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While developing a web app with three.js, I noticed an unexpected behavior of Meta Quest Browser:if I choose a .glb model file with a <input type="file"> tag, and try to access it in javascript, the browser does not allow access to the fileif I manually change the extension to .png, it works.Disabling safe navigation in browser's settings does not solve the problem.The problem occur only on Meta Quest Browser: Chrome on Windows and Android behave as expected.This is the code handling file input: const fileInput = document.getElementById('file') as HTMLInputElement fileInput.addEventListener('change', (e) => loadModel((e.target as HTMLInputElement).files![0])) function loadModel(file: File) { const url = URL.createObjectURL(file) const loader = new GLTFLoader() loader.load( url, function ( gltf ) { scene.add( gltf.scene ); console.log('Model loaded') }, undefined, function ( error ) { console.error( error ); } ); }
Hello,I want to get my 3 months free quest+ Subscription , the last month I was able but I wanted Postpone it this month، How to activate it now?
I'm looking at getting an Oculus or two Oculi for my kids (11 & 14) for Christmas, so I have some time to buy. I'm trying to decide, and partially why I'm posting here, what the best route for me to go is. Would it be better to buy a single $500 Oculus for my kids to share or two $300 Oculi for my kids to have independent of each other? Besides the obvious sharing issues with a single Oculus, what are cons of having a single Oculus? What are cons of two Oculi? Are games downloaded/online only? If not, is there a proprietary type of SD card (similar to Nintendo Switch) that can be interested to the headset? What are the hardware specs - besides storage capacity - of the all Oculi? Does the $500 one have a better processor, RAM, and resolution over the cheaper models? Sorry, I know these are basic questions that can probably be done by doing a Google search, but reading people's opinions vs reading a spec sheet have different impact.
I'm preparing to submit my Quest app but as usual, I'm dealing with getting through Android permission. I get the usual external storage and microphone permissions but those are somewhat easy to find the source by searching for "Microphone." fields in Unity. In fact, most seem to come from Oculus' Platform scripts. The permission that I can't seem to figure out the source is ACCESS_MEDIA_LOCATION.My project doesn't include any external packages nor is attempting to access photos or file metadata. I'm aware that I'm able to remove permissions by hand through Android studio but the issue with this solution is that since I'm not sure where the source of the permission comes from, I'd be open to getting a bug on the app at some point by simply removing this permission. Does anyone know what sorts of classes prompt Unity to add this permission or its source?Are there any solutions other than to simply remove the permission request from the manifest after building th
https://communityforums.atmeta.com/t5/Get-Help/Issues-with-OpenGL-Vertex-Shaders-on-v71/m-p/1259298#M340899 I may have posted the original question in the wrong place. I have an engine with OpenXR implemented natively.
We're forced to use the OpenXR plugin instead of the Oculus XR Plugin on Unity 6 in order to get Application Spacewarp without a forked, obsolete version of URP. BUT this prevents us from using dynamic resolution on OVRManager. When trying to enable it, one gets this error message: Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with Oculus XR plugin v3.3.0+ Does Meta want us to use the Oculus XR plugin instead of the Open XR plugin? If so, then how would we use application spacewarp (without using that very old fork of URP)?
I keep getting the error message below when trying to run my game over link. It runs perfectly when built, but I just can't preview it within unity now for some reason (I haven't had issues previewing it in unity for weeks) this is the error message I'm gettingI clearly have the hand tracking subsystem enabled in my settingsand I also have openXR set as my plugin provider
I am developing an application that receives and display a point cloud.When I try to render a point cloud (both with normal mesh or MaterialPropertyBlock and GPU) I get what it seems to be a black transparent canvas that follows my head.This is very annoying. I tried to change materials and shaders, to disable shadows, but I didn't find a way to get rid of this problem.
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues,1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room.2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!
Hello there, In the Oculus desktop application, i cannot set the oculus to run OpenXR and when clicking the button shown in the snapshot I've included nothing happens. You will find that the runtime says "none". I am trying to use my Oculus Quest 2 with Twinmotion but Twinmotion doesn't recognize that I have any VR headset connected, which I believe may be due to this OpenXR issue. I've already attempted to run the application as administrator and I tried to refresh the Oculus VR Runtime Service from services on my computer by stopping and restarting the task. My graphics card is up to date, and my device meets the requirements mentioned on the website (although the desktop application insists that it doesn't, somehow). Please advise as to how to proceed with this frustrating issue.
A few days ago these were working fine. Occasionally restarting my computer allows both Face and Body to work as expected, but more often than not, only the Body will work and not the face. I've been running it in VR Preview for UE 5.3 without changing any project settings, it just stopped working.
I want ro scan a room and sace it as a mesh to work in a 3d software.
I am getting this warning when I upload my title to the Meta Quest store using ovr-platform-util. "This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only."As can be seen in my project setting to the right in the screenshot below, I only have ARM64 selected so unsure why 32 bit libraries are included too. Is this a bug in ovr-platform-util or is there some other setting I need to play with in Unity?
I got full body tracking working as per the Meta SDK Movement samples. However, when I add functionality to move the camera rig through teleport locomotion and rotation locomotion, my character's body is not moving and rotating with the camera. How can I make my character move with the camera when teleporting and rotating via the controller?
When I open my development account and create a new app, I can't find App Lab as an option.
Hi,I am working on a unity PCVR project with quest 3 and hand tracking.I face the problem that after I use quest's built-in hand gesture recentering function to recenter my view, the virtual view get recentered but the passthrough view get mis-aligned.Need help ! ThxUnity Ver: 2022.3.34f1Meta SDK Ver: 65.0.0
Are others seeing the default Meta Avatar 2.0 looking like this screenshot while waiting for your avatar to download? It used to be a default looking, flat gray 1.0 Meta Avatar until the users Avatar downloaded which tool 10 seconds at most, but now in 2.0 it is what you see on my arms in the screenshot all over the entire body and it looks darn weird. Also it is taking 30-60 seconds now for the Avatar to download which I do not understand why as surely it is not downloading that much. Is this a bug?
https://communityforums.atmeta.com/t5/Unity-Development/v71-Break-Open-XR-Implementation/td-p/1258814
Hello!I'm using Avatar2 and I need to have collisions and rigidbodys so I instantiated OVRcustomHand prefabs.Now I have 30 FPS, I need minimum 60. Not sure how to use profiler.But is there anything I can do to get better results?
Hello! I wrongly push a build to the Production channel and I could not find a way to remove it, I dont want my test users to see it. The only solution I can think is to delete the app and create a new one, but that's not ideal, I'll have to make invites again u_uIs ther a way to remove it? I want that channel to be empty for now.Thanks in advance!!
Is it possible to have gesture communication feature where we use sign language for interaction on Quest either for apps with chat feature or app accessibility ?
I purchased a Pre-paid Mastercard and it will not me buy a game. The card has enough funds, is activated and I made sure I put the information from the card in into the Meta store correctly. I have tried both my phone and computer but neither work. It keeps telling me "GraphQL server responded with error 1353048: Sorry, your payment method was declined. Try updating or using a different payment method." If anyone could help me with this it would be very appreciated.
I'm using the interactivity SDK and the Ray Interactor block shows the circle cursor from hand tracking. I think surfaceHit and collisionInfo would get me the vector 3 I'm looking for but I'm not sure how to use it or if its even what I need. Anything helps
Hello, I would like to know the user side consequences of removing a user from a release channel (pre-production release). Will the app be deleted from device automatically? Will the build stay on the user's device until they wish to delete? The reason is that I would like to change users from one release channel to another, but would like the in game data to persist.If there is any documentation regarding this, that I have overlooked, please send it my way!Thanks.
We are going to use multiple Quest 3 at a large scale area, therefor we wonder that does Quest 3 support 802.11k、802.11v and 802.11r protocol?
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