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Sometimes when I'm playing, I get a warning that I'm running out of memory. Please add a feature to organize my memory. Samsung smartphones also have a feature setting to organize ram.
Hi, We got blocked out of our developer account by someone who was a partner in our business and decide to leave overnight. As a full admin, there was nothing we could do to prevent him from doing this. However, we have contacted developer support to sort out this issue. We raised the issue on the 7th of Jan and we haven't had any communication back from Oculus apart from triaging team. Any one has a good tip that would help solving this? Phone number, email, anything... Thanks in advance,Valery
Hi, I upgraded my project to Unity 6 and am using the v71 SDKs. I am using OVROverlayCanvas and whenever I have one active in a scene, it repeatedly gives me the following warning: [Warning] In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None. Camera.Render() OVROverlayCanvas.RenderCamera() at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVROverlayCanvas.cs:512 510: else 511: { --> 512: _camera.Render(); 513: } OVROverlayCanvas.Update() at ./Library/PackageCache/com.meta.xr.sdk.core/Scripts/OVROverlayCanvas.cs:371 369: _hasRenderedFirstFrame = true; --> 371: RenderCamera(); 372: } Can you suggest a fix to stop this warning from occurring constantly? This did not happen in Unity 2022.3.
Hola Page not found · GitHub · GitHub here is the Meta page Meta Fork Game Engine Performance Enhancement: Unreal | Oculus Developers What's going on? How to get theUE 5.3.2 Meta Fork? Thanks
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity.Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID.The same oculus email ID is being used for the login inside Unity as well.I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID.Please let me know if anybody has resolved this issue.
Hi XR dev community, my name is Dustin (obviously)!I'm new to the Quest and VR but well versed in coding. I want to buy myself a Quest for Christmas but first, may I ask for some advice from the experienced community? (The app idea is pictured below)I want to make my cherished Conversation Starter app. All it does is overlay the real world (passthrough?) with a box in the upper right corner as a drop-down menu. The menu will include 5-6 items like "football scores, Blockchain prices (because Dogecoin is cool), local geocaches within a mile" etc. Then when I click or, um..., navigate somehow onto a drop-down the menu will change to a list of college football teams and their recent game scores, et cetera. Then I can navigate again back to the main menu.I ask you today, is it possible to make this app? If I buy a MetaQuest 3 or 3S, can I make the app pictured below?Do I need to buy a developer tool and what is the process of approaching this app? You can ELI5 but I know C, Python, an
I can't find my app by typing app name or keywords in search field on Quest, mobile or web. Do I have to wait for my keywords to be findable or how does it work?
Now that the AppLab to Store transition is finalized for all apps and our app was already transitioned some weeks ago, we still struggle to find it in the store via the specified keywords and words from the description. Only the exact app name works like it was before during AppLab days.Is this something we still have to wait for or did we forget to configure something?
After the App Lab and the Main App store were combined, it was then possible to enter keywords as part of the metadata for my app. One of my keywords is “breakout”. When I search for “breakout”, I only get 1 match, and that app is not “Close Encounters” or "Close Encounters Demo". Do the keywords take some period of time to kick in? Also, when I scan the list under Apps->Games->See All, I never see my app. I’m wondering if I have done something wrong. My app appears to be invisible to the general public!
Hi, A month ago we set up a pricing A/B test for our game. It ended on the 13th of February and we should have had some stats about it by the 19th of February.It's March 6 but I still don't see any results. Am I doing something wrong and should I be looking elsewhere?
For the blind:1) Allow Meta Smart glasses to open the existing "Seeing AI" App - especially on IOS which supports LIDAR.This would allow blind users to use the navigation mapping from the Seeing AI app tool on IOS (using LIDAP) that maps the INSIDE of their house. 2) Allow Meta Smart glasses to open up some regular outside navigation map - ex: Google mapsThis would assist blind users with navigation the outside world
Dear Meta CompanyI hope this email finds you well. My name is Dara, a single mother of two with a deep passion for innovation and creating solutions that simplify and enrich people's lives.I have developed an idea for an advanced platform called LifePal, which integrates AI-powered personal assistance with a groundbreaking Digital Will feature for comprehensive life and legacy management. This concept addresses pressing needs for time management, secure legacy planning, and seamless digital organization in today's fast-paced world.As an individual, I recognize the challenges of fully realizing this project alone. Therefore, I am reaching out to Meta Company’s, a leader in innovation and technology—to explore the possibility of collaborating or developing this idea further under your esteemed expertise.Enclosed in this email is a detailed business proposal outlining the concept, features, target market, and potential growth opportunities of LifePal and its Digital Will integration. I be
Hi,We encountered a problem when the user recenters the camera or removes the headset, some of our objects get scaled incorrectly.We are using Meta Quest3 Standalone for MR with Scene understandingUnity 2022.3.12f1META SDK V66we disabled the AllowRecenter checkbox but it is not working.when we recenter the view some of our gameobjects get Scaled and look Giant.is there a way to A)remove the Recenter B)Avoid the Recenter when the user removes the HeadsetB)Prevent our anchored content to go crazy. Thanks!
I have scanned my room and my room can be loaded in MRUK. I would like to know how to save my room as prefab so that I can open it anytime and anywhere.Thanks for everyone's help!
Nowing whom you can teust
We have a case where we would like to start a Quest App via mobile phone.The Horizon App does this pretty much.As we distributed our "draft" to a TestUser, we were able to install it via phone, but it could only be launched on the Quest headset, not from the phone. On the phone, the button doesn’t change to "Launch" and remains as "Install" or "Purchased."Is this limitation specific to the "draft" version, or could there be other factors at play?
I’m having an issue after the latest update on my Oculus Quest 2. Everything used to work perfectly: I used the same USB cable, SideQuest, Web ADB, and other tools for debugging through ADB. However, now ADB says the device is connected, but the authorization prompt doesn’t appear.Here’s what I’ve tried so far:Connecting the headset to a different USB port.Web ADB shows the device as connected, but nothing works.Using another USB cabel.Restarting PC and OculusIn SideQuest, the headset is detected, and it shows that:ADB is available.Developer mode is enabled.Quest is found and connected.However, still displays the device as unauthorized, and I can’t proceed. It seems like this issue started after the latest Quest 2 firmware update.Has anyone else experienced this issue? Are there any workarounds or solutions?Thanks in advance for your help!
Has anyone explored checking if individual joints are visible and when they might not be from the sensory data / OVRPlugin?I'm trying to see on a per frame basis what joints are actually 'tracked' and 'visible' compared to which aren't in order to implement custom solutions IK / different tracking data. E.g. if joint isn't tracked, use this other sensor that has an estimate of it.In the retargetting sample they use the headsets field of view to guess which points might be visible and blend it with IK but I'm trying to see if i can get it at the raw data level.When looking at OVRPlugin, there are a few booleans like positionValid and positionTracked, but they always return True even in cases where I'm in say a T-Pose looking to my right, my left joints will show up as Valid and Tracked which can't be the case.
I am having a hard time with implementing in app purchases with the current Meta SDK there isn't any documentation detailing how to do that. Can somebody help with this?
Issue: Environment Depth API could not be retrieved. Passthrough is working. Expected behaviour: A cube with with a shader EnvironmentDepth/OcclusionLit should be occluded when placed behing a wall. No console error expected. Specs:Unity editor version: 2022.3.22f1 BiRPAll in One SDK version: 71.0.0Windows 11 HomeMeta Quest 3How to reproduce the issue:Start a project 2021.3.8f1 BiRPUpgrade the project to 2022.3.22f1 BiRPImport All in One SDK 71.0.0Use buiding block to do environment depth (or do it manually. Make sure to have OVR PassthroughLayer and Environment Depth Manager somewhere in the scene.)Play on Rift Link Tried trouble shooting:Restarting PCFollowing the occlusion documentationCheck Spatial Data feature is enabled in the Meta Quest Link AppNo issue with Project Setup ToolMake sure Graphics API is Vulkan Error messages:
ovrp_SetTrackingOriginType2(ovr TrackingOrigin_Stage) doesn't seem to work with "Physical Space Features" disabled, and I can always re-center my oculus regardless of the tracking origin type. Why is that?
I want to upload my .apk to the Dashboard, yet it always says:ERROR: Validation identified the following errors:APK is debuggable (android:debuggable in AndroidManifest.xml)I've tried multiple ways: Updated the Oculus Integration package to the latest version (27.0); (not sure why the previous version doesn't have the "Upload Debug Symbols" setting in OVR Platform Tool.)Added android:debuggable = "false" to the AndroidManifest.xml file created from "Oculus->Tools->Create store-compatible AndroidManifest.xml"; (not sure why this attribute is missing in the original file)Created a new Keystore;Change Minify-> Release to Proguard;The backend is Mono and the Debug Symbols Directory is "C:\Program Files\Unity\Hub\Editor\2019.4.11f1\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Symbols\armeabi-v7a";Is there anything else I can do to upload the apk file successfully? Thanks in advance.
I created test users from dashboard but when i try to add them from profile page, quest sends a link to mail. obviously i don't have any access on mail. I tried:1-Creating fb account (sends confirmation mail)2-Tried to add from mobile app and pc quest app. (Only instagram and facebook are available)I actually can log in from mobile or pc. so what do we do to use test users? factory reset to quest and log in?Thats frustrating. Do you have any suggestions?
Hi,I'm following these intructions:https://developers.meta.com/horizon/resources/test-users/I have created test accounts in the dashboard (they worked with quest 2, but now I try to add them to a Quest 3 device).But now I get stuck on point 10. "Add Account" inside the headset.The problem is that I can only choose Facebook or Instagram accounts to add and the test user account is neither, they are Meta accounts.I have also tried this:- Login to companion app with test user account- Pair app with factory reset headset (success)That makes me see the test app in the library, but i cannot install it, it only says Purchased or Unavailable and install button is greyed out.What am I missing here?
The following logs are constantly showing since I added the Android SDK to my app. I followed the instructions to add the SDK so I shouldn't be getting this error and even if I did, it should not be showing constantly every millisecond. Please fix.My import isvar androidPlatformSdkVersion = "71"implementation("com.meta.horizon.platform.ovr:android-platform-sdk:$androidPlatformSdkVersion") This is the error spamming i getI/PlatformSDK(10125): Received 0 for Message ptr, returning null Message objectI/Core (10125): nativePopMessageI/Core (10125): ovr_PopMessage returned nullptr, return 0 for ptr/handle
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