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Hi, please see attached. Steps to replicate:- start new unity project. Choose MR template- Follow instructions to add this camera access functionality from this repo: https://github.com/trev3d/QuestDisplayAccessDemo- create custom Manifest and mainTemplate.gradle- Build app, and install with Meta Quest Developer Hub- Start App, - End result is attached photo. Does anyone know why this is happening?
What is the memory limit for the Meta Quest 2 app? I tried increasing the memory to check. The app crashed at about 4GB. Is there an official memory limit?
meta quest2のアプリのメモリ上限はどこまででしょうか。一応メモリを増やして確認しました。4GBくらいでアプリがクラッシュしました。正式なメモリ上限はございますでしょうか。
Has anybody integrated the Vuforia sdk for augmented reality with the OVR camera warping in Unity?
Hello, I'm using the meta All in one SDK (including meta avatars v29). I want to integrate the meta avatar editor within my app. I'm following this documentation provided by meta https://developers.meta.com/horizon/documentation/unity/meta-avatars-editor-integration/ (SS attached)2nd Screenshot is of the sample script provided by meta for launching. I've also added in an entitlement check within my meta app but when I run the sample scene (provided by meta) after building it to my quest, , I get an error: " Failed Entitlement check 7 - user doesn't have app in library" and I think due to this reason the editor does not get launched within the app. I have added in the app key from the developer dashboard but still not working even though I'm using the same account on my quest as on my developer dashboard. Does anyone have experience integrating the avatar editor within their app? How did you make it work. 2nd Option: Is there a way
My app is for mixed ages, so I understand I need to use the API to get the age group of the user. But what am I meant to do with that information?The only platform services I use are the leaderboard and getting the username for the leaderboard. I've seen here (Platform Solutions: Unity | Oculus Developers) that an app which is primarily for children under 13 can't use leaderboards. But what about an app for a mixed age group?Do I just simply need to check the age?Do I need to disable the leaderboard if the user under 13?Do I need to close the app if they are under 10?None of this is clear in the docs. Please tell me what is required.
I have not made any apps yet but i got a email telling me that i had to update my international age in my game, that i dont have and just wondered if i had to make a game to update the international age
Hello everyone,I hope this message finds you well. I’m reaching out to share some critical issues I’ve encountered with MR apps on Meta Quest 3 using Quest for Business. I’m hoping to gather insights, confirm if others have experienced similar issues, and explore possible solutions.OverviewAfter multiple restarts of a MetaQuest 3 device with Quest for Business installed, I encountered critical issues with MR apps. These problems significantly affect usability and appear to be related to Quest for Business. Below are the details and steps to reproduce the bug. Bug Details1. Bouncing Ball App•The app launches, but walls are not recognized correctly. The ball bounces in unexpected directions instead of interacting with walls accurately.•After launching the app, a space confirmation dialog appears, prompting a rescan. Even after rescanning, the issue persists, and the same behavior occurs if the rescan is skipped.2. PassthroughRelighting App•Object positions and heights are not recogn
please make it possible to turn off this annoying background ambient melody when linked to my PC ...what a crap idea was it from very beginning, can't use my pc normally through quest link because of this useless annoying feature that been there for 4 years already ...why there is no control for this crap?
Ok. Hey guys i have a rough theory of how full-dive could work. Take an EEG, used to measure electrical impulses of the brain. If you would use a tech like that to send signals back as well as receive them, while at the same time diverting them into the PC (Player Character) rather than into a persons real body, then there is the full dive system right there. The only problem would be how to calibrate it all, but with the advanced tech we have, I have no doubt that it could be done.There's my theory. I think it could work but if you have doubts just tell me and i'll try to improve it! :D
Is there a change to enable mouse input in UE5 project ?I need additional input (hands are base) from mouse and dont know how to enable it .
uh, I'm kinda "new" in the meta quest development, but i really wanted to unlock the bootloader of the meta quest 2, you guys sayAhh, just use fastboot, fastboot oem unlock etc, you need a "code" specified by the URL: https://oculus.com/unlocki think that was the URL i rly want a response from you guys so, i rly appreciate it:)Byee:)
I am calling OVRBoundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) and receiving an array of four Vector3 as expected. Since the docs say these are in local space I'm converting them into world space by transforming them by OVRCameraRig.trackerAnchor. This produces different results based on headset:1. Correct on Rift S in Unity Editor (Windows)2. Correct on Quest 3 in a build (Android)3. Incorrect on Quest 3 + usb Link in Unity Editor (Windows)4. Incorrect on Quest 3 + Air Link in Unity Editor (Windows)5. Incorrect on Quest 3 + usb Link in build (Windows) The common denominator seems to be Link. In this case while the actual dimensions seem correct, the OVRCameraRig.trackedAnchor has not been updated. It (and OvrCameraRig, and it's 'TrackingSpace' child) are all at identity. Which places the PlayArea points around where I booted the game, and not where the center of the PlayArea should be.This can be reproduced by creating an empty scene and adding the OVRCameraRig, and
The option to turn off Wi-Fi is there but why not Bluetooth? Read that it used to be a option, but haven't been able to find it buried anywhere. Please add/bring it back!
Hi everyone!I am developing an Unreal Engine 5 project recently with the Movement SDK (Movement SDK for Unreal | Meta Horizon OS Developers) as a motion capture tool to record animation sequences for metahuman armatures. By following the tutorial in the link, I can successfully make a metahuman mannequin copy my action in real-time after hitting the Play button, but what I wanted is to record the action and export/save it as an animation sequence so that I can use it in other projects. I have tried this solution with a live link face situation where the face is linked and the animation can be simply recorded by adding a sequencer in the scene and hit record and then do the actions. Live link face recording to animation sequence ? - Development / Cinematics & Media - Epic Developer Community Forums. Unfortunately, this method doesn't apply to body motions since the motion capturing won't start until I hit the Play button, while recording in sequencer requires real-tim
I reported an issue with the Finical report, and funnel report data mismatch. It was advised to me to just use the Finacial reports. However, since the date I got feedback from support, I have received 0 Finical reports. Despite sales posted multiple days, and purchasing the product myself with another account.I am attempting to get the numbers for this month so I can determine what to work on next with my app with no luck. Any help would be appreciated.
In the financial report section, none of my games are shown as sold, but in the funnel section, they are shown as sold. How can I reach the most accurate data?
I've added stereolayers to my scene and they work fine except they dont work with translucency at all. It's also not possible to delete the stereolayers or hide them as they still show the "PokeAHole" material. I've read that the PokeAHole material is used to simulate depth but what I don't understand is why this is not linked to the stereo layer when it gets destroyed or hidden. Also it doesn't take into account translucency at all, its fully black and opaque. I'm currently on MetaXR 65 and UE 5.3.2, I'm wondering if there is a fix for this? Unfortunately I cannot use the Oculus fork currently either.
Hello Sir/Madam,I would like to connect with an innovative content developer for my large scale AR VR project in Dubai. Anyone interested email me to abdulsdevelopment@gmail.com.
Hello guys. I can't find a way to check if an object is grabbed or not, a boolean that is true if it is grabbed and false if it is not. The attached image is the components that the object that I want that variable to have. I'm using Oculus sdk Integration in Unity 2020.3.10.Any help is appreciated. Thank you
I have a suggestion To add a feature in watsapp
Hi. I've managed to install and run successfully a small test app. however, I've now built a larger app and went through the same pipeline, while adb install is successful, I don't see the app in library. if I try to uninstall I get: Exception occurred while dumping: (unknown package) what am I missing?
Is there any developer option to completely disable the touch controller connection checks? I am not using the touch controllers at all. The "controllers not found" popups are interfering with my progress as they consistently throw off view centering as the message popup occurs.
I am following a tutorial on VoiceSDK and facing a NullReferenceException when I am running it. I am running this on Mac and in Unity 6. I am using wit.ai as in the tutorial and haven't changed anything.
Hello, I am currently using Meta Interaction SDK v66 for a hand tracking based VR project in Unity.I have read that there are significant improvements to hand tracking in the newest Quest Update v72 and I was wondering if my app has to be above a certain Interaction SDK version to benefit from these improvements.
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