Developer Forum [Archived]
Recently active
in english says:There was a problem unable to create the page, please try again later
Can anyone help me to create aa developer account ...when i try to create it, it keep saying in a pop up... This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while.
I’m developing an application using MRUK, Fusion, and the meta networked avatar building block. I’m working through rejoining the session after various disconnects. When I leave the boundary and re- enter, I destroy the network runner and then instantiate a new runner and networkedAvatar. The trouble is that the avatar spawns back at the origin so it’s not correctly superimposed on my body. I’d like to just correct this by applying a correcting transform to the avatar when it spawns, but I’m having a hard time figuring out how the new avatar system is determining its transforms. Anyone run into something like this?
Can the developers please create and release a downloadable update that allows creators to film in both portrait and/or landscape modes? Maybe make this a setting we can toggle between in the app. This would be so helpful thank you.
Unity version: 6.1Meta XR SDK version: 76.0.1Hello,I am trying to create a colocated MR app which allows users that are remote to join as avatars. I am wondering what would be the best way to go about this? I am currently trying to call SpawnAvatar() when the Local Matchmaking fails for a guest, but I am not sure of this is a good way to do it. If you have tried this, or if there are any documentation or tutorials that I might have missed, please let me know. TIA
Hey guys. Running into an issue I've been trying to resolve for a couple of days now and can't seem to fix or find a solution. I'm currently using Unreal Engine 5.5.4. I have the Meta XR plugin v77.0 in Unreal Engine program files/epicgames/plugins/marketplace. I really want to be able to display a leaaderboard in my game but I can't because the plugin "Meta XR Platforms" is not showing up for me to enable (Meta XR is showing). I see a button (Meta XR tools) that let's me access Meta XR Platforms information and enter my app ID number, etc, but when I open this and try to enter any information it always makes Unreal Engine crash (it does this also when doing it form project settings). I cannot locate a "verify entitlement" node in UE5.5.4 anywhere to begin the process of connecting to a leaderboard etc. Any help is appreciated. Thanks in advance.
Hello, the system splash screen behavior was recently updated. In the past the image supplied by the App would be shown centered on black with the three loading dots below and the size of the logo was pixel perfect so changing the resolution would change the display size.As described here: https://developers.meta.com/Now after the recent update, the system shows this new fancy animated light rays thing and the image is scaled to fill the entire screen width, i think.. It's very large now and as a result it's very blurry. I was wondering if there is any updated documentation with newer recommendations on what resolution to use now or how the behaviour has changed.I want to avoid submission problems by just guessing, thanks everyone
Hello everyone, I am currently working on a local mixed-reality multiplayer project using Meta Colocation Discovery.When the host sets up a server, everything appears to be fine. But once the client joins the server, the host's virtual controller and virtual headset are stuck at random locations away from the host's physical body to both the host and the client's eye.Meanwhile, for the client, the virtual controller and headset are working fine to the client's eye but still static to host eye even when client was moving. This also happened when I tested it using an unreal engine VR template. Unreal Engine Version: Unreal Engine 5.5.0 (Meta Forked)Method used: Meta Colocation Discovery I hope I can get some clue from the forum and sorry if my format is lacking since this is my first time using Meta Forum. Thanks in advance
Probably so simple... but I've been stopped here for days...Steps so far:I start a new project with Unity 6.1 with template "Mixed Reality (MR) core"Switched to Android platform on build profilesImported Meta XR all in one packageImported Meta MR Utility Kit packageRemoved all items on my sample sceneExecuted Meta XR Tools -> project setup toolSelected OpenXR Plugin on the XR plugin managementAdded Building Blocks "Camera Rig" + "Passthrough" + "Controller Tracking" + "Ray Interaction"Placed a game object (mesh + material) on the scene and added a collider to it and a "Ray Interactable" scriptUp to this I run and everything goes right: my object appears on the scene, the passthrough works well and I can use my hands or the controllers to display a ray that impacts the object with the required cursor.What I cannot reach is to detect ray events on the object: I would like to change the color of the object material when the ray enters into the object or to make the object dissapear if
Hello,I've tried to launch the hello_xr example from OpenXR-Source-SDK with OpenGL backend. There is the (shortened) output:$ XR_RUNTIME_JSON=/d/meta_xr_simulator/meta_openxr_simulator.json ./hello_xr.exe -G OpenGL [12:03:20.094][Info ] Press any key to shutdown... [Meta XR Simulator][00000.003322][V][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:31] Initializing configuration man ager [Meta XR Simulator][00000.003511][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:43] Configuration path not set, de fault value will be used: D:\meta_xr_simulator\config\sim_core_configuration.json [Meta XR Simulator][00000.003831][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:148] Persistent Data loaded from " C:\Users\adik\AppData\Roaming\MetaXR\MetaXrSimulator\persistent_data.json" [Meta XR Simulator][00000.004080][I][arvr\projects\openxr_simulator\src\sim_configurationregistry.cpp:179] Configuration loaded from "D: \meta_xr_simulator\con
This setting keeps being reset every time I re-open my project in Unity 6. I'm not sure why it is not being saved. When I check my version control after changing the setting, hitting "save project" or saving the scene or other things that could be saving it, nothing seems to change. Not sure how to fix this. This problem occurs both when I try to change it using the Project Setup tool, or when going to that setting page and manually adding the oculus touch interaction profile.When this setting is not set, my controllers do not work in editor, so I cannot just ignore the setting, and this adds friction to development.
Hello, I am testing my app, and I only use WRITE_EXTERNAL_STORAGE for media access. However, in Headset Settings → Privacy & Security → Installed Apps → [my app], I see that three permissions have been added. My manifest looks like this:<!--?xml version="1.0" encoding="utf-8" standalone="no"?--> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.example.app" android:installlocation="auto"> <uses-permission android:name="android.permission.INTERNET" tools:node="merge"> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"> <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"> <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO"
Good Afternoon,Unreal Engine Version: 5.5.4Meta Interaction SDK Version: v77.0.0We're currently trying to create a system to recognise hand poses using the UIsdkHandDigitRecognizer class. We're trying to find documentation about how to use the FIsdkDigitRangeParams struct and what ranges these values work in.We're assuming that it uses a normalized range (e.g. for CalcType::Curl, 0 is a straight finger and 1 is completely curled), but would like some clarification as to how these values are intended to be used.If there are any samples that show an example of the UIsdkHandDigitRecognizerbeing used with the FIsdkDigitRangeParams struct, that would be best.Cheers.
Hi, I'm working on the development of a WebXR application and I've recently noticed an issue when the input controllers are temporarily lost and "reconnected". The reconnection triggers a XRInputSourcesChangeEvent event with an "added" property listing XRInputSource objects associated to each controller that is reconnected. These XRInputSource objects are supposed to have a gamepad property but it seems that this property is not set correctly (it's null) when a controller is reconnected. The problem doesn't occur the first time the controllers are detected after the initialization of the XRSession. The problem isn't reproduced on a different browser (wolvic). Environment:- Headset: Meta Quest 3- Version: 64.0.0 Expected behavior: XRInputSourcesChangeEvent should provide an "added" property listing XRInputSource objects with a properly initialiazed gamepad property when a controller is "reconnected". Any idea for a workaround until a fix is imple
Enhancing Accessibility with Meta Quest 3's Passthrough CaptionsImagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired.How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset.Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impai
Good Afternoon,Unreal Engine Version: 5.5.4Meta Interaction SDK Version: v77.0.0We've set up a IsdkHandRigComponent on our Pawn and are using ray interactions to highlight and select objects in a scene. We want to disable the Ray Interactor during parts of the level so that the player isn't able to interact with objects, but we haven't found a solution yet.We've tried disabling the interactable but the cursor still appears when the player hovers the hand over the object. We've considered simply disabling the niagara systems that the UIsdkRayVisualComponent uses but that seems like a bandaid rather than an actual solution.Is there any way to disable the interactor on the pawns side? We've come across the UIsdkConditional class which might be what we're looking for but can't find any supporting documentation/samples to figure out how to use it.Cheers
Hello there!I've been developing apps since 2010, windows web and Android. I'm interested in getting started with meta glasses app development and wondering what's the best place to start.Which IDE and programming languages does it use? Any links? Could I use an emulator for testing or would I have to purchases glasses?Is there a development kit available that includes glasses with developer mode available?Thank you!Moeed / leisure321
PCVR with Link is the absolute worst software I have ever used almost daily I will be in iRacing and the Link glitches out, the entire community knows it's trash and always suggest using Virtual Desktop. I Have recently purchased a Bigscreen Beyond 2 headset and will never use Quest again constant software updates and glitches. learn how to code software that doesn't suck.
I wonder if we'll see a UE5.6 build of the Meta XR plugins, its been awhile.
For quick iterations and prototyping, I depend on the building blocks version of the OVRCameraRig, which in the past used to be so that depending on your needs, you could add it to your scene with one click and then customize it according to your needs (i.e. passthrough or physics grab etc) Now, there is one bloated version that comes with EVERYTHING including a locomotion controller that adds things like vignette and the setup has so many complext dependencies, you cannot just delete/disable the relevant parts under interactors in the hierarchy.Is there a bloat free version like in the past, where I can simply add a hand grab functionality without adding 8 different interactors (simultaneous hand + controller etc)?Working with Meta Interaction SDK V77 in Unity 6.
I just don't understand. Meta is advertising this as the best way to cast gameplay and yet to this day there isn't even an option to turn on the mic. You can hear the mic when you record, but not when you cast? Make it make sense. The fact that this has been a common complaint for a couple years now just makes this all the more frustrating. If /casting can do it, what's stopping Dev Hub from doing it? Can anyone here think of a legitimate and logical reason for MQDH to lack this basic feature?
with navigator, there is no longer a way for my users to submit playtesting feedback.
Hi all,Is anyone else unable to upload asset files for add-ons (DLC/IAP) on PCVR (Link) apps? Every upload attempt ends in:"Permissions error", "type": "OCApiException", "code": 200"An unknown error has occurred.", "type": "OAuthException", "code": 1What I’ve tried:My apps and each DLC file is way less than 1GBGenerated new app secretRemoved and re-created the app in the developer hubRebooted, tried different CLI versionsConfirmed everything is set up correctly in dashboardAdd-on is configured as normal, SKU matches, etc.No issues uploading add-ons for Quest/Android apps — only PCVR/LinkI’ve seen a few others mention similar errors (over the years), but no solution yet.Is this a known Meta bug? Is there a workaround or is everyone just stuck waiting for a fix on Meta’s side?Any input would be appreciated. Thanks!
Hello wise people,In our Unity 6 multiplayer project, we use Normcore + Matchmaking from the Epic Online Services. When connecting users to a multiplayer game with each other using Matchmaking, and under certain circumstances that are not fully understood, so-called "free sessions" (ghost sessions without the players) can sometimes be created on the server. This usually happens when players leave the room because of unknown reason. The session doesn't immediately close when the room is empty, but it still has a duration and a broadcast period (broadcast time: about 5 minutes, duration: about 10 minutes). This could be manually triggered during testing by disconnecting the internet or crashing the project from the Unity editor.Matchmaking works correctly until these ghost sessions occur. Once they occur, no player can join any newly created sessions. Only after waiting a full 10 minutes, when all ghost sessions have disappeared, everything return to normal.Has anyone encountered this pr
Hello everyone,I'm writing to report and inquire about a significant issue regarding Fixed Foveated Rendering (FFR) on the latest Unity and Meta software stack. After extensive testing, it appears the FFR implementation is causing severe performance degradation and graphical corruption, making it unusable.Software Stack:Unity: 6.1 (6000.1.15f1) and 6.2 (6000.2.f1)Render Pipeline: URP 17.0.3Graphics API: VulkanXR Backend: OpenXR 1.15.1Packages: Meta All-in-One SDK v77.0.0Target Device: Meta QuestThe Problem: In a scene that runs comfortably at a stable 90 FPS with ~50% CPU/GPU utilization, programmatically enabling FFR via the standard OpenXR API (XRDisplaySubsystem.foveatedRenderingLevel) causes the following:Immediate, severe performance drop to ~40-60 FPS.GPU utilization jumps to 90%+.This behavior occurs even when setting FFR to level 0 and makes the feature actively harmful to performance rather than helpful. Summary of Debugging Steps: We have confirmed this is not a scene sp
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.