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Hello, As part of a project, I need to change the FOV of a Meta Quest 3.I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar.I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?
We've run into an issue when testing our IAP purchase flow. Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN. This was great for testing functionality.Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin). This happens even after removing the Test Users IAP entitlements.If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window.Has anyone else noticed a change in the IAP Checkout flow functionality starting this week? It would be nice to test the checkout flow with our test users before releasing our updates.
Hello,I would like to know whether I'll be able to develop for Oculus Quest using a Mac OS X workstation.Thanks!
Hello,I am developing on Meta Quest 3 using Adreno OpenCL SDK for programs running on GPU. However, when I try to run the OpenCL examples on Android Studio, there is an error of function clGetPlatformIDs() with error code -1001, saying that the function cannot find the platform on the device.I have searched this problem online, and linked libOpenCL.so and other related libraries to the source, but the problem still exists.How should I solve this problem? Thanks. Adreno OpenCL SDK v2.0: https://developer.qualcomm.com/software/adreno-gpu-sdk/tools
Hi everyone!I am using the Quest 3 for my research in Robotics. I am facing an issue where the physics of the robot seem to be neglected when I upload the program to the Quest 3. The program is very simple and it just changes the pose of the robot. To put it simply, at the beginning the robot starts at a certain pose, and then I move it to another pose. The program works well on the Meta Simulator and also works well when used over Cable Link, for example the following image shows the pose of the robot that matches the one in the script I am running:Which also had the same result over Cable Link. But then, I upload the same program to the Quest 3 and the robot becomes loose and jiggles around (except for the base as it is fixed in the space):I am using Unity, and the robot body is imported from URDF as a set of links, each modelled as an Articulation Body. I am using the xDrive function to move the robot joints to the desired position. My guess is that the Quest 3 hardware ma
While trying out the MRUK Basic sample on my Quest 3, I also tested out the performance of the sample on the performance analyzer on Meta Quest Developer Hub. Instead of seeing a somewhat steady 72 fps, the fps keep jumping between 72 and 21, causing the analyzer to create multiple below 60 flags. Is this normal? Or is there something wrong with the analyzer?
I started seeing weird behavior recently with Performance Analyzer in MQDH.So last week everything was ok, but what happened to me:1. I updated MacOS to Sequoia - I use Macbook M12. I updated my Quest 2 to latest version3. I updated MQDH to 5.0 version (other versions stopped working)I've noticed that no matter what game or app I test, I see the same results in the Performance Analyzer. Below you can see screenshot for "First Steps" application (the one from Meta),You can notice this cyclic VRC1 flag showing in pretty regular intervals.I already did factory reset on Quest headset, used different USB-C cables, but not luck.What is weird, that on the headset itself I don't see any problems (or I'm not able to notice it for some reason), it's only this Performance Analyzer showing flags.Does anyone have similar experience and solution perhaps? I created bug in MQDH, but I don't know where it goes as I cannot find it.
buggy software updates, update automatically, no way to shut it off turn off update disable function does not work auto updates still get through, how to completely turn it off.
Anybody know hpow to check if a scene setup for the current environment exists and if not, trigger the the scene setup on OS level?
I was wondering what is the best way to create the required 2560 x 1440px store screenshots on Quest 3 in an Unreal project. Thanks in advance!
Hi! I wanted to explore automated testing on our app. I was able to get the Meta XR Simulator up and running, including connection with IRL quest 3 and it's controllers. Here is my problem: no button/touch interaction on the Left controller is represented on the left hand, both using mouse&keyboard input in mXRsim, as well as input on connected IRL Quest controller. At the same time all of those inputs work correctly on the right hand, both from Right controller and from mouse&keyboard. (button/touch interactions = triggers, buttons, button touch surfaces, ect.)Tracking on Left Hand (using IRL quest controller) works correctly.To check if there is something wrong with our unity project I:- tried similar interactions with WMR Mixed Reality Portal which has built in simulator - both hands button interactions are working- tried installing mXRsim on old XR Interactions Toolkit (2.5.2) sample scene - same issue as in our project - Left hand button interactions do not work,
Unity Version 2022.3.40f1Meta XR Interaction SDK Version 69.0.2I am currently using hand tracking with a Grabbable interactable. The interactable is a gun that I do not want the player to be able to drop so I use ForceSelect on spawn to bring the gun to the players hand. I want the player to be able to swap hands by grabbing the handle of the gun so I have a second mirrored Hand Grab Interactive with both max interactors set to 1. The main Grababble script is also set to max grab points 1.I can grab the gun with my left hand and swap fine. It is when I then grab the gun back from my left hand when the Grabbable then gets set to world point zero, and my gun objec moves around on a pivot from world zero. The only way to fix this is to open the oculus menu then resume, the gun then teleports into the hand it should be in.I reset the local position and rotation of my grabbables because they break when the application loses focus and start pivoting from world zero. This fix works for when I
How to just the upper part of the body?third person I just want to show the top half of the body in the third person How to set the legs without legsI want this
When I press the PDP button, an error page appears. Refreshing doesn’t fix it. What can I do?Page show message----The page is currently unavailable. This may be due to an issue with a feature under maintenance. Please reload the page.
I need to keep holster on body waist.solution1. use body traking. - works perferct - but can't work simultaneously controller + empty handsolution2. use camera position and move holster below. - bad posotioning in case of user makes body tilt.. any ideas? chatGPT say something about ancors for waist in oculus NOT using body tracking.. do you know about it guys?
With so many advancements in phone technology happening so quickly, I'm curious about the latest trends we should be keeping an eye on. It feels like every year, new features are making our phones faster, smarter, and more intuitive. Whether it’s Android lock screen widgets, new AI capabilities, there’s always something new. What are the top trends you think are worth paying attention to right now?
Hello!.I hope all you to be fine ..I'm experimenting some strange behaviour as follows:1) I open MQDH and it recognizes my Quest 3, but keeps "Unauthorized"2) I check my Quest 3 and there is no popup message... so, make some reboot here and there.. and then i got the popup again..3) I have allowed the connection.4) MQDH enters debug mode for ADB, that's cool! ....3 seconds later...5) MQDH returns with the message "Unauthorized" and exits the debug mode.Also it says in red: "Failed to refresh user on device X" My Specs:Windows 11 Ver. 10.0.22631.4317, 64-bitsMQ3 built in package USB-C Cable .MQDH Version 5.1.0MQ3 is with latest updates. I have enabled debug mode with Meta Horizon App from my Mobile.Any help will be very appreciated.Mikeh
Good morning, I'm having an issue with my Oculus controller where the B button becomes unresponsive unless the controller detects that my hand is holding it. This happens even if the controller is turned on and functional for other buttons or actions. Here is what I observed: - Button B works perfectly when the hand is detected on the controller.- If I remove my hand or hold the controller in a way that is not detected as "hand held", the B button stops working.When my hand moves towards or away from the controller, an event is triggered in the console: XrEventDataInteractionProfileChanged. This event seems to influence how interactions are handled, particularly regarding the B button on the controller stopping working. This appears to be related to a change in the controller's interaction profile, which is detected and managed by the system. I'm looking to understand why this event interferes with the functionality of the button and how I could control or disable this
The current rayban meta glasses are vertical, which is cool for insta/tik-tok. you probably think I’m going to ask for a landscape model… Actually, I have a couple of other suggestions:1. square sensor. Action cameras have started this concept. It uses the same lens but a square sensor so it can be cropped as horizontal or vertical or it can be both and cropped afterwards (not that critical)2. If that is a problem (sensors like that are not standard and are typically large - near full frame) alternatively, a 4k sensor could be cropped horizontally but leave enough resolution to allow for a horizontal “zoom” version.
When using Pointable Canvas with Screen Space - Camera on a Canvas, the Render Camera is forcibly switched to the Event System Camera instead of the intended camera (CenterEyeAnchor) This issue only appears during Play Mode and prevents the UI from rendering properly. Despite setting the correct camera, the Pointable Canvas overrides the Render Camera settings. I don't want to switch to World Space because I need the UI to always render in front of the player. How can I fix this issue while keeping the Screen Space - Camera setup?(^^ This is the camera that it automatically generates.)
if I setup body tracking (using just hands, or just controllers) - it's working fine.can't make 1 hand - just hand, and second - controller simultaneously.(if I grab controllet by one of my real hands - second stopped tracking immidiately) I tryied solution https://www.youtube.com/watch?v=EFlEnfOG6FUwhich if working if I just do tracking hands (no body).But not working for body tracking. Does anybody did body tracking by controller and hand simultateously?
Hi there, new to AR development and needed some sanity checks about my idea -The app I have in mind will allow users to paint on a flat surface (using Plane detection) like their floor. TLDR; I have a reticle thats aligned to it and they can move around to color it in-the thing tripping me up is whether the simplest way to show the painting over the real world plane is to render something like a translucent Canvas virtual object in Passthrough underlay (overlay?) mode, align it to plane detected and do all my texture manipulations on it?
How to create not Fullscreen app like native quest browser for example ?
Is anyone else having issues trying to buy games I keep getting the cannot complete purchase message.
Does anyone know if there is a library app in development? Like an app that you can connect your Kindle account to and set up shelves in an area with the books you own and read them all in vr like you are in a real library. Think that would be an awesome app.
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