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Hello meta, is it possible to modify the restrictions new secondary accounts are created? By default, secondary accounts are created with the following type on the underlying android. Type: android.os.usertype.full.SECONDARY This group has the following restrictions. Restrictions: no_record_audio no_sms no_run_in_background no_outgoing_calls Why are this restrictions on secondary profiles? When users use whatsapp on their secondary account and start calls, an error from android app "phonecalls" appears with "only emergency calls available" This restriction is on android, when secondary accounts have this restrictions. Its possible to change, but why is it set by default?
I am currently building a Unity Application for the Quest 2 that should include Avatars.I have setup everything in the project to make in run successfully in the Unity Editor aswell as the Meta XR Simulator.Only when I deploy the App to the Quest 2 though, no Avatar renders. I tried with the fallback Avatars aswell as loading the users Avatar after setting up all the Data Usage Permissions for the project, but regardless which Test Scene I use, no Avatar will show on the device. I updated the System Software to 71.0.I am currently using Unity 2022.3.52 with Avatar SDK 31.0 and Meta SDK 71.0. I tried downgrading to various older versions with no success already.Did anyone encounter this issue before or knows of any setting I am missing? I setup a fresh project already with only the two SDKs mentioned above.
I am trying to activate debug mode following tuto but not workingDouble authentification activated with smsDev mode activated on helmetI tried to use side quest because meta link dies not work on my computer and it says dev mode is not activatedWhat is strange is i can access to helmet using mtuThank you for help
My other users are continuing to get an infinite load screen when they try to test the build using the Meta All in One SDK. I have downgraded and upgraded the SDK several times but still my users aren't able to enter into the app. However I am able to enter into the app. Please any assistance would be great. I am using Meta All In One 71 and Meta Avatars 31.0.
I’d really like to make use of the eye tracking provided by the Quest Pro. I was wondering if eye tracking data can be accessed by on a PC? Also would the data be in the csv format? I would like to know if we can access streaming eye tracking data?
Hello there, We released our business app using UE 4.24 on oculus GO. Latest version of our app has been developped in UE 4.27. Problem is associated version of Oculus VR plugin (1.59), which does not offer the possibility to package for oculus go anymore. If we choose to package for Quest, the app just not launch on the oculus go devices. We still have a lot of customers using oculus Go, consequence is that we are not able to update them anymore, that's very anoying...We looked for documentation, but oculus go documentation for UE 4.27 just redirect us to oculus Quest articles...
Hi, I can't login to the Oculus support center page: https://oculusdevelopers.zendesk.com/hc/en-usWhen I click on "log in with oculus" this pops up for a second (see first image) then it loops back to the login page (second image). Clicking "cancel" reloads the page. FYI I have a dev account and can access the develper dashboard.
I recently downloade the meta sdk packages for unity for XR development. I want to be able to access the meta package API from a new script to check boundary data by "OVRManager.boundary.GetGeometry();" - but I keep getting an error over OVRManager where unity says "OvrManager doesnt exist in current context.".I figured that I am missing a library namespace for my script, and the documents online invite me to add "using static Unity.XR.Oculus.Boundary" doesnt work and throws a red error under "XR"What might I be missing here?
Edit: my bad, I had the interaction essentials package installed, rather than the interaction package, which has the teleport building block 🙂 all works now I was excited to see the buildingsblocks. However, they are a pain so far.First of all, once you start using them, you are completely dependent on them. OK.Problems arise when I want to add something basic as teleportation, there is no easy way to do this, because I have to somehow add it to the Building Block Camera Rig. I can´t take a rig from another sample, because that is not a building block. Adding all the teleport components is a huge pain and undocumented AFAIK. I cant get it working anyway.PLease turn this also into a building block then. What VR game doesn´t use teleportation!? Not so many.Then the "Auto" Matchmaking and Networked avatar. It simply does not work. As a long term dev, I know multiplayer is very hard. But if you present something as "building blocks", without further details or info, then y
I have created a new Unity project. The goal was to create a passthrough project that runs exclusively on Windows PCs. The 3D objects should then be created based on the room data. In its final stage, the game will run on the PC, with the headset used for visualization! However, I encountered an issue that arises with multi-room data. If only one room is stored in the Meta Quest, the problem does not occur.The software I used:Unity 2022.3.53f1VS2022 Community EditionMeta XR All-in-One-SDKFor testing, I used the Blockbuilder function:OVRCameraRigSceneMesh ExperimentalMore information can be found in the images!Has anyone experienced the same issue or can reproduce it?
Hi there, Our new Unity game for Oculus Quest implements Oculus leaderboards using the Platform SDK from the Oculus Integration Unity asset, and it's been submitting and getting highscores just fine until now : we completed the data use checkup in the dev dashboard, and as for the Unity project the Oculus SDK is properly initialized, the user entitlement check passes, highscores are successfully submitted using Oculus.Platform.Leaderboards.WriteEntry(apiName, score, extraData), and leaderboards top and user-centered entries were successfully retrieved using Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.Top) and Oculus.Platform.Leaderboards.GetEntries(apiName, 3, Oculus.Platform.LeaderboardFilterType.None, Oculus.Platform.LeaderboardStartAt.CenteredOnViewer) for them to be displayed in game. Now that we are live on App Lab, we are experiencing issues in querying some of our leaderboard en
Hello everyone,I am an independent developer working with a client company to develop an application using the Meta Avatar SDK. At this stage, the app is strictly non-commercial and intended for internal use within the company as part of their research and development (R&D) efforts.We are planning to use the default avatars provided by the SDK and will not integrate login authentication to pull user-generated avatars at this stage.I have a few questions about the licensing terms:Is it permissible to use the default avatars in this non-commercial, internal context?Are there any specific restrictions or guidelines I should be aware of for this type of use?I would greatly appreciate any insights or official references to clarify this matter.Thank you in advance for your help!
Hi.This topic might be redundant with the topic of this thread, but with the SDK updated to V62, the useful official documentation provided in the previous thread was deleted, and I can't find an alternative document. Also, the simultaneous hand & controller input has been released as an official feature, not experimental, so I started a new thread. I was able to make simultaneous input work on Quest Pro with SDK57, but it hasn't been successful with V62 & Quest 3 yet. (I sold my Quest Pro!) I confirmed that the feature itself works properly on Quest 3 as well with the demo published on the App Store, Interaction SDK Samples, but it seems that this sample project is not included in the samples for the v62 SDK. Am I missing something? If anyone has any cautions, useful information, or links regarding this matter, please share your knowledge.
Release the quest to india too, huge population would be great for a product launch. Recently apple also setup there manufacturing in india which was a great move.
The toggle switches in the "Hide app activity" menu of the Meta Profile Privacy Settings do exactly the opposite of what the menu name suggests.By default, each app's switch is set to "on", so you expect to "hide [the] app activity" by default.But changing a switch to "off" reveals that now t hat app's activity is hidden (the word "Hidden" appears).This is the case both in the Meta Horizon mobile app and in Quest OS 71.(For a different reason, I had contact with Meta Support and pointed out this confusion, after which they agreed and suggested me to mention it here in the developer forum.) tl;dr: the "Hide app activity" menu should be called "Show app activity" to be in line with the toggle switches' current behavior.
I have my gun magazine (firearm).Gun has scale = 3.When I release a magazine - it became smaller. It's because parent now is null. and scale = 3 not inherited from parent and scale becase 1 again. I fixed that by use magazine.transform.SetParent(null, true); (true - its worldPositionStays) but when I grab this magazine by hand - it became small again. This is so stupid. How can I make model big and keep scale 1. (to avoid this sizechange?) if how can I scale it when grab? (I don't like this idea.. but..) p.s. maybe there is a way to resize whole object without changing it scale? resize somehow and make it big with scale 1 in UNITY. ?
I'm making this MR option of my VR game... but I'm wondering, how can I acess the information about the environment brightness so I can match the lightning and brightness of my virtual objects to it. It should be a very essential task to make realistic looking MR games. Does anybod know? Thank you!
I'm looking at building a PCVR app for Quest 3 that outputs the app's audio to an array of 8 speakers. Does anyone know if this is possible?And if so, what options do I have to set it up? I'm looking to have the audio play such that it doesn't change as the user's head turns (so not spatial audio like in headset), but the audio is created from a certain speaker as if it actually occurred in that speaker's physical location.
I'm trying to use the TeleportTargetHandlerNavMesh component from the Locomotion example in order to allow teleporting only to valid points on the NavMesh. I have a NavMesh generated, but the targeting still only seems to want to work against colliders, not the NavMesh.Do I have to have colliders on everything for this targeting script to work, or is there a way to get it to work only using the NavMesh?
Hi, The lightmap resolutions seem to be lower before you approach the mesh, then the dark marks disappear on my scene as I approach them.Is there a way to change the distance at which the highest resolution lightmap is loaded?I tried setting these values in the defaultEngine.ini file but nothing changes, it seems to have no effect:[TextureStreaming]LightmapStreamingFactor=1.0ShadowmapStreamingFactor=1.0 I am ussing UnrealEngine-oculus-5.4.3-v69.1 from github. The r.Streaming.PoolSize=0 to not have a memory limitation when loading the textures.Setting not streaming manually on each lightmap is not an option, I have 1100 lightmaps in the scene. Can someone help me? Thanks!!! Video: https://framearq.es/wp-content/uploads/2024/11/lightmaps.mp4 Captura de pantalla 2024-11-02 135412.pngCaptura de pantalla 2024-11-02 135345.png
Meta Avatars is can't lightning by additional lights In Unity 6.0. Avatar SDK 31.0 Shader Configuration MetaStyle2. And Avatar shaders not support adaptive probe volume pipeline.I may be missing something. Please provide feedback.
Hi,Today after the update to SDK All-In-One 71.0.0, the Simulator did not show at all. When run manually and then enter Unity Editor Play mode, it shows a message on the attached screen - it seems it is running.Earlier, with version 69.0.0, I had a situation like in this post: Simulator Issue I also checked the Registry like in this post: Simulator Registry Can somebody advise how to fix the simulator?
Hi there,I'm trying to use MetaXR anchors for my current project. I previously used Unreal 5.1 with PCVR and I could create, save and reload anchors.I am now trying to do the same in an Unreal 5.4 standalone project.My problem is that when I save the anchor, and I reload it with its UUID, it spawns at (0,0,0).Using the logcat from Android Studio, I found out that there were two errors, one pretty seamingless :SP:AF:AnchorFramework: getAnchorUuid can't find anchor for handle 4 And the second one, which I think is the real problem :[XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_ENABLED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:13440 (arvr\\projects\\integrations\\OVRPlugin\\Src\Util/CompositorOpenXR.h:317My blueprint is ugly right now, but here is how I discover and save anchors :
Hi,Is it possible go create an .apk to call the Meta Browser with a certain URL? Indtalling with sideload.Or is it a resteiction to call Meta Browser from another app?Some code like thisWhen Button1.ClickActivityStarter.Action = “android.intent.action.VIEW”ActivityStarter.DataUri = “https://www.examplesite.comActivityStarter.PackageName = “com.oculus.browser”ActivityStarter.StartActivity Thanks for any help
Hello,I'm using Unity 2022.3.19f with the Quest 3 and hand tracking.I've created a menu using a canvas, and it works well. However, I’d like to replicate the same collision effect seen in Quest native menus—where the virtual finger "bends" upon colliding with the menu.If there's a sample or example available that demonstrates this effect, it would be greatly appreciated!Thank you!
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