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I’m currently working on a VR teleoperation demo for controlling a robot, using Node.js for WebXR development. Due to some project constraints, we are focusing on achieving the following features:Stereo Vision in VR: We want to display the robot's stereo camera feed in a first-person VR view. Specifically, we want to show different images for the left and right eyes:For the left eye, display the image captured by the robot's left camera.For the right eye, display the image captured by the robot's right camera.In addition, we want to have a few status indicators (lights) in the VR environment.We are currently referencing the WebXR First Steps demo to achieve this. However, we’re encountering difficulty when trying to display different images for each eye. Does anyone have suggestions or best practices on how to achieve this stereo view in WebXR?XR Mode with Passthrough: We also want to implement passthrough for the non-plane areas of the XR environment while displaying the stereo images
Hello all,after following the steps to upgrade the Meta Avatar SDK from v24 to v29 (https://developers.meta.com/horizon/documentation/unity/meta-avatars-upgrade-to-v24/) there are scripts missing in AvatarSdkManagerStyle2Meta. That happens when we upgrade the samples from v24 to v29.Anyone else had this issue and knows a solution to fix this?Thank you.Best RegardsKai
I now get this error when I try to build my app using the Meta Avatar 29.7.0 Shader error in 'Avatar/Meta': undeclared identifier 'computeIndirectSubsurfaceContributionSH' at /Users/rexga/Desktop/MetaQuest/SamplerX/Library/PackageCache/com.meta.xr.sdk.avatars@29.7.0/Scripts/Common/Shaders/Recommended/MetaAvatarCore.hlsl(1664) (on vulkan)
I'm so confused! I remove the package, and my system memory is back to normal, but as soon as I reinstall it, after ~5 minutes, my whole PC crashes because both my System and virtual memory are full. Does this happen to anyone else? Thanks!
Hi, I wanted to ask, I am using meta all in one SDK. When i use hand grab from building block and try to apply hand grab features on 3d model exported from outside the environment. When i attach building block script to the 3d model the Unity crashes.
Hi,I'm trying to use Building blocks, but it crash when I add Controller tracking.Environment;Unity 2022.3.14f1 LT. + Meta XR Core 60.0 + MacBook pro Max M3 SOnoma 14.1.2 I add the camera rig and click the select block in scene, and works,I add the Controller tracking and crash unity, and when I restart the block is assigned but not works.Any ideas?Alvaro
Hi! Im studying to get my bachelor of business- degree in Finland, and currently were doing a project where we need to make up a business and count all costs and outgoings. In this fake business we have bought two Meta Quest 3 VR glasses and purchased some games that will be available for people to come play in our business premises. In other words it will be a gaming hall of a sort. 1 hour of gaming will cost x amount of money (havent decided the cost yet) and our teacher told us to find out about licenses that we might need to use these games and the VR equipment in our fake business. I've tried to find out but my english is not quite that good to understand all the documents perfectly, that i've read. I would really appreciate it if someone with knowledge of this could answer this as soon as possible, so i can finish this part of my project. Sincerely A student from Finland
Hi, we have the following case: we are submitting our new game as "Full release", for which we need to put the build on production channel. When the submission is accepted - and we can schedule the release date - do we have the possibility to change the production build before the scheduled premiere or do we need to resubmit again with the new production build?
I checked the Android Development guide and the "Best Practices" section mentions "Avoid use of Standard shader or Standard Specular shader." Which other (default) shader can/should be used instead for good performance on the Quest?Link to the guide: https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/
Seit dem Update von heute (26.11.2024) von Version 1.33.2 auf Version 1.33.3 kann das Programm von WIN11 24H2 nicht mehr ohne die Abfrage der UAC-Steuerung (User Account Control) von Windows gestartet werden.
I have installed latest Meta XR Simulator (1.17.10) coming with the 71.0.0 package using Unity Package Manager and I can't close the Release Notes popup window as shown in the image attached. Close Button does not react to clicks. This blocks the whole Simulator window.
We have two permission requests at the start of the game:* Spatial permissions* Bluetooth permissionsSometimes after returning to the game after accepting these permissions nothing is rendered, but the game is still actually working. Music & sounds play, hand tracking works and you can press buttons, etc (though you can't see them). When you bring up the system menu/game title screen through the meta system hand pinch gesture and then "resume" the game, everything starts rendering again.Another issue that can happen (which seems related) is that after accepting the permission it doesn't return to the game, it brings up screen you get when you bring up the system menu. You then need to tap resume to continue the game. In our case you immediately get asked for the second permission and it'll return to the system menu again. This happens slightly more frequently than the issue above. We don't get both issues at the same time.The issue replicatable 50% of the time.Any advice would be h
I spent hours and hours trying to get my project to build because the information given on the Unreal website was incorrect, and meta don't provide it at all. For example, this page Android Development Requirements For Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) suggests skd33 is needed, but that produces a gradle build failure.Rather than thousands of people struggling, have one member of your staff ascertain and provide the correct information for each editor version (unreal/unity). Make it simple in the following format (with description and links), for example:UE 5.3.2Software to installUnreal Engine Launcher/Unreal engine (game engine)Download Unreal Engine - Unreal EngineMeta quest developer hub (Meta XR unreal plugin requires this to see headset, allows you to turn off headset boundaries and proximity sensor, enable upload of apps to meta and headset, analyze performance, set paths (not sure when this sof
I'm getting a strange error in Unity when I upgrade the Meta XR Core SDK package to 69.0.1 from v59ArgumentException: Path cannot be the empty string or all whitespace.Parameter name: pathSystem.IO.Directory.GetParent (System.String path) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)OVRProjectConfig.ComputeOculusProjectAssetPath (System.String assetName) (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:217)OVRProjectConfig.ComputeOculusProjectConfigAssetPath () (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:240)OVRProjectConfig.GetOrCreateProjectConfig () (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:246)Have anyone else got the same error?I used both the Meta XR All In One SDK and Core individually and the same error occurs.I am using Unity 2022.3.16 but also upgraded to the latest LTS 2022.3.52 with the same result.
Hello everyone,I'm developing a VR game for the Quest 2 using Unreal Engine 5. The game is quite graphically demanding, with two levels each containing about 1,000 actors, instances, etc. I managed to get the framerate to 72 FPS, though.The Issue:I'm experiencing random crashes when launching the app on the Quest 2. Specifically, the game becomes unresponsive shortly after starting, and this happens intermittently—not every time I launch the app. I can only run the game when the system ask you to force the game to close.I have been struggling with this issue for many weeks now, but no matter what I do, I can't resolve it. It seems to me that it could be a memory problem. Specifically, I have the impression that the problem occurs more often when I close the game with several actors loaded. It's like the game is unable to close properly, and the next time I open it, the game doesn't open and becomes unresponsive.I have tried reducing the levels' complexity, and this seems to reduce the
I am using Meta All in One SDK for Unity.It was working completely fine, but not sure why it is crashing when entered play move. When Ever I enter play mode, there is a lot of noise form the Laptop Coolers too. But apparently, my game is just scene of quiz, where questions are generated by chatgpt.I am using the Camera rig from the Building blocks. I am currently using following scripts in the scenehttps://drive.google.com/drive/folders/1ErAJ2Nkd5JtlcUKLuQtSMXWUfOyjWI-h?usp=sharingMy Laptop Specifications are 1. CPU - Ryzen 7 6000 Series2. GPU - RTX 3060 ( 6 GB )3. RAM - 16 GB DDR5
I am in the organization and can activate the developer option in the Meta Horizon app. I have also activated the developer option in the Meta Quest 3S. When I connect the headset to the PC, I only hear a tone that the headset is charging, but there is no reaction in the headset or on the PC. ADB cannot find any device. SideQuest cannot find any device either. I have restarted the headset and still cannot establish a connection. I can connect my phone to ADB without any problems. SideQuest also recognizes my phone with the same cable. I have deactivated and activated the developer option several times. Link does not work with Meta Quest Link either.
Before last week I was able to watch movies lying on the side.Now it's only vertical! Please help? it was some update? or how can I enable this again?It was killer feature for me, not esear to use mobile phone again instead of oculus 😞 it should be with correct angle (I was able to see everything with correct level) I tried all options, "travel" mode. etc - not working. help!
Dear Meta Avatar team.I(we) tried the Meta Avatar Multiple Player Building Blocks and it does not work with ANY Meta Avatar package above 24.1.1 for both the Unity Multiplayer and the Photon Fusion versions. If you follow this tutorial from Valem, note that at 14:14 when he presses play, you see the Local and Remove Avatar spawn. I too can achieve this with the Meta Avatars 24.1.1 but anything newer the local and remote avatars do not appear. To test yourself create a fresh project with Unity 2022.3.x and the All in one SDK 65.0.0 and Meta Avatars 24.1.1 just like the linked tutorial. Drag the Camera Rig, Auto Matching and the Network Avatar into the scene once for Fusion install and another for the Unity Multiplayer version and both times press play. Note the local and remote avatars appear as expected and as seen on the tutorial. Then update the Meta Avatars to anything newer than 24.1.1, press play and note the local and remote avatar does not appear. Yo
Why are all the buttons in the Meta Horizon OS UI Set implemented as toggles?
It was announced in Connect 2024 last month, but I am yet to see any signs of it. I am talking about the micro gestures with thumb and the index finger (similar to the d-pad gestures). From their research paper (https://dl.acm.org/doi/10.1145/3613904.3642702) Here is the connect video - Deepen immersion with state-of-the-art interactions and sensory capabilities | Meta Connect 2024 | Meta for Developers Any update on it? or did I miss it somehow?
https://youtu.be/8dtB7FAThYg There's an audio bug specifically with the reverb and submix. If you remove the reverb effect from the submix this distortion goes away, but it's not a fix for reverb. This demo is from https://github.com/oculus-samples/Unreal-MetaXRAudioSDKTried this in my own project, same results.
We want to programmatically read panoramic photos to create 3D effects, but we can't find the folder where these photos are stored. In the Meta Horizon OS files Info, we can see a path like 'This Headset/t39.3xxxx-x', but we can't actually locate this folder. Is there a way to handle this?Thank!!!
OVRButtonActiveState and listening for the START button and even using OVRInput.GetDown(OVRInput.Button.Start) no longer gets triggered with the hand gesture pinch using the left hand.Controller works fine so this appears to be another issue with the updated Interaction SDK v67 and v68. Could someone confirm this is being worked on?
Hello Meta My name is Monte and iv been a big fan of your products since i was able to put my hands on the quest 2! Sadly i just learned that i can not connect my pro controllers with the quest 3s because of its price point, and yet i can connect a stylus? Its dosnt make sense to me honestly how the old quest 2 can do it the NEW quest can do it but not the NEW NEW quest 3s if you guys made it it should work the pro controllers are the best controllers you guys offer right? Why wouldnt you want them to connect to every thing you guys have to offer. Think about it i spend 299 for a 3s pair it with a pro controller for 249 and come out with 548 round up for taxes and what not and be a happy camper, because if i got the big boy quest 3 for 499 and pair it the controllers im coming out with 748 the budget idea is great get a bang for your buck with the option of accessories like being able to pair it with the pro controllers. I hope this can just be a update and boom it working bu
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