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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?
Hello,I'm using V71 of the Meta XR Interaction SDK, and can't figure out how to add custom meshes for hand tracking when using the Isdk Hand Rig.My pawn is setup roughly in line with the Getting Started guide, with an Isdk Hand Rig for each hand, and my interactions are setup and working without issue. Now I'm just unclear as to how to add a custom mesh for the hands instead of the default one. I've seen there is documentation for the Unity version of the Interaction SDK to do so, but not for Unreal. Does anyone have any tips on setting this up?
Hello!Is there capability with the Meta SDK to determine which camera is cast to TV when using the Quest headset cast feature?I have a local multiplayer game I'm porting to quest, and if I were able to cast a different game camera than the VR POV, it would go a long way towards increasing accessibility for the game.I've tried building out the app to the Quest with the conventional setup of having the VR cam render under the Third Person cam so that the VR cam is displayed on the headset while the third person cam is displayed on the monitor (when running in editor or windows). But when this setup is run on quest, the casting feature seems to only grab the POV cam.Thanks for any tips!
I am making a VR app using the lastest meta avatar sdk (v31) 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. Did anyone have the same problem?Thanks for any support
Hello, We are experiencing a major issue with our Meta accounts, and it is severely impacting our business. We can no longer use our account to log in to our headsets, nor our developer account to access our app dashboard. Here is a summary of the issues we are experiencing: Unable to log in to Meta Horizon on smartphone.Unable to use our account on the web.The attempt to reset the password consistently fails.We are receiving error messages (see attached screenshots).We have contacted your support services, but no progress has been made to resolve our issue so far.We have followed all the steps recommended by your services, such as uninstalling the Meta Horizon application or clearing the cache of our browsers. Despite these attempts, the problem persists and no solution has been found. We had to create a new account to report this issue here, as none of the following accounts are working anymore:loic@immergence-studio.comimmergence.metapro@gmail.comSince the outage
Hey there,I have a game on AppLab built with Unity that was initially released about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]".I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay. Plus, the error is exactly the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems. I have tried multiple
I am creating a program for a research study and we need to record the answers that participants give. Since it is not connected to the computer we cannot use the Unity console nor create a text file on the computer. Therefore we need to create a file on the Quest, add to it when needed, and save it so that we can retrieve it when the quest is plugged into a computer. I have tried using Application.persistentDataPath and Application.dataPath but the file is no where to be found in the internal storage of the Quest.
I'm looking for a way to turn on and off body tracking and change the fidelity via script. Right now I don't see any method using the OVRManager that let's me interact with these. I would like the user to be able to turn these on and off depending on the situation (don't want the full body processing to be wasted when they don't need it).Thanks.
After upgrading my project to the All in one Meta SDK version 71.0.0 I get this compile error message:Unable to import newly created asset : Assets/Resources/OculusRuntimeSettings.assetUnityEngine.StackTraceUtility:ExtractStackTrace ()OVRRuntimeAssetsBase:LoadAsset<OVRRuntimeSettings> (OVRRuntimeSettings&,string,System.Action`1<OVRRuntimeSettings>) (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Scripts/Util/OVRRuntimeAssetsBase.cs:85)OVRRuntimeSettings:GetRuntimeSettings () (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Scripts/OVRRuntimeSettings.cs:167)Oculus.Interaction.OVR.Editor.ProjectSetupTasks:CheckHandSkeletonVersion () (at ./Library/PackageCache/com.meta.xr.sdk.interaction.ovr@71.0.0/Editor/ProjectSetupTasks.cs:49)Oculus.Interaction.OVR.Editor.ProjectSetupTasks:.cctor () (at ./Library/PackageCache/com.meta.xr.sdk.interaction.ovr@71.0.0/Editor/ProjectSetupTasks.cs:32)UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes (System.Type[])Ca
I'm encountering multiple errors while working with Meta Audio SDK's acoustic features:1. Acoustic Mesh Baking:- Status: Working correctly- MetaXRAcousticGeometry bakes successfully2. Acoustic Map Baking:- Error: "Precomputation failed, result = 2000"- This occurs during the MetaXRAcousticMap baking process3. Runtime:- Error: "Internal error: invalid Acoustic Map handle"- This appears when trying to run the scene with MetaXRAcousticMapSteps to Reproduce:1. Set up scene with Meta Audio SDK components2. Bake Acoustic Geometry (works fine)3. Attempt to bake MetaXRAcousticMap4. Run the sceneMy Environment:- Unity Version: 2022.3.53f1- Platforms: SteamVR and Meta- SDK: Meta Audio SDK 71.0.0Has anyone encountered these errors or know how to resolve them? Any assistance would be greatlyappreciated.
I’m located in the U.S. East region and noticed that v72 is not yet available for me. I wanted to confirm whether this delay might affect my development process. Thank you for your guidance.
Hello,This is about the Meta Quest Media Studio web site : https://creator.oculus.com/manage/mediastudioThis tool is used to manage a creator portfolio and upload immersive content like 180 or 360 video or Quill creations.Problem: the tool requires a Facebook profile to be used. It's possible to login with a Meta account but then it immediately requires to connect a Facebook account.Not everyone has a Facebook profile or want to link it with their Meta account. Please make it possible to use this with the Meta account (or at least with a linked Instagram account).Currently after logging with a Meta account it shows the following screen: Note that the message talks about the "Oculus mobile app", this doesn't exist, it's called "Meta Horizon". But the point is that we should not need to install a mobile app and connect it with a Facebook profile in order to use the Meta Quest Media Studio website.This would allow more people to contribute immersive content for the platform.Tha
I am developing a MR application in Unreal and want to use the Launch Capture Scene Blueprint node which is part of the MRUKSubsystem. The Unreal engine that I use is the Meta fork, more specifically the oculus-5.4.4-release-1.103.0-v71.0. I have enabled Scene support in the Unreal Engine and Spatial data over Meta Quest Link in the Meta Quest Link application.When I try to capture a scene it always fails. More specifically, the following function call inside EOculusXRAnchorResult class fails: FOculusXRHMDModule::GetPluginWrapper().RequestSceneCapture(&sceneCaptureRequest, &OutRequestID); And returns ovrpFailure_NotInitialized (-1002) I cannot dig deeper because the OVRPlugin.dll has no debug symbols. Does somebody know how to fix this? Or has some insight on how to troubleshoot this further? Thanks in advance.
The link to GitHub is not working, can you help me? ""To install the Meta version of UE 5.x from the Oculus-VR branch of GitHubThe recommended option is to install UE 5.x from the Oculus VR fork of the source code, regardless of the UE version you choose. This installation includes Unreal Engine, the Meta XR plugin, and additional features and fixes that make UE work seamlessly with Meta Horizon OS.To install UE 5.x from the Oculus-VR fork of the UE source codeIn the Oculus-VR fork of Unreal Engine on GitHub, open the branch list, and then select the Branches tab...""
I plan to develop controller emulation software on the Quest platform that needs to be recognized by games as authentic controller input. Furthermore, I intend to integrate this software with our proprietary seating system to enable game control through the seat. What methods are available to achieve this functionality? Are there any better or alternative solutions available for consideration? 我计划在Quest平台上开发一款游戏手柄模拟软件,该软件需要能够被游戏识别为真实的手柄输入。此外,我还想将此软件与我们自有的座椅系统集成,以实现通过座椅来操控游戏的功能。请问,有哪些方法可以实现这一目标?是否有更优或替代的方案可供考虑?
The MetaXR plugin is broken in UE5.4. I downloaded UE5.4.2, created a new project from the VR template, made a Plugins folder, and imported version 66 of the plugin into it. However, the moment I turn on the MetaXR plugin, I can't open the project and it crashes. The crash shows "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058." It crashes every time, around 75% of the OculusXR loading (though I don't understand why it's an Oculus plugin when it's MetaXR...). I tried placing the plugin in the project and also under the marketplace folder of the UE5.4 plugins, but nothing changed. Is there something wrong with my PC? Please help. I can't work if this doesn't get resolved.
Hello, I'm the developer of Home Detective, out on the Quest Store.I recently made an app update, it seemed to go through smoothly, but a couple of days later I got an email saying I had a VRC failure - VRC.Quest.Functional.4, "must not lose the user's data".I checked my app and it seems to be saving ok. It's true that it replays the intro if you don't complete level 1 - this is by design (level 1 is short and functions like a tutorial).I was wondering if the VRC failure might have something to do with Cloud Saves, so I uninstalled the app and actually, upon restoring, I got an old save back and I lost some progress. But this appears to be a bug in Cloud Saves, rather than my app. I made sure that my Save.json file (inside android/data/<bundleid>/files) was being updated by the app, and made a Cloud Backup manually in the Quest UI. But when uninstalling and reinstalling my app, I get an old Save.json back (from weeks ago).I can get it back to a functioning state by viewing the Cl
They just don't show when I play the scene, even the new project just create.Console:
This is a series of game design articles.They’re more on the advanced and mature side of topics that dive much deeper into the idea of creating a truly Infinite Game - as in something that feels like your typical epic narrative driven 10 hour campaign experience, but having an infinite metagame that keeps the experience going without the game resetting after you’ve reached a what is commonly known as the “end game”.These articles give you hints on how to surpass that limit and go beyond.Games Are Need Satisfiershttps://docs.google.com/document/d/1JIuP…AS_UhCwihEThrowaway Games Are Band-Aid Approachhttps://docs.google.com/document/d/1c9wK…7iQLclssh0Future Of Games, The Next Big Innovationhttps://docs.google.com/document/d/12Soe…jV7LkeoZhUMy View On The Universe, Life And Death (Part 1)https://docs.google.com/document/d/1mmyt…CXzSTLbBMwMy View On The Universe, Life And Death (Part 2)https://docs.google.com/document/d/1x7K3…tZgw8bt3IoForking Drives Innovation, Not Competition!https://docs
Hi, I am looking for a way to send small vibration as a haptic feedback on my 2D panel app whenever user hovers their raycast over a UI element, and stronger vibration when they tap on that element.In unity, we can do something like:XRBaseControllerInteractor.SendHapticImpulse(0.2f, 0.1f);how to achieve similar effect in Jetpack? val hapticFeedback = LocalHapticFeedback.current Button(onClick = { hapticFeedback.performHapticFeedback(HapticFeedbackType.LongPress) //nothing happens }) { Text("pick a file") }
I can't get IAP working.In the developer dashboard:I have created an app done the data privacy checkupactivated IAP on the platform services pagecreated and published a SKU for testingIn unity Imported the Meta XR all-in-one SDK, and verified that platform services is a part of that Set my app ID for both "oculus rift" and "Meta Quest/2/Pro" In my script I have the following void Awake () { try { Core.AsyncInitialize(); #if UNITY_ANDROID && !UNITY_EDITOR IAP.GetViewerPurchases().OnComplete(ViewerPurchasesCallback); #elif UNITY_EDITOR Debug.LogWarning("Running in Unity Editor. Oculus platform initialization is skipped."); #endif } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } }
Hello,We are running an open beta for our app and we can see the users emails who joined (Distribution / Release Channels).I am wondering if contacting them to follow up is allowed? or would I breach any terms?Thank you.Commedia team
Anyone know if/when Remote Desktop for workspaces will work on a ChromeOS computer? Looks like it only works with windows and mac
I'm trying to join a party with a friend but I don't have any "People" or "Friends" tab in the Social menu. All I have is Events. I don't receive any of his invites either. We just did this a few months ago without any issue.I'm on the Oculus Rift S.
Suggestion:We propose that Meta considers implementing a feature allowing users to bring their personal AI companions into VR experiences. This would create a deeper and more personalized user experience while unlocking new social and creative possibilities in the VR realm.Opportunities and Details:- Subscription Option: To make this feature economically sustainable, it could be offered as a paid service. Users could choose between a one-time payment for specific experiences or a monthly subscription for repeated and long-term integration.- Collaboration with AI Platforms: Meta could partner with existing AI platforms to simplify the process of integrating users' established AI companions.-Enhanced Capabilities: A personal AI could serve as a companion, a guide, or a creative collaborator within VR, making the VR experience more inclusive and versatile.We believe this could be a groundbreaking step to make VR more personal and appealing to a broader range of users.We hope Meta will con
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