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I Keep Getting this error from the meta SDK when i try to do basically anything, including building, what do i do..?NotImplementedException: This is a special method that is meant to be used only for [Networked] properties inline initialization. Meta.XR.MultiplayerBlocks.Fusion.AvatarBehaviourFusion..ctor () (at Library/PackageCache/com.meta.xr.sdk.core@69.0.0/Scripts/BuildingBlocks/MultiplayerBlocks/PhotonFusion/NetworkedAvatar/Scripts/AvatarBehaviourFusion.cs:47)
Hey, I am using Unity 6 for MR.I am using 6000.0.27f1I am expecting that you can enter play mode via oculus link. This doesn't seem to work. Do you know how I can get this to work?Second, it seems like a build fails to even startup or boot up a basic scene. Does anyone else have that problem?
Hello! I ran into a problem when uploading a build to the App Lab, I can't upload to the release channel because 2 warnings appear. The first one says that you need to self-verify the age group, although it has been passed. And the build contains the 32 and 64 bit versions of the libraries. But I only included the 64th version.Logs:2024-03-20T07:52:22.785Z [DEBUG] Run args: {"appId":7062226900567070,"appSecret":"(removed)","apkPath":"C:/Users/Сергей/Downloads/apk.apk","channel":"LIVE","draft":false,"excludeAddons":false,"inheritAssetFiles":false,"isODH":false,"uploadFromEngine":"UNITY","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":false}2024-03-20T07:52:23.045Z [DEBUG] Server log: {"app_id":7062226900567070,"client":"UNITY","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfu
Is C++ supported for these plugins? There is no documentation on it, and I get errors when I try and use the components in C++ Pawn classes.Are these plugins only meant to be used with blueprints?
Can you add Chinese input method for Chinese players? Now more and more Chinese players have purchased quest3 and quest3s. Although a series of troublesome operations such as VPN are required, the quest equipment is very good, and more and more players are joining the quest. However, more and more Chinese players have reported that the system does not have a Chinese input method, which has a great impact on social aspects, such as Bilibili, the largest video platform in China. I found that YouTube VR has a Chinese input method, so this should not be difficult for developers. I hope developers can add a Chinese input method for Chinese players
The battery notifications for me to change out the batteries on the controller happen way too early and are highly distracting. Instead of notifying at 50% left (or whatever), how about at 5% left?
I am proposing an innovative idea that merges Mixed Reality (MR) and Virtual Reality (VR) to craft a truly immersive gaming experience that breaks the boundaries between the real and virtual worlds. The idea is to begin a game in the player’s real environment—specifically, their own room—where they are introduced to the narrative in a seamless and emotionally engaging way. This initial fusion of MR and VR allows the player to feel fully grounded in their own space, creating a natural connection to the character and story. As the game progresses, the environment begins to transform: elements from the virtual world bleed into the real one. A helicopter might land in your living room, or the walls could fold away to reveal an expansive battlefield. This gradual transition from mixed reality to pure VR gives the player a sense of continuity and immersion, making them feel as though they are entering the virtual world, rather than just being dropped into it. It’s an experience where re
If Meta XR Simulator freezes on Play and you see 999+ log entries of this:"XRStats::SetStatFloat failed. Stats queue full! Stats for this frame will be lost."then just revert the setting of the Game window to "Play focused" so the Game window is focused when you hit the Play button,ORmanually focus the Game windows before hit the Play button.This post is for those like me who are experiencing this mind blowing bug and having no clue what is going on🥲
Please move or delete as seen fit. I have been using the Meta glasses for over a year and I love these things. But I have some suggestions and improvements for version3 when it comes out. https://youtu.be/kqfLbuFQsF0
Using Unity 2023.2.20f1 with the Meta All-In-One SDK v69.0.1 & OculusXR Plugin v4.2.0, I tried to build a project to a Quest 3 with the OVR Build tool but I am getting the following error:The Project Setup Tool has no issues. I've also tried again in a blank project and got the same result. I also get this result with the same project on a different machine.
Hi..not sure if i am in the correct 'location' but i couldn't find one the fitted. My issue is.... when i change the virtual environment the forground image is correct but the background image is showing a photo of a skyscraper that i took when i was in the Wanderer App. At first it was just doing it on one environment biut now the same skyscraper photo is showing up in the background on about 4 of the environments...how can i stop this happening...Cheers Dug
Upper right corner. It's quite noticeable with the headset on because the edges of my vision become multicolored. This started happening this morning. I'm really not sure why. This only happens in VR preview mode in UE5. I tried it with a sample starter project from oculus-samples github as well, and the same thing happened except the corner was black instead of multi-colored. I don't notice anything when the headset is in standalone mode. I've tried just looking for a messed up corner in Passthrough/First Hand demo/etc, and there's nothing wrong as far as I can tell. Is this something wrong with Quest Link? I've tried it with a different cable and a different port on the computer as well.
For my game, I have created 3 add-ons (skin packs) that have been approved by Meta. I'd like to offer these 3 add-ons in a bundle at a lower price point, however I am unable to add unreleased add-ons to the bundle.I dont want there to be a period of time in which 3 of my add-ons are publicly available for purchase without a corresponding bundle containing the 3 add-ons also being available at the same time. Why is it impossible to create a bundle with add-ons that are not yet released? Players of my game are going to end up leaving negative reviews saying they bought one of the add-ons, only for us to release a bundle with a better deal 2 weeks later!
Am I missing something or the OVR LIP SYNC that we used within OculusIntegration_v56.0.unitypackage and similar is removed with the newer META XR UNITY PACKAGES 69.0.0 and similar?
When creating my world, a round snow like object comes and overlap my land and then disappear.. What do I have to realign? Somewhere in the foundation’s? Thank you…
There is an error with the latest Oculus Integration package for Unity version 56 on the UnityObjectAddedBroadcaster class at line 76. When using EditorSceneManager.OpenScene.Because somehow it intercepts that even if the scene is not yet loadedThis is using Unity 2022.3.9f1 ArgumentException: The scene is not loaded.UnityEngine.SceneManagement.Scene.GetRootGameObjects (System.Collections.Generic.List`1[T] rootGameObjects) (at <10871f9e312b442cb78b9b97db88fdcb>:0)UnityEngine.SceneManagement.Scene.GetRootGameObjects () (at <10871f9e312b442cb78b9b97db88fdcb>:0)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster.HandleSceneOpened (UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode, System.Collections.Generic.HashSet`1[T] knownIds) (at Assets/Oculus/Interaction/Editor/AutoWiring/UnityObjectAddedBroadcaster.cs:88)Oculus.Interaction.Editor.UnityObjectAddedBroadcaster+<>c__DisplayClass8_0.<.cctor>b__0 (UnityEngine.SceneManage
This is a screenshot with OVR Metrics enabled so you can see some stats. The game feels smoother than the reported FPS count, and it's also very consistent despite high levels at times. However, a few minutes later the CPU level went down to 2 and both GPU and CPU utilization were around 25% in this same spot, but I was still stuck around 24 FPS. Walking over to more intensive scenes with nearly 1400 batches didn't reduce the framerate any lower, and walking up to a wall to have 30 batches didn't improve the frame rate.Unity 2023.2, OpenXR (aiming to build for Steam and Meta), minimal to no use of Oculus/Meta packages, multiplayer game using Photon Fusion 2, it's a pretty big game but I'm turning off dynamic objects that aren't in the same part of the scene (the picture depicts a fourth of the scene).I'm using a lot of optimization, the batch count is around 400 and poly count around 1 million. I've used the profiler and the update loop scripts are as optimized as they can be, all runn
Hello,First of all, I am beyond excited to try this new technology that you guys have brought to life. It is truly an amazing experience, and I’m so glad I decided to buy it.I'm also a game developer, and recently, I wanted to try VR game development in Unity with my Quest 3 headset, which is where I’m running into a bit of trouble at the moment.My Wi-Fi connection is really poor, so I decided to buy a link cable. When I test the connection, it says I have a 2.4 Gbps speed, and everything seems fine.However, when I launch Oculus Link through my headset, the first 2-3 minutes of the experience are perfectly smooth without any FPS drops. But after those initial minutes, my FPS rapidly drops, making it unbearable. I tried reinstalling the Oculus app, but the problem persists, and I’d really appreciate your help in fixing this issue.I’m using an MSI GF63 Thin 11UC-617XTR laptop with 16 GB RAM, an Nvidia RTX 3050 4 GB, and an Intel® Core™ i5-11400H Processor. My friend has a laptop with an
Well it seems Unreal's support for processing manifests is as bad as Unity's....Trying to upload a build, get the following error: It seems you can only ADD permissions via UE5 project settings, so I do that to produce the following: The offending permissions should be removed, but it seems they're not. What's going on?Thanks!
CustomLocomotionSystem from https://developers.meta.com/horizon/documentation/spatial-sdk/spatial-sdk-inputsystem-locomotionsystem is having compilation issues. When I import the code, I get compilation errors. For e.g. unable to resolve InputResult, hand, etc.Please note that the "InputSystem" example is working perfectly fine, just the customLocomotionSystem is having issues. Can someone help fix the code / documentation please
Is there going to be any update for the Meta Avatar 31 where I'm able to see my networked avatar? I am currently unable to see my avatar in my app. This app is for a client and I really need this resolved.
Can someone please add a setting to get rid of the background noise? It ruins immersion and only sometimes turns off when watching things with sound that I don’t need to be mixed with background noise
My Facebook got hacked. I have reached out multiple times to Facebook, including buying 2 verified subscriptions with no help from either enhanced support I just get put on hold. I’ve done the recovery said my id was approved and never got a follow up email. I’ve had all my friends report it probably about 20 reports saying it’s been hacked and nothing. This isn’t a brand I’d like to support when it is this hard to get either my account back or deleted. step up and be a better brand meta. This is NOT ok. I’ve seen to many people with this issue.
I suggest adding a "Condolence" or "RIP" reaction to Facebook's reaction options. This would allow users to express sympathy and support when someone shares news of a loss or is grieving.Benefits:1. Provides a dedicated way to show condolences2. Helps users express empathy and support3. Creates a safer space for mourning usersExample Use Cases:1. Reacting to posts announcing a loved one's passing2. Showing support during bereavement3. Expressing sympathy for tragic eventsReaction Symbol Suggestion:A black heart symbol could represent this reaction, conveying respect and solemnity.Why it matters:This feature would help users navigate difficult postings on social media and show support during sensitive times by reacting on post.
Hi I'm fairly new to all of thisI was wondering why can't I run two meta quest headsets on the air link?If one is connected it will not allow me to connect another one. Am I doing something wrong? or is this just not supported Thank you for your time and patients
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