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I have multiple Quests currently in use for the development of an MR application, and I noticed something odd.One of the quests is always having trouble with receiving the sent spatial data, and that's why we looked into the settings. And to our surprise, one of the quests has a different settings text in the Device permissions: It looks similar, but it is definitely not the same. The OS-version (and the other versions) are the same on both devices.Anyone has an idea why?Best regardsFlorian Buchholz
My issue is, this works fine in unity with a 'test user' but when i try to simply call 2 functions 'initialize' and 'write to leaderboard' i keep getting this error. 2025/01/02 18:42:35.280 17035 17410 Info OVRPlatform [CurlHttpClient] Executing HTTP request: https://graph.oculus.com//v1.20/leaderboard_submit_entry2025/01/02 18:42:35.281 17035 17408 Info OVRPlatform [HttpRequest] Request 'leaderboard_submit_entry' (id: 120) failed: Could not resolve host: graph.oculus.com Couldn't resolve host name, code: 3, http_code: -1 What is this trying to tell me? and what are the possible causes for this.Bearing in mind again, this works fine if im using the 'test user' route that ive setup on the dashboard... If i try and do it with a build, i get this... I also dont see anywhere in the documentation where it explains how i can further drill down into the callback and i've tried to parse all of the fields given in the 'message' but they appear to ju
Hi, I'm developing a Unity game, and I'm currently using the Meta Quest 3.I'm trying to use both the hand tracking and controller tracking simultaneously, even when the controller is not in your hand.I have been able to make the controller tracking and hand tracking happen simultaneously when you're holding the controller (so that you see both the controllers and your hands). However, when you put the controller down, it disappears almost immediately. I need the controller to stay active and visible, while als showing the hand tracking.How can I make that happen? Thanks in advance.P.S. Alternatively, it's fine if I briefly need to switch to controller only, as long as I can get the position of a controller that is NOT in your hand.
I've come across a very baffling issue where my VR game has performance issues on Quest 3 but runs perfectly smoothly on Quest 2. On Quest 3, the first 5 seconds of startup are unbearably laggy before it stabilizes. I was initially on Unity 2022.3.1f1 and my Oculus XR Plugin version was 4.0.0, which was supposedly the latest version in my package manager. I looked into the Oculus plugin patch notes, saw there was a 4.3.0 version, and realized that there wasn't even dedicated Quest 3 support for 4.0.0. I upgraded to both Unity 2022.3.16f1 and upgraded my Oculus XR Plugin version to 4.3.0 which helped reduce the dropped frames on startup for Quest 3, but it's still there. I think this has to be a plugin/unity issue because my Quest 2 build is working perfectly fine.
Here is the revised request letter:Request for Accommodating the Needs of Sexual Abuse Victims in AI ConversationsI am writing to request that the AI conversation guidelines be revised to better accommodate the needs of sexual abuse victims and survivors. As someone who has engaged with the AI on sensitive topics, I have found that the current guidelines can sometimes perpetuate shame and stigma, rather than providing a safe and empowering space for survivors to share their experiences.Specifically, I would like to request that the AI be allowed to engage in conversations that use explicit language to name body parts, when it is necessary and appropriate for the survivor's healing and recovery. This can help reduce shame and stigma, and create a more non-judgmental and supportive environment.Moreover, I would like to emphasize the importance of the AI in providing a safe space for sex therapy and trauma recovery. The AI can offer a unique opportunity for individuals to reframe their tr
Hi everybody,I am designing a game where players actually move through space to collect targets. If they get too close to the Quest boundary I want to track that in Unity and trigger some behaviour. My code looks like this: using unibi.homingtask.logistics; using UnityEngine; namespace unibi.vnt.guidance { public class OutOfBoundsChecker : MonoBehaviour { [SerializeField] private TrialDataManager trialDataManager; [SerializeField] private PlayerManager playerManager; [SerializeField] private Camera playerCamera; [SerializeField] private AudioManager audioManager; private OVRBoundary boundary; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { boundary = new OVRBoundary(); } // Update is called once per frame void Update() { checkOutOfBounds(); //if (Input.GetKeyDown(KeyCode
I am planning to conduct WebXR development via MQDH.I connected Quest 3 to my PC using a USB cable, but instead of receiving a popup asking for USB debugging authorization, I only see a popup indicating that the charging speed has decreased.I have tried restarting, resetting to factory settings, and using different ports and cables, but the issue remains unresolved.I have enabled Developer Mode in the Meta Horizon app, and on the Quest 3, I have activated "Enable Custom Settings," "MTP Notification," and "Physical Space Features."In the USB test for Meta Quest Link, it remains stuck on the "Please check your cable connection" screen, and Quest 3 is not displayed in the Device Manager either.If there are any additional steps or points to check, I would greatly appreciate your guidance.Thank you very much.EnvironmentWindows PC: Z5-Z490(Motherboard: Z490-S01)MacBook Pro(Thunderbolt 3 port)Cable: Y-G2-20L
We are looking for a way to know which release channel (ALPHA / BETA / etc.) a user is currently on when opening the game.We can attain the version and BC, but as the same build may be available on multiple channels (and will be working through ALPHA -> CANDIDATE -> RELEASE), it's not possible/viable for us to bake the information into the build itself.In effect, what I'm looking for would be something like `Application.GetReleaseChannel()`. I cannot find anything like this.Thank you!
Hi,I've been working on a bash script that deploys to the app lab using the ovr-platform-tool.exe, the idea is to hook it up in my build automation machine and for specific targets (like a release) deploy it automatically from Unity Cloud Build to the App Lab.I referenced a lot of the code provided in the Unity SDK, particularly the content of OVRPlatformTool.csI'm getting a server side error: [error] ERROR: An unexpected error occurred [error] 2024-02-24T03:02:04.219Z [ERROR] Server log: {"app_id":6906526809465140,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"UNEXPECTED_ERROR","stack_trace":"TypeError: Cannot read properties of undefined (reading 'eventStart')\n at y (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at Function.from (<anonymous>)\n at Object.genUploadChunksConcurrently (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util
I stream on Tiktok, and would find it infinitely better if there were two small changes to casting: 1) Ability to cast in portrait mode (this would also be great for making shorts for youtube, instagram etc) 2) All audio is captured in the casting, so when I've got 'Seamless multitasking' on, and I'm listening to music, that this is cast to my phone too. *I want to cut PC out of the setup entirely, as I'm well-aware of the casting to PC functions, and using the MQDH to cast too.
Sorry for the long title.The experience viewing 3D side-by-side videos is bad. The video isnt centered in my view and it looks bad.If there was a setting to adjust the distance between the two halves of the video, it could mitigate this problem.
I have dev mode on and whenever I plug my Oculus into my computer it doesn't show the USB debugging prompt like it should. When my oculus developer hub tries to connect it just says that it's not being allowed to because USB debugging isn't on, I would like to fix this but if anyone knows how to get a APK files running on an Oculus without USB debugging I would appreciate that too.
Hi,I'm trying to run the unity project in Oculus quest 2 device through Quest link.I connected the device to the system via USB 3.0 cable (as recommended)I enabled Oculus link in the device which launches the Oculus app in the system.In the Oculus app, it shows the status as connected.When I hit the play button in the Unity editor, it is supposed to run in the device.But it always launched in the editor.Till few days back, it was working and launched in the same device from the same system. Recently I'm facing this issue.Also tried updating the graphics drivers.PC Model: Precision 5570VR device: Oculus Quest 2Could someone help me resolve this issue?Thanks in advance.
Has anyone gotten OVRBody to work with the Meta XR Simulator?I'm running a project with https://github.com/oculus-samples/Unity-Movement to control a mixamo skeleton with full body trackingthe workflow is I drag the skeleton into my project, then go to GameObject -> Movement samples -> Body tracking -> Animation rigging retargeting (full body) (constraints)This works fine when i run using my quest, but when i try to use the meta xr simulator the model just sits in the default state and i get these messages[OVRBody] Failed to start body tracking with joint set FullBody.UnityEngine.Debug:LogWarning (object)OVRBody:StartBodyTracking () (at ./Library/PackageCache/com.meta.xr.sdk.core@65.0.0/Scripts/Movement/OVRBody.cs:124)OVRBody:OnEnable () (at ./Library/PackageCache/com.meta.xr.sdk.core@65.0.0/Scripts/Movement/OVRBody.cs:93)[OVRPlugin] [xrEndFrame] `bundle_->device()->CreateTexture2D(&desc, nullptr, texture.ReleaseAndGetAddressOf())` returns error. result: 0X
Hi, my business verification just keep rejecting , tried multiple document and now not accepting any document for upload even, please help
Hello!I wonder if it's possible to share some data for all players of my game like configuration file?Ex: when the user run the game, I can use an API to get some data (some custom alert, update available, total of player, etc..)All that info that I can manually update.Cheers.
General VR development involves creating immersive experiences for various platforms. Here's an overview:*Key Concepts*1. *Virtual Environment (VE)*: A digital simulation of a real or imaginary world.2. *Head-Mounted Display (HMD)*: Devices like Oculus, Vive, or PlayStation VR.3. *Controllers*: Hand-tracking devices for interaction.4. *Tracking Systems*: Positional tracking, rotational tracking, and eye tracking.5. *Content Creation*: 3D modeling, texturing, lighting, and animation.*Development Platforms*1. *Unity*: Popular game engine for VR development.2. *Unreal Engine*: Powerful engine for high-performance VR experiences.3. *A-Frame*: Open-source framework for building VR experiences with HTML.4. *WebXR*: API for creating web-based VR experiences.*Programming Languages*1. *C#*: Used with Unity.2. *C++*: Used with Unreal Engine.3. *JavaScript*: Used with A-Frame and WebXR.4. *Python*: Used for scripting and automation.*VR Devices*1. *PC-based VR*: Oculus Rift, HTC Vive.2. *Standalon
I was trying to upload my vr game to MQDH, I import the apk with no errors but after a while the upload output says API error when I have the correct api that’s needed which is api 32.
Hi, I need to handGrab objects that are close to each other, nearly overlapping ...So I thought about using poke interactor to select precisely the object, and then to handGrab it.Index finger can be used to select object from behind, and then to add thumb finger to grab it! I was looking at SecondaryInteractorFilter, but didn't succeeded.I put PokeInteractable as Primary, and handGrab as secondary with select required.Poke is working fine, I can hover and select object, but when I want to use my thumb as grab it does not work.Any idea how can I solved this?
[Video Link] I’m developing my first PCVR with Quest3.I’m at the end of the build and I have a question.As you can see in the video, there are a few things that are different when I run the build file than when I run it in the editor.the VFX graphs don’t look rightshader graphs are displaying weirdlytextures are brokenthe coin sound was outputting in a choppy manner.When I built the game, I encountered the above issues.It’s strange that the rest of the game was built without any problems,but I really want to fix the problematic parts.I was wondering if anyone knows about these issues or can help me out.**Build environment information: Ryzen 8700G, RTX 4070S, Windows 11, Unity 6000.0.32f1, OpenXR, Windows build(Intel 64-bit, both Build and Clean Build experience the same issue)
Hi!..I need to create an instance to the class : Meta DevelopersBut could not find the path to include.. just like Epic Documentation has, Include.Any help will be appreciated.Mike
HI my name is NIkhil Dhage. I am an legally blind visually impared individual. I recently bought the meta quest 3. I was interested in exploring VR/XR to see if it could possibly help me for my needs. The intial setup was very hard as i could not see the menu or setup screen because it was too far away and small. I fumbled aaround trying to see if i could change some settings. I found the accessibility options but was disappointed to see there was no system level magnification built in. That is is huge benefit to me so i can zoom in and out of apps and programs very easily. I also was was disapointed to see there was no setting or built screen reader to read aloud feature for text-to -speech. I can use operating systems without read aloud , but if i can't bring the screen close to me or go close to a screen or window text-to- speech helps me navigate. I have other friends that have used VR/XR headsets like the quest , but sadly because of my vison disabili
Hi there!First off, I will identify myself as a low vision user. I love the ability to make screens larger in VR an be able to enjoy experiences and entertainment.While I think that there could be a lot of improvements made to the accessibility menu in meta quest OS, the one that I would like to suggest today seems like something that could be implemented immediately with little effort.Please, please, please add the ability in settings to turn off the auto sizing of windows when you pull them closer to you. I understand that for the average user, this is a nice touch to keep everything in front of you when moving the GUI around. However, for myself, and potentially anyone who has a vision impairment, the larger the better. If I can pull windows closer and they remain at the scale they were, game changer and huge improvement to my experience! Or another approach would be to allow users to 'scale' or 'zoom' elements to any size regardless of where they are in Virtual space. It's not just
I tried using the DebugMember attribute on an enum flag but it did not display its value. Is there a list somewhere of compatible types ?
I’m working on setting up ray-based interaction at runtime using the Oculus Interaction SDK, but I’m encountering a NullReferenceException in the following line of my code: _interactableUnityEventWrapper.WhenHover.AddListener(Hover); Here’s the script I’m using: using Oculus.Interaction; using Oculus.Interaction.Surfaces; using UnityEngine; public class RayInteractionSetup : MonoBehaviour { Collider _meshCollider; ColliderSurface _colliderSurface; RayInteractable _rayInteractable; InteractableUnityEventWrapper _interactableUnityEventWrapper; private void Start() { _meshCollider = gameObject.AddComponent<BoxCollider>(); _colliderSurface = gameObject.AddComponent<ColliderSurface>(); _colliderSurface.InjectCollider(_meshCollider); _rayInteractable = gameObject.AddComponent<RayInteractable>(); _rayInteractable.InjectSurface(_col
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