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Why are all the buttons in the Meta Horizon OS UI Set implemented as toggles?
I was trying the Shared Point Anchors sample, and I was trying to build it in Quest 3. Then, the Oculus app on my pc pops up a message for update. Then I did. After that, it was not only this SSA project, but also my other projects won't be able to detect Quest 3 device (I haven't tested other models like Quest 2). And normally, there should be a pop up windown in Quest 3 asking for debugging permissions. And this window is gone, too. If anyone have encountered this before, please help me out... Many thanks!!!
Need access to the logged in user's UUID/Username for an app I'm working on. Trying to prototype something using the Spatial SDK + Platform SDK. Was wondering if that API's exposure is in the works at all. Thanks!
Hi,How do I change the language in Meta Business Suite?
Hey guys! Nereo from Argentina here.I am trying to build a simple interaction with Meta XR SDK (All in one pack) where the user grabs a knifes and "simulates" cutting an onion in four. The thing is when we run it in the simulator, I cannot grab the knife, it just doesnt happend. Does anyone run into the same issue? It used to work but now it doesnt. Unity version 2022.3.16f; Meta XR SDK version 69.0.1Thank you all in advance!I am leaving screens of the whole project.
Hi, I'd like to develop a virtual TV app so that people can plug external hardware such as games console into the usb-c input. Can I utilise existing code of the Android API or Quest SDK to achieve this, or would meta need to make system changes to allow the usb-c to be used that way?
US Patent - Interactive Player Board Game I’ve recently been granted my first US Patent on 11/05/2024 for the idea to have a configurable game board with technology to check whether a rule of the game has been satisfied.Was wondering if anyone would be interested in developing this type of game for the Oculus. I see the possibility of having the user be able to generate their own game board depending on the theme (exercise, eating, traveling, etc), setting the number of spaces for their game board, and have the ability to make this into a private game or public game. The user can invite friends to play on the game board and it can be played asynchronously. If the theme is exercise then if they roll a 1, they need to do 10 jumping jacks. The oculus will be able to see whether that task is completed successfully. If so they can roll again and see what task they need to perform next. Each game can be considered to be a pod and can invite others to join. Each person that joins is a pe
I'm not able to login to dashboard with my other account. Cannot also access this forum with that account. Everything works fine with this one, but if I use the other one, I get error message. The actual login seems to work but after it goes through I get "Oops, you seem to be lost" error. I tried to invite that account to my organization, but when I click the link from email I again end up to error page after login. If I try to login with this account, I get in but get error that the invitation isn't for this account (obviously). But in summary: login, links and dashboard works fine with this account but not the other. Sadly that is the admin account for my Quest 2, so I'd really need to get the dashboard working to enable developer mode.
I am started developing in Unity, and try to run my game in VR. SO I take on my Quest 3, start Quest Link (or AirLink) and switch to Monitor1 (i have 2 of them).I have installed XR Plugin Management, Oculus Plugin, set Android settings in XR Plugin Management to Oculus, same with windows settings. Also set basic interactions, with hand and etc. When I build and upload it in Quest3, the whole process works fine, i can look around, i can move the raycaster attached to my hands etc.But when I press Play button in Unity Editor, at first it starts my game in Quest 3, as it is supposed to be. When i go back to editor, make any changes, and tries to play again my headset start flashing like a stroboscope for at least 10 seconds, and fallbacks to playing my game in the editor (through Quest link, in VR, but not 3D) instead of starting the actual game. Previously it returned with an error: "Failed to set DeveloperMode on Start.UnityEngine.Debug:LogError (object)Unity.XR.Ocul
Casting even via link cable in the hub i get game sound fine. But still no microphone? This is unfortunate. Been trying to find a workaround where i can stream my gameplay to obs and pic up microphone. The oculus casting looks awful when i try that. Even with 5ghz band wifi.
We are trying to submit a game like many others and have done everything requested, when trying to submit the info where the Iban screen is we just get a message saying "could not be processed please try again" we've been trying for days now. Raised a ticket, then told its Facebook we have to deal with. Then we go to the new ticket/ awful AI bot and just get errors. Does anyone know how to do this or any way to actually contact someone?
Hello, I recently published a game on the Meta Quest Store. On the Production channel I have version 1.1. I am working on a version 1.2 and want to test the apk on my device. I have uninstalled my app from my headset, use Meta Quest Developer hub to install 1.2 of my app, and I am not able to launch it. The app installs correctly but the launch button in meta quest developer hub is greyed out. In my headset the app does not show up in unknown sources, and it shows my app is not installed.Is it not possible to 'sideload' new version of my app? I do not want to push a build to a release channel just to test on my headset.
Our Quest 2, Quest 3, Quest 3S players are having issues loading into our game.These specific errors are popping in many of the affected users:[VRPlatform_RuntimeManager] Error code: [0]. java.net.ProtocolException: Timeout during fetching DSATStackTrace: at VRPlatform.Account.Account.RequestPlatformAuthNonce Found previous posts regarding this:https://communityforums.atmeta.com/t5/Get-Help/VRChat-Timeout-during-fetching-DSAT-Quest-3/m-p/1188662/highlight/true#M299784https://communityforums.atmeta.com/t5/Get-Help/VRChat-Oculus-platform-error-during-proof-check-Timeout-during/td-p/1212858https://communityforums.atmeta.com/t5/Get-Help/VRChat-error-Oculus-Platform-error-during-user-proof-check/m-p/1212971But haven't seen any resolution following these posts. Any developer able to give insight to see if its an issue on our end? I can provide further details.
In Unity, I normally cache any GetComponent() if I plan on using it within the Update(). Is the OVRInput.Get similar? Everyone online seems to just put code like OVRInput.Get(OVRInput.RawButton.X) directly in Update() and even inside their IF statements. Is this the recommended method for performance? Is the OVRManager handling everything and I just need to call the OVRInput.Get and not worry about it. What about if I am using that OVRInput.Get in multiple if statements in my script? Should I assign the OVRInput.Get as a boolean at the beginning of the Update() and then use that in my script or would that only really help readability but not have an impact on performance?Thanks!
Hello everyone,I am building a simple app with the Meta SDK (Unity 6, IL2CPP) specifically using OVRCameraRig in my scene for Quest 3. In the OVRManager script I tried setting Hand Tracking Support to "Controllers Only" which worked, and I wasn't able to use hands in the built apk, and I also got the warning in the beginning that I should pick up the controllers. However, when I set it to "Hands Only" I am still able to use the controllers in the app and I get no warning about it being a hand tracking app only. This seems to be a bug. Does anyone know the fix?Thanks for your help.
Hi, is there a way to switch an unreleased app to Early Access after the first submission?Thanks
Upon either restarting Unity (2022.3.21f1) or running a beta build I find that the Application ID field in Oculus Platform Settings has been reset to nothing, causing the entitlement check to fail. I'm using v69.0.1 Core SDK, and v69.0.0 Platform SDK packages in unity, as well as the Oculus XR Plugin on v4.2.0. It should be noted that this did not occur prior to updating to 2022.3.21f1, originally I was on 2021.3.33f1 but had to update to support a new package. Could anyone help me out here as it's been hindering my ability to progress with development for a few days and I'm at a dead end as to what could be causing it, thankyou!
Hello everyone,I am trying to follow the tutorial from the Meta Developers website (https://developers.meta.com/horizon/documentation/unity/unity-spatial-anchors-basic-tutorial#try-out...) using Visual Scripting. However, when I reach the step with unboundAnchor.BindTo(anchor); , I find that I cannot locate the correct node to access the unboundAnchor data.I would greatly appreciate any guidance on how to resolve this issue. Thank you so much for taking the time to read my post, and I hope that someone with expertise can assist me soon. I am truly grateful for your help! Thank you!
Hi team,Regarding the process of submitting a PWA, I have a few questions.In general, is it already possible?It’s mentioned here that support for Progressive Web Apps is coming soon.Additionally, I found that PWA distribution on the Meta Horizon platform is only supported for developers with apps listed on the Meta Horizon Store (source).If I don’t meet this requirement, does it mean submission is impossible for me?However, at the recent Meta Connect 2024 and as mentioned here at timestamp 5:56, it was stated that PWA submission is indeed possible.If it is available, the article here suggests that I just need to select a PWA checkbox when creating the app.However, this checkbox doesn’t appear for me—I’m the account owner.Am I misunderstanding something, looking in the wrong places, or perhaps missing a requirement?Could you please clarify the situation and help enable the PWA submission process for me? Thank you very much for your assistance.Best regards
keeps coming up every time I go to press play in the editor whether or not I choose to Send Usage Stats or not. is there any way to keep this from popping up each time I go to press play in the Unity Editor? I'm using 2022.3.40f1. Also within the META XR Project Setup Tool in the checklist it shows For MR apps it's recommended to disable Show Splash Screen (In Player Settings.) Otherwise it can result in an inconsistent experience. I do not have any icon within the splash screen loaded in (none) and the Use Splash Screen box is unchecked.
After updating to Oculus Software version 1.97.0, I have encountered issues with the mouse cursor on my Windows 11 PC. Specifically, the mouse cursor displays a continuously blinking blue circle, which is highly disruptive during computer use.Identified CauseThis issue appears to be caused by the Oculus VR Runtime Service, which starts automatically with the system and remains active even after the Meta Quest Link application is closed.Temporary SolutionTo mitigate this problem, you can use one of the following methods:Using Services Manager:Press Win + R, type services.msc, and press Enter.Locate Oculus VR Runtime Service, double-click it, change the "Startup type" to Manual, and confirm with OK.Using Command Prompt:Open the Command Prompt as an administrator and type:cmdCopy codenet stop OVRServiceWhile this stops the cursor blinking temporarily, the issue reoccurs when the Meta Quest Link application is launched again.WiFi 6 Mode Issues on Meta Quest 3 (Build 71.0)Another issue aris
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Hello All,i´m trying to develop a VR based multiplayer app. i'm using Oculus quest and PUN2 for this.mz question is: is it possible to implement more than one OVRCameraRigs in oculus quest?the app is working perfectly with single player but hands are not getting synch in multiplayer scene.
I was trying the Shared Point Anchors sample, and I was trying to build it in Quest 3. Then, the Oculus app on my pc pops up a message for update. Then I did. After that, it was not only this SSA project, but also my other projects won't be able to detect Quest 3 device (I haven't tested other models like Quest 2). And normally, there should be a pop up windown in Quest 3 asking for debugging permissions. And this window is gone, too. If anyone have encountered this before, please help me out... Many thanks!!!
Salut les amis, aidez-moi à partager cette idée à Meta,Je souhaiterais proposer une fonctionnalité qui pourrait grandement améliorer l'expérience utilisateur sur WhatsApp, en particulier dans les conversations en temps réel.Description de la fonctionnalité :Lorsqu'un utilisateur doit s'absenter momentanément au cours d'une conversation, il pourrait activer un mode "Absent" directement depuis l'interface de chat. Une fois activée, cette option afficherait :1. Un badge coloré (par exemple, orange ou gris) à côté de son nom dans la discussion pour signaler son absence temporaire.2. Un message automatique personnalisable indiquant qu'il est momentanément indisponible, mais qu'il reviendra bientôt.Fonctionnalités complémentaires :Un minuteur configurable pour indiquer une durée approximative d'absence (par exemple : 5, 10, ou 30 minutes).Une option permettant de désactiver automatiquement le badge lorsque l'utilisateur revient dans l'application. Avantages :Éviter les
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