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I am trying to set up my own custom matchmaking but no one's Avatars load or anything. I have several scenes that require this. Any help?
This is maybe a Room Scanning bug. Some ghost old previous anchors zones (artwork, door, ..) previousily placed still active. I try all to stop this annoying and unwanted previous anchors. Resetting the previous scan, try diferent space configuration but this old anchors are perpetualy added to the new anchors and breack all possible experience in mixte reality mode in a same space.How to rid of this kind of problem on this headset? Is this a cloud connection with some saved anchors?Thanks for some help! 😉Happy Holliday 4 the Community..=
Hello,I’m new to Unity, and I wanted to create something for myself. I’ve managed to understand hand movement and reading out room data from the Meta system, and that’s working fine. So, I began testing the canvas functionality with hand motion, but it’s not working. I think I might have forgotten something. Can anyone check if I’ve implemented the canvas correctly?
Merci d’avoir répondu à la demande et permis la suppression des applications indésirables. Une autre amélioration serait grandement appréciée en permettant à l’utilisateur de placer ses applications dans des rubriques personnelles, au minimum comme JEUX et SPORT. Cela faciliterait énormément ses recherches notamment lorsqu’il en possède près de 200. Merci si vous pouvez répondre à ce besoin.
And how it works?I didn't find any documentation or tutorial.Thanks in advance!
In Unity, is there any way to get a specific joint information, via API/script without having to get that value directly from the Avatar/Armature's skeleton joint? In my case, I do not need a virtual representation for my player, but I still want to know their joint poses. Is the only way to get the joint pose information is to set up/map out an avatar, retarget the user's joints to it, and then removing that avatar from rendering (deactivate the "Geometry" game object), to hide it from the user's view? Also, it seems unnecessary (waste of processing and memory resources) to run the entire retargeting layer script (found on the sample's "ArmatureSkinningUpdateRetargetUserUpperBody" game object) if I don't need any of the joints retargeted and I only need specific joint information. I looked through the "Body Tracking for Movement SDK for Unity", "Movement SDK for Unity - Getting Started", Unity-Movement GitHub repository, and some YouTube tutorials on the topic (tutoria
I am able to build successfully after moving to to the Oculus Source Build of 5.1. However, when I try submitting my app to applab I get the following error: ERROR: We found issues with the APK during validation. Please check that the APK meets the 'Application Manifest requirements' and then resubmit your app. *Oculus SDK not found or older than 1.0.Any ideas?
Hi,I have an existing android application written in kotlin which I wish to upload to the quest store. I have built and run the application on a headset locally and it all works perfectly. Upon uploading to the store i get the error"* Oculus SDK not found or older than 1.0."The app does not include the Oculus SDK or similar as it is not needed. It does not take advantage of any headset specific features and is just your standard 2d app.Is bundling the sdk in required to upload to the store?If so is there documentation on how to do so with an existing kotlin app as all the documentation is largely around apps containing native code and doesn't provide clear guidance on this use case.I've considered grabbing the OpenXR samples and smashing that together with the existing app. Is this a reasonable approach? It seems over the top especially for an app that won't require the SDK (for now).Thanks,Nathan
I am developing a prototype Unity application for Meta Quest 3 that uses an OVRCameraRig to track movements and applies them to an avatar created with Ready Player Me. I have been referencing the following documentation:- https://developers.meta.com/horizon/documentation/unity/move-body-tracking- https://readyplayer.me/integrations/ready-player-me-meta-movement-support Currently, I have successfully implemented real-time tracking where the avatar mirrors the player's head and hand movements in real-time while wearing the Meta Quest 3. Next, I would like to implement functionality where the avatar follows the player's movements with a 1-second delay. Could anyone suggest an effective way to achieve this?
Hi, I accidentally started to set up a personal metaquest 3 as a work account then realised my mistake. How do I stop/delete this so I can set up as a personal account?
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I’ve been thinking a lot about how incredible it would be if putting on my Quest felt like stepping into my own personalized home in virtual reality—and if friends who don’t have a headset could join in on the fun through their desktops. 1. A True “Home Base” in VR: Building on What We Already HaveRight now, when I turn on my Quest, I land in a visually appealing but mostly static menu environment. While it is functional, it doesn’t really feel like my space. I can launch Netflix or Horizon Worlds from there, but everything still feels disconnected. Imagine if, instead of a generic menu, I started in a fully customizable “house” within Horizon Worlds. From there, I could move from room to room for different activities: Living Room for StreamingThink of it as a cozy spot for Netflix or YouTube, where I can arrange virtual couches, posters, or even snack tables—just like a real living room.Personalization & OwnershipCurrently, we have a static home menu with limited cu
Hello, I am trying to make a rifle that can be grabbed by both controllers, and have defined grab sources for both. I was able to get it working for one grab source, but I couldn't figure out how to do it for two. I already tried adding another separate Grab Interactable onto the rifle, but that just broke the first one. I am using Meta SDK v71.0. Thanks for your help.
Hi, it would really help supervise my child’s VR use if they could cast to a connected iPad. Casting to a browser is less convenient as there often isn’t a device with a full browser available. I understand there are safety concerns - but these should be the parent’s choice. Casting could be approved each time by the parent, to ensure no risk.
do i need a company to add my game to the store
I have BP with cube mesh and grab component. It seems that it worked before but after migrating to Meta fork for UE it cease to work. How can i implement grab component to a mesh inside BP actor? 2. After building apk and installing, this cube become visible, it should be invisive and is, in preview. But after building apk it is not longer transparent, what can i do.
Hi there,I managed to split the content of my game into addressable groups that are build outside the APK (my apk is like 300Mo and each bundle is about 1-2Go). Currently I'm manually putting those files in /sdcard/Android/obb/<package name>/ for Quest, but I think the storeonly allow obb files right? Right now my addressables are built as xxxx.bundle. I would like to build them as xxxx.obb so that I can then upload them as expansion files on the store. Any idea on how to do that?Thank you
when on library any unkown source installed on the device is not showing up.There is also no filter for unkown sources,
Hi! I am experiencing an issue where my scene crashes the instant it loads. I have a loading scene and a script in there that loads the main scene after 15 seconds. Here is the loading script in case it is causing any problems:using UnityEngine;using UnityEngine.SceneManagement; public class LoadingScreen : MonoBehaviour{ [SerializeField] private float delayBeforeLoading = 30f; [SerializeField] private string sceneNameToLoad; private float timeElapsed; private void Update() { timeElapsed += Time.deltaTime; if (timeElapsed > delayBeforeLoading) { SceneManager.LoadScene(sceneNameToLoad); } }}This script has worked before, and I am unsure why it now crashes the main scene.Thanks!
Hello,I submitted my app for review through the Meta Horizon Dashboard more than a week ago, but the status remains “In Review” with no updates or progress. I would like to know if this delay is typical or if there is a way to check the current status or expedite the process.Has anyone experienced a similar situation? If so, how long did it take to receive feedback or approval?Any advice or guidance would be greatly appreciated.Thank you!
When I try to download the link app I press Get started -> Review terms and conditions -> then it says not enough space, but I do have enough space. Can anyone help me fix this problem.
Many of us parents have been suggesting (begging) for an option to be able to cast what our children are playing on their profile from our parent account. Please Meta, hear us and answer our requests! If you make it like a secure link with a code for casting it should be a safe way to do this. Sincerely, all parents who are tired of having to throw the headset on each time they need help or we want to check what they’re doing 😝
It should be possible, from a parent’s account in Horizon app, to cast a child playing VR on a child account. Just make a popup request on the headset, to acknowledge the adults casting request.
Howdy everyone,I was wondering what the proper pupillary distance to measure is. If you're measuring your IPD while looking at something near, it can be a few millimeters smaller than if you're looking at the distance. Most of the PD calculators I've seen people using, like a mirror or webcam, measure the user while they're looking at something pretty close. I'm lucky to live with an optometrist, who measured my IPD at 58 because she's used to measuring near PDs, while the Oculus tool pegged me around 61 which is close to my PD while looking at infinity. In theory it makes more sense to me to measure someone's PD while they're looking at infinity because the Oculus doesn't require you to converge at all. I haven't seen much discussion about it either way, so I was hoping to see what you guys thought.
Are there any developer hub options for Linux? Will it load with WINE?
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