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While using the most recent oculus fork of the UE5.4.4 or possibly any other version... Has anyone managed to get post processing materials to work. Even a simple as setting PostprocessInput0 straight to the emissive color or using any other shader will results into one of these: Turning the right eye black / right eye becomes a copy of the left eye / both eyes will become distorted & warped / only right eye becomes distorted & warped.- Everything looks normal in the android vulkan preview.- I think I have tested every possible combination of project settings and device profile settings but I have not found anything that would help. The most important settings ofc are the basic mobile HDR, mobile multiview, forward & deferred shading and anti aliasing... I tried all of them.
Hello together👋,I’ve been interning at Bosch where I created a toolkit to enable image detection on MR Headsets without main camera access like the quest 3 to enable things preciously not possible, like MR indoor navigation, colocation to mobile AR via smartphones as well as a surface detection replacement for quick marker less allignment to for example tables (to have for example all shadows line up correctly). Mechanism takes 3-10 seconds before allignment is finished, has regular image detection accuracy and works both for handtracking as well as controllers with no additional hardware required (also no jailbreaking and no performance cost after setup). We originally planned to publish it as a open source Unity Toolkit with a short accompanying Paper but with the recent news of Meta opening up main camera access next year, rendering custom solutions unnecessary I wanted to get get feedback if you think we’ll get image detection next year (see the long delay on avatar legs) an
I want install meta quest link in several windows machines. It works for me if I download the meta quest link PC app and run it on each machine but it's too boring and take too much time to repeat the step on each machine. I am looking for a way to run the installer via command line. For example, can I run the installer with one command ".\OculusSetup.exe --mode install --yes", which means install the PC app with all default config? If it's possible, I can use ansible to run it on each machines easily. It's really help for us if the app can be run by the command.
Hi everyone,I was trying to setup a small experiment, where I want to replace a native Unreal based app with a WebXR based application. Most of its features are around 360˚ video which works quite well. But I am struggling to access local files from the file system. The "old" app has a dedicated directory which includes lots of video files. And now I would like to access those files from the WebXR / PWA app. Any ideas on how to do that?I tried the File System API, but it does not seem to be implemented in the default browser.
Hello,I am developing a driving simulation with an autonomous vehicle where players have the possibility to steer with a Thrustmaster steering wheel while wearing the VR Headset (Quest3) When this steering input is detected I want my hands in VR to grab the steering wheel, at the moment the position is off because the real steering wheel is smallerI tried hand poses and setting the position of the hands but they jump between the steering wheel and the tracked position.I also tried snap interactions but as I understand they only work snapping an object to the hands like a distance grab Is there a way to control the hand position at times where there is steering input so the hands appear to be grabbing the steering wheel in VR? Thanks for reading and potential ideas.
I'm making a test page to see what features devices use. I'm getting this permissions policy errors for 'light-estimation' and 'secondary-views'. Is there something I need to enable to make these work?The permission policy error even comes up in the three js light-estimation example feature: https://threejs.org/examples/#webxr_ar_lightingI'm using a meta quest 3 with version v68 OS
Hi everyone!I’m currently developing a co-op tabletop game for the Meta Quest platform using Unity and C#. The game will support both colocated and remote multiplayer gameplay for 2 to 4 players.I would love to get insights from this community on best practices for structuring C# scripts to manage player performance effectively. Specifically, I’m trying to achieve the following:Individual Player Performance: Ensure that each player joining the game room has their own independent score or performance metrics.Co-op Performance: Track and update a shared team score or performance metric that reflects the group’s collective effort.If anyone has experience with multiplayer game development on the Quest platform or can share resources, tips, or examples for managing player and co-op scoring in Unity, I’d greatly appreciate it.Thanks in advance for your help!
Hi,How do I manage disabling and enabling multiple world space canvases so the Ray interactions work properly, when the canvases are placed in front of each other?The UI canvases are default Unity world space canvases with ray interactions added with the quick actions described in this article: Add an Interaction with QuickActions | Oculus DevelopersThe problem is that I have two worldspace canvases with ray interactions placed in front of each other, kinda like in layers. When I disable the canvas gameobject in front, the interactor cursor hits the disabled (invisible canvas) and does not properly pass through to hit the second canvas (which it should do).How can I ensure the cursor interacts with the first active/visible canvas and does not get captured by disabled ones?
Hi there.I am quite a beginner and i am sitll trying to allocate the boundaries of this whole meta XR system.We are trying to get PCVR working in an HDRP scene with selected passthrough items like hands and other items.I managed to get passthrough running in an empty HDRP scene but i didnt manage to get the real hands or the AR window to work. Could someone please give me advice if thats even working or what I`ve gotta tweak?Thanks a lot 🙂
Hi all, I'm having a weird problem where I'm trying to call the Recenterfunction. So I am currently trying to develop on the rift, and then building on the Quest. However, I am facing a problem, when I call the recenter function on the rift, everything works perfectly and as intended. However, when I test it on the Quest, the function does not seem to work at all. Does anyone have the same thing? If it matters, I'm using Unity 2018.4.0f1 LTSThanks all!
Hi noob alertI’m trying to create a save game feature for a game in meta quest 3.I defined a structure of what I want to save and created GameSave blueprint and called that structure inside the blueprint.then I called GameSave in my pawn and everything works fine when I’m in preview mode.Here is the code in my pawn:load and save posted by anonymous | blueprintUE | PasteBin For Unreal Enginenow the thing is when I try to get a package it fails getting me this error:PackagingResults: Error: FStructProperty::Serialize Loading: Property ‘StructProperty /Game/SamplePTRL/save/VirsualBaySaveData.VirsualBaySaveData_C:all_objs.all_objs’. Unknown structure.what do you think to be the issue here? thanks in advanced.
Has there been any word on the Oculus app supporting the Arc GPU's or that theyre working on adding support? I've been running with Steam VR through VD and it's been a champ.
At first we thought it was our project. I created a new project with just the Meta SDK and Samples. Build the Hands Sample and the Perf VRC 1 Frame Rate goes from 72 to 19 consistently every other second. Anyone ever ran into this?
Hi all, I'm testing my app with the Performance Analyzer included in MQDH. The problem is that it flags periodically VRC Perf.1, even if the fps are stable in the app (I know that becouse I measure fps also with OVR Metric Tool and the graph is stable on 90 fpsInstead the graph produced from the Performance Analyzer is a sort of sawtooth wave, as illustrate from the following pic, that oscillate from 90 to 17 (or another low value).It appears somehow releated with rendered layers. Inded I see that when the wrong drop is reported, the 'rendered layers' is zero. Any help please ? I fear the reviewers use this tool 😕 Tnx very much
I hope you guys add jordan to the list of supported countries as i enjoyed meta quest 3s in a shop ( i tried it only didnt buy ) i want to buy bettwen march to june But jordan isnt supported i request that you guys add jordan to supported countries happy thanks, kareem
Hello,In the same scene, I have my “main” world where we can move / look around and a closed room (not visible by the player). During the game, the rendering of the closed room must fade on the entire screen with the current view of the world.We would like to mimic the Guardian effect from the Quest when we exit the limits. Inside the closed room, I’ve placed a SceneCameraComponent2D.In a PostProcess material, I progressively blend the SceneTexture.PostProcessInput0 and the RenderTexture captured by the SceneCam2D.It works on the editor of course, but it won’t for a stereoscopic rendering…I did a lot of research: stereo layer, VR spectator, or any available feature / function from Unreal Blueprint…In the Meta library, there is a blueprint "SceneCameraComponentVR" or something similar ?Some screenshots with the blending opacity between the two subscenes: As we want to re-make the guardian effect, we must blend two buffers.Which solution would be possible ?Than
I just got a Quest 3 and activated all the move stuff. I'm pretty disappointed to find out that health connect no longer works?The only answer I could find about this fact was they needed something from Google.. but then gave up and dropped the feature entirely? Why??? I suppose I can just keep wearing my watch while using it but it seems so weird they just dropped it.
Hi everyone,I’m having an issue with my multiplayer game using Netcode. When a player closes the game without properly disconnecting, and then reopens the game, they are unable to rejoin their previous room using the “Quick Join” functionality. Instead, it creates a new room. Here is my OnPause function to handle oculus quest close:private void OnApplicationPause(bool pause){if (pause){Lobbies.Instance.RemovePlayerAsync(currentLobby.Id, AuthenticationService.Instance.PlayerId);NetworkManager.Singleton.Shutdown();Debug.LogError($"Player {AuthenticationService.Instance.PlayerId} removed from lobby {currentLobby.Id}");if (NetworkManager.Singleton.IsHost){Lobbies.Instance.DeleteLobbyAsync(currentLobby.Id);}Debug.Log("Disconnected from lobby and network.");connectionState = ConnectionState.Disconnected;Application.Quit(); }}Any ideas
Why are outlined hands tracked in the Quest 3 sometimes smaller than they should be?We have a number of Meta Quest 3 headsets all updated to the latest OS, version 71. I swear this didn’t used to be a problem but in our apps where we’re outlining the user’s hands they’re now significantly smaller than they should be.This didn’t used to be the case and the problem even persists in some OS level menus outside of just our apps. In the first attached screenshot (since I can’t upload a video here) you can see my hand outlines are too small in the Headset Power screen. Leave that menu and they’re back to normal again.This happens in multiple headsets regardless of lighting environment. I have another video in a completely different room playing Meta’s First Hand game where the hand cutout is correct during gameplay but then entering the pause menu they’re super small yet again. A screenshot of that happening is also attached.What in the world is going on here? Is this a new problem introduce
Now when I use the Meta Avatar building block. My avatar appears above the camera rig. How can I fix this? This happened all of a sudden after testing another build.
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Currently my app can't running when tracking disabled. But i see that some apps an work when tracking disabled. I wonder how to do it? How to add ability to running app when tracking disabled?
I've enabled checkbox "Allow Optional 3DoF Head Tracking" in OVRManager Quest features. But my app still can't start when headtracking disabled (for example in low light room).I've checked manifest and i see that:<uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1"/> How to add ability for app to work without headtracking? I see that many apps can work without headtracking but i can't understand how to do it. On this manual https://developers.meta.com/horizon/documentation/unity/unity-ovrcamerarig/#general i see that "Allow Optional 3DoF Head Tracking" must allow this.
I have a VR project in UE and I want to use the Meta XR Audio plugin along with it with Spatialisation enabled. I've an animation in the scene with audio connected it. I followed the basic recommended settings in the documentation under Spatialisation and Acoustics, On running it in UE, the project works fine when it is played, however this error is looping in the background which causes the engine to crash. The crash is inconsistent, but the error is constant even after the play is stopped. Has anyone faced this issue? Or might know how to fix it? UE Version: 5.4Headset: Oculus Quest 3
Morning all,Quest Link support pointed me in this direction to make a feature request for high end workstation support.https://forums.oculusvr.com/t5/Ideas/idb-p/Ideas/Typical that my authentication is denied access to the forum so I am posting my request here.For the Customer Support bigwigs, my support ticket conversation was 07604514.I work at a university and one of our research groups has purchased a high end workstation. Spec'd high enough to chew through large 3D rendering tasks. Much to their dismay the hardware on the device seems to fail the compatibility tests. It's shown in the logs that CPU and GPU are 'FAILS'.After launch and authentication of the Quest Link app/Oculus app, we get an in panel notification saying 'device is below minimum specification'. When trying to set OpenXR runtime as active within Quest Link, the process fails with a panel notification that appears.Customer support reviewed the logs and say the hardware isn't supported. I find it baffling that a
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