller interaction profile in the OpenXR management profile, the app is built with the quest 2 controller. I have tried using the meta Oculux XR plugin as well but it also shows up with a different default controller model. I already set my target device as Quest 3 specifically as wellDoes anyone have a solution to this? Thanks in advance!!
I really like the air link but have a few suggestions as a new user.1) Allow us to dim the background or set a black background. The bright grid really takes away from immersion.2) Allow pass through while using airlink3) Allow the user to have a curved screen when outside of the docked area.
A common issue I have seen brought up for MULTIPLE years is using an Xbox controller to play 2d games through wired Link.When attempting to do so the headset registers the controller in a way that button presses will move the desktop menu by either zooming in/out or increasing the size of the screen. I do not want my headset to recognize my controller in any way. I am unable to understand why I am not able to disable my headset from registering inputs from my controller (a controller I have never paired to my quest3) on Link.I am unable to use VD or Steamlink as I need a wired connection.I and many others would greatly appreciate what seemingly is a very simple fix for this issue by allowing us to block controller input without needing third party software.
Title says it all. I'm looking into developing VR games but I'm long time user of Mac OS. I just wondered if there has been any news on developments to make Quest Link available on Mac? If it's something that has been rumoured to come out, I might hold out on buying a PC. If not, I will have to bite the bullet and move over to Windows! The main use I need it for is the live preview feature. Having to build the app and then test is obviously quite a tedious process. Thank you for any information!
Please my dear developer's in this forum how can I be earning on this platform
I have a new idea about creating a way people can hear a comment that was written in the comment section of apps. It can help visual impaired, hard of hearing or deaf people hear others voices in the comment section on every app. I personally watch movies and shows with (Closed Captions On). It makes it Easier to understand when watching and more Enjoyable when listening. It should be optional for user to listen or mute (comment mic 🎤) depending on user's choice in comment section of any app they use. Who can help me with this idea?? I know this could be great for the world. Like RIGHT NOW READING THIS MAY SOUND DRY IN YOUR HEAD BUT, if you had the options to hear how dope I sound telling you about it...you know it's cool! Also, sometimes I personally don't have time to search a bunch of emojis all the time.,Like right now, I have cook dinner! 🍲🫶🏼🤗
Hi, as you know we don't need guardian any more with mixed reality While looking for a solution for this I found this code under unity topic <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />They just adding this to AndroidManifest.xml for unity Problem is Unreal documention say "You should never edit the AndroidManifest.xml file under any circumstances. Any edits that need to be made to the AndroidManifest.xml file should be done inside the UE Editor in the Advanced APK Packing section."I couldn't figure out how to add the code to that section. when i add as a extra setting (code line) i couldnt build it i can try as a tag but i dont know how does it workany idea would help
Hello, I am developing a school project using Unity 6 and "Oculus Rift S". I created the basis of the project by transferring interactive objects from sample scenes to my scene. Everything works correctly in play mode. However, when I build the project, the hands are not visible and I cannot interact with objects (All of these work correctly in play mode). Also, the controllers are visible but disappear when I press a button. I checked all possible settings. I tried to benefit from all possible resources on the internet. But I could not succeed. Is there an expert who can give me advice on this subject?
Hey all, I'm trying to make a custom hand pose to trigger a distance grab. Essentially, I made a star wars like hand pose that requires you to cup you hands and extend your arm forward to activate "the force". Out of the box, the distance hand grab building block functionality would be perfect and simple to use for this situation. However, as far as I can tell, its not possible to customize what grab types trigger the distance grab. It only seems to support the pinch and palm grab gesture. Does anyone know of a workaround for this?
Common way people circumvent a ban is app sharing. I would like a way to disable this. Also is there an API for requesting hardware identifier of an oculus user?Thank you for any responses.
Hey,I have one rigidbody object in each hand. The collision works when I let them go. However, when I grab them both and touch them together, the collision does not seem to work.I am using the Grab Interaction building block from the Meta All In One Unity package.Is there a way to trigger the collision even though the objects are held in my hand?Thanks!
HelloI just curious about something related to movement.. what happens when you give a real movement ?.. will it move the whole APawn or just the camera?.. Thanks.
Can ANYONE build an Unreal Engine 5.4.x project successfully to the Quest 3? By successfully, I mean actually being able to play the completed project in stand-alone mode on the Quest 3.
Is there any support for spectator mode in Unreal with Meta Quest 3? I want to show a third person view of players on a second screen for an audience.
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Hi all. I finally got Eye tracking to work on my unity project (after updating my developer account on the phone app). Now I'm rendering the gaze rays from my eyes and testing eye independence and vergence. In all of my testings the vergence is nearly constant, regardless of whether I'm focusing on an object one inch or many feet away. However, gaze rays should be nearly parallel when focusing on very far away objects, and almost 90 degrees from each other when focusing on very close objects. That doesn't happen at all. The two rays are correct in that they both point in the direction my eyes were looking, but it seems Meta is not using each eye's data independently to determine the eye object rotation even though that's what the gaze script implies to be doing.My hypothesis is the algorithm uses something like a cyclops eye gaze calculation and then points both eyes towards a pre-established focal point on the cyclops ray. If that's the case then that's a problem b
In my Unity app (from within the editor), I'm trying to load my customized avatar for my main Oculus account. After I get a successful user entitlement check, I call the Users.GetLoggedInUser() function. The Message.Data.OculusID parameter correctly contains my account username, but the Message.Data.ID value is always 0 (zero) - so of course, my OVRAvatar instance wont load my customized avatar after setting the value provided to the avatar properties.I have done this successfully in the past, and I believe the last time it worked correctly was before the Facebook account conversion. Has anyone else experienced this or might have suggestions as to how to fix it? A few things I have checked/tried:1. I have put the correct APP ID (from my Oculus Dashboard) in both the Platform and Avatar settings with the Unity/Oculus menus in the Unity editor2. I am initializing with Core.Initialize()3. I'm calling Request.RunCallbacks() to avoid a race condition4. If I use OVRManager's account ove
Hi,Our team is currently in the process of studying and porting a project previously developed in Unity to the new Meta Spatial SDK. This project involves streaming monoscopic 360° videos (not 3D stereoscopic) on the Quest 2 and Quest 3. I'm using the MediaPlayerSample project available on GitHub as a reference for studying. For video playback, I'm utilizing ExoPlayer for streaming, as VideoView, which was initially used in the project, showed significant performance issues during streaming.While testing, I noticed the following performance differences:On the Quest 2, videos with resolutions starting at 4K and above cause severe performance degradation. The device often freezes, and the application becomes unstable, with frame rates dropping to between 30–50 FPS.On the Quest 3, videos up to 5K resolution run perfectly at 90 FPS without any performance issues.This raises a few questions:Is there a way to detect programmatically (in Kotlin) whether the user is using a Quest 2 or Qu
I'm trying to use the Meta XR Simulator to test multiplayer in my mixed reality game using two instances of the Unity editor.When enabling the simulator and clicking play for the first time, it starts correctly and I can move in the scene using my keyboard and mouse. After a moment (I think when I try clicking in the editor or another window), the simulator interface becomes unresponsive, but I can strangely still control the virtual rig as I see it move in the editor scene view.Seeing this, I stop play mode and try to run it again, but despite the virtual room server seeming to launch correctly, the simulator itself doesn't open. No matter how many times I try to reset play mode, it no longer opens like the first time. Closing the editor and relaunching it is the only way to fix it but it sill breaks after the first time.I don't want to restart the editor every time I need to go in play mode. Is there a solution for this?
When the player hands are not visible, the character skeleton dismount like a pile of bones.
Does anyone know how I can enable the feature so that the sdk movement avatar index finger does not through past the UI button?
I have an idea of a new social apps for metaIt's social application that can connect friends and family together through sports. Non of this sort is in existence according to my personal researched so I believe it will be a ground breaking app with millions to billions of downloads and users.
Hi, I use the SDK for developping a small app on Quest 2. I would like to "highlight", for instance by changing color, the object when the hand or the controller gets close to it (hovering on it is ok).I found in the prefab samples "Touch Grab Examples" that the cubes use the "Material Property Block Editor" and the "Interactable Color Visual" components, but I face 2 issues:1- the "Interactable Color Visual" asks to define colors for Normal, Hover and Select states. It works for Hovering and Select, but how can I keep the original material when we're not Hovering or Selecting ? Currently, when I reproduce the Example, my object is always looking white as defined in the "Normal" state (if change it to pink ,it would always appear pink). Even if I go to color selector and play with transparency, it remains opaque and using that color. How to avoid applying this "Normal" color to my object and only change the look when I hover or select ? 2- I want my app to work with either Ha
When it freezes, the GPU goes to level 5 but the screen remains unchanged. The profiler shows Gfx.WaitForRenderThread in the main thread, and XR.Display.PopulateNextFrameDesc.In the logcat, it shows ApplySystemModes, gpu changed from 3 to 5After 5 ~ 10 seconds, GPU changes back to 3 and become normal. it happens randomly with a small scene, with only a few textures, no special shaders. (a prototype scene with probuilder meshes/cubes)I tried the same build on Oculus 2, it's fine.When I turn off GPU resident drawer, it's also fine with Oculus 3 (3S).The rendering path is Forward+, the difference is turning on/off GPU resident drawer.Is any one encoutering this?
Hi everyone,I’m looking for advice or insights if possible to create an app for the Meta Quest 3 that could either:1. Scan QR codes to trigger specific actions, or2. Recognize specific objects (for example a flower) by feeding the app pre-stored images of that flower, and then displaying related information (e.g., the flower’s name).I found that direct access to the Quest 3 cameras is currently restricted. Does anyone know of a workaround for enabling these features? For example:* Could an external device read QR codes and send the data to the Quest 3 app?* Does the Quest 3 reads NFC tags or anything similar?* Is it possible to process external images (e.g., via a paired phone or PC) and relay actions to the Quest 3?Alternatively, I’m curious about GPS tracking for location-based experiences. For instance, when the user reaches specific coordinates, the app would display relevant information or trigger an event.Has anyone experimented with similar ideas, or do you know if there are exi
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