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I was using OVR Lip Sync in Unity for VRC characters and it has suddenly stopped working.Nothing I do gets it to work again. I managed to see it working in an older project I had but updating the project has made it also stop working. There is an incompatibility somewhere and I cannot for the life of my sus out what the hell it is. Rolling multiple updates back and reinstalling the plugin has done nothing to sort it.Has anyone else encountered this plug in suddenly stop working?
After updating to v54, my Quest2 no longer shows apps from unknown sources under the "unknown" category。Previously, I could easily access a list of apps from unknown sources by selecting "unknown" from the filter icon in the App library. However, after the v54 update, selecting "unknown" only results in a perpetually loading icon, without displaying the list. Is anyone having the same issue? I would greatly appreciate your advice on how to fix this issue.
I'm currently using Quest 3 v62 (now v63) and Unity 2022.3.10f1.Working on a random spawn mechanic in the MR environment where objects can spawn on the ceiling. The feature worked fine when I tested it on Unity Playtest, but once I built it on the standalone Q3 (or simply hooked it up with a quest link), the scene could no longer be implemented. The room setup does indicate that I have my tables and walls, but there's no ceiling. I presume the Spatial data didn't transfer properly (I did write a script to grant permission to Q3 for spatial data, and clicked the Permission Requests On Startup)I have no idea where it all went south. Any ideas?
Anyone have script available for Target Image AR?
I am building an app for Meta Quest 3 and have to map specific locations in an outdoor area ~5 acres.The app will be showing information when the user looks through the AR kit (passthrough) for a particular location.How reliable is to use the virtual anchors for mapping those? My concern is that since it is outdoor the Scene API may not always recognise the surroundings and notify my app. If anyone has experience with similar issue would be more than grateful to share that please.
Hi, I am trying to build a simple hybrid app but the problem is as soon as I resize my window, it goes completely black.here is the Basic MainActivity:class MainActivity : ComponentActivity() { override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) enableEdgeToEdge() setContent { App() } } } @Composable fun App() { Column { Text("Hello World!", color = Color.White) } }and here is the manifest:<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:horizonos="http://schemas.horizonos/sdk"> <horizonos:uses-horizonos-sdk horizonos:minSdkVersion="69" horizonos:targetSdkVersion="69" /> <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" /> <uses-feature android:name="oculus.software.handtracking"
Hello,I’m currently working on integrating Meta/Oculus authentication with my backend using the user_nonce_validate endpoint from the Oculus Graph API. The goal is to validate user identity by sending the nonce generated by the User_GetUserProof() function in Unreal Engine, along with the user's ID and access token.However, despite ensuring the entitlement succeeds, all necessary permissions are enabled (e.g., user_proof), and using valid credentials, I’m consistently getting an invalid nonce error in response.Request DetailsAPI Endpoint:https://graph.oculus.com/user_nonce_validateQuery Parameters:nonce: Generated from UOvrRequestsBlueprintLibrary::User_GetUserProof().user_id: Extracted from FOvrUser::ID access_token: Generated using UOvrRequestsBlueprintLibrary::GetAccessToken().Error ResponseHere’s the response I’m receiving from the API:{ "error": { "message": "Invalid OAuth 2.0 Access Token", "type": "OCApiExce
Hi I'm trying to use the ADB command or Android Intent code as seen here to open the native Quest 3 file browser appadb shell am start -a android.intent.action.VIEW -n com.oculus.vrshell/.MainActivity -d "systemux://file-manager" -e "uri" "/media/"public static void LaunchGalleryApp() { if (Application.platform != RuntimePlatform.Android) { return; } AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaClass uriClass = new AndroidJavaClass("android.net.Uri"); AndroidJavaObject uriData = uriClass.CallStatic<AndroidJavaObject>("parse", "systemux://file-manager"); AndroidJavaObject intent = pack
Having a weird issue with the new SDK. Just downloaded + installed it in a fresh unity project. Trying to test it out in the simplest scene possible using Building Blocks (see image)Followed the Getting Started setup documentation for sdk, xr plugin management, project setup tool, etc: https://developers.meta.com/horizon/documentation/unity/unity-project-setupNot sure if a known issue with the new SDK? Seems to work with 69.0.1Details:MacOS Sequoia 15.1.1 - Macbook Pro M2 MaxUnity 6 6000.0.28f1 - Apple SiliconQuest 3 HeadsetResult: Red Outstanding Issue in Project Setup Tool related to OpenXR Plugin (don't think I'm using this - is this a new requirement?)App hangs on headset, all black, no passthroughExpected: Mixed Reality Passthrough on Headset with grab cube using building blocks
Hi,My Oculus Quest 2 doesn't power on after software update during Christmas time, the LED also are switched off during charging.I asked also meta support, she send me a Link in order to set my delivery address for replacement. But I'm from Ssitzerland and I can choose only United Kingdom as Country. So the procedure is blocked because of wrong post code in the input field. I send also all serial number and sddress directly to the support team. But so far, no answer received.Here the last communication (in german) with the support team:Hallo Charif Bitte eröffnen Sie wieder den im Betreff erwähnte Support Fall, falls er schon geschlossen wurde. Ich habe ein Problem mit dem von Ihnen versendete Link, um meine Quest 2 zu retournieren (siehe E-Mail unten). Besten Dank. Freundliche GrüsseAntonio Inviato dal mio Galaxy -------- Messaggio originale --------Da: Antonio Carlucci <antonio.carlucci@sunrise.ch>Data: 07/01/25 12:48 (GMT+01
I am making a VR app using the lastest meta avatar sdk (v33) and I want to integrate the avatar editor into the app as described at this link meta-avatars-editor-integration As mentioned, I should just add this line of code to implement the feature:// Source:OpenAvatarEditor.cs public class OpenAvatarEditor : MonoBehaviour { void Update() { // Button Press if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.LTouch | OVRInput.Controller.LHand)) { AvatarEditorDeeplink.LaunchAvatarEditor(); } } } Unfortunately, the class AvatarEditorDeeplink does not exist. I searched in every Oculus folder but there isn't.Therefore, I copied the code as shown in the example at Avatar2/Example/Common/Scripts/OpenAvatarEditor.cs but this launches the old avatar editor panel (24v) Did anyone succeed to find a solution?Thanks for any support
Hi everyone,I’m currently facing an issue with spawning avatars when using Custom Matchmaking in a project built on Photon Fusion using the Meta Building Blocks. Specifically, avatars fail to spawn when a player creates or joins a room. I've spent a lot of time debugging and testing, but I still can't figure out what's wrong. Here are the details:SetupNetworking Framework: Photon FusionCustom Matchmaking: Implemented using the CustomMatchmaking Building Block.Avatar Spawning: Using the Networked Avatar building block, which is part of the Oculus Multiplayer Building Blocks package.ProblemWhen creating or joining a room:The avatars fail to spawn because _networkRunner in AvatarSpawnerFusion remains null.The _sceneLoaded flag in AvatarSpawnerFusion also remains false, which blocks the avatar spawning process.Debugging AttemptsHere’s what I’ve tried:Debug Logs: I added debug statements to check the status of _networkRunner, _sceneLoaded, and _entitlementCompleted. Within the&nbs
hi all, using Win 11 PC with VR Quest 3S. I downloaded Meta Quest Dev Hub on the PC and installed it fine. I verified my account. I toggled on developer mode in the head set. I plugged the USB into the PC and the headset prompted me to accept the connection/terms. I did so, then I could see that the headset was indeed connected within the hub. Great! However I come back one day later and now I cannot connect the headset anymore. I go through the same steps: I tried removing the headset from "devices" in the hub, then adding it fresh. It finds the 3S, connects successfully, then when I plug the cable into the headset I hear the bell sound in the headset but there is no prompt for accepting the connection/terms. The headset does not appear in the devices section of the hub. I have tried reinstalling the hub, toggling on/off dev mode in the headset, etc. any help is appreciated
Seeing as the PointerPose ray for hand tracking is very smooth, it would be useful for development time-saving to use it with our own UI systems (handling our own raycast physics collisions). However it seems to be locked into Interaction SDK's UI system and only easily taps into raycast hits on Meta interactables. Is anyone aware of a way to take advantage of this feature while sticking to their own systems? Thanks
When the player hands are not visible, the character skeleton dismount like a pile of bones.
Has anyone had any luck accessing logs created with a test user account that isn't the device owner? I am working on IAP at the moment and to test purchases, I need to use a test account. This works fine but If I am logged into this other account on my device, no logs are created on the device. This makes it a massive pain to debug as I have no logs that i can read to debug. It seems like only the "Device Owner" account actually saves any application logs.Is there a way to give permission to my test account to behave like my main account? This seems like a really annoying and stupid design decision when you prevent Test accounts from creating logs... What are you supposed to be testing if you have no logging!
Hi ! I have a small problem and i really don t know if it is my setup or the sdk. I am using Get Tracking Confidence in Blueprint. And whatever where i place my hand (invisible or not to the head set) I get always High Confidence ! The only thing that change is the Is hand tracking enable. When i hide my hand, it show false, when i show my hand it show true. Anyone can help ? Thanks
Hi.. Does anyone know how to record QuestPro Mic Audio through Unreal? I recorded it through 'Microphone Audio' in Unreal's 'Take Recorder'.While if I try to use a Built In Mic from my cheap WebCam, the results are much better.I've tried various ways, such as through Blueprint or changing the Audio settings or MetaXR Plugin in the Project Setting Menu, but it still doesn't work. I've tried recording my Quest Mic to OBS, everything is fine. Only recording to Unreal is the problem I face.. I need to record directly from the Headset, because I want to record Lipsync Audio for my animated character. Is there something I missed? Can anyone give me some advice? Thank you..
We're developing an app in Unity for the Quest 3 that accurately tracks the positions of the controllers. We need to identify the location of the controllers in relation to an object and would like to include fiducial markers on the object for this task. I get the privacy aspect of not allowing camera access to apps, but surely providing anonymous fiducial marker tracking would enable a large new range of applications without jeopardizing privacy. For our app, we would like to be able to track very small fiducials such as <5mm shapes rather than the large QR code printouts, so that we can physically place them on a small object. Anything applicable on the roadmap? We are looking at other headset solutions, but it would be great if we can do it on the Quest 3.
Hello Meta Community, I’m reaching out to discuss some concerns related to LionAPK, a website dedicated to providing gaming APKs. While the platform has been helpful for many, a few users have reported challenges such as: Issues with downloading APKs.Questions about APK installation processes.Concerns regarding the compatibility of certain games with devices.Suggestions for improving the site experience. I created this thread to provide a space where users can openly share their experiences, ask questions or report any issues they’ve encountered. Together, we can collaborate to find solutions and make the LionAPK platform even better. If you’ve faced any challenges or have suggestions, feel free to comment below. Your input is invaluable in improving the user experience. Thank you for being a part of this discussion! Let’s work together to resolve any concerns. Best regards,Muhammad Owais
I am currently setting up building blocks on a Unity project using Photon/Fusion, on both a Quest 3 and a Quest 2.Despite the few available tutorials that all seem to work, I can't manage to add the 'Mesh Effect' to a scene with colocation. The session is successfully joined automatically, we can hear each other, and the test cubes move in real-time. However, each device loads its own mesh instead of sharing it, and the meshes (usually the one from the second headset to join) end up drifting away from the actual walls.I've tried multiple Unity versions, mainly 2022.3.X and 2023.X, as well as several versions of the Meta All-In-One package after reading on this forum that version 64 was more stable. Still, I can't seem to achieve anything clean.Am I the only one facing this issue? Is there a way to fix it ?
i need to unlock the bootloader on the quest however the quest 2 doesn't have its own twrp custom recovery image and trying to unlock the bootloader oem via adb yields nothing but and error telling me to go to a website that doesnt exist anymore...
i want to auto teleport to TeleportInteractable after an event or some logic in my game .i do't want the user to point to TeleportInteractable with the controller to move to it .is there something available like that ?
Please make it able so that I can cast and watch what my child is doing. Not being able to do so it very pointless to be able to supervise.
**Problems with the current MetaXR fork of Unreal Engine that make it a nightmare to work with:***(none of these problems appear when using a non-forked version of Unreal Engine)*- Logging for all platforms seems to be completely stripped out. Doesn't matter if we're making a development or shipping build, we get no logs and no crash reports which makes debugging a major challenge.- Dynamic lights don't appear at all on standalone Quest. Not just shadows or something like that, the lights completely disable and don't produce any light. They look fine on PCVR and fine on Quest if we don't use the Meta fork of Unreal.- Lighting channels are broken. Some lighting channels will flash light on and off and sometimes will disable all lights on that lighting channel.- If a scene needs lighting to be rebaked it causes a crash until the lighting is rebaked.- Also noting that using the latest Meta XR plugin (NOT the fork) a packaged project will show up standalone on Meta Quest Pro and
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