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Hey everyone!I’m working on a project with the Meta Quest 3, and I’m trying to figure out if there’s a way to switch between Quest Link (Rift mode when it’s plugged in) and Air Link (when using ADB over WiFi) directly through ADB commands.I’ve already tried a few things but haven’t hit on the right solution yet. Here’s what I’ve tested so far:Running "adb shell activity" to see if I can spot any specific actions or activities tied to Quest Link and Air Link.Searching through "adb shell getprop" for any relevant settings, but no luck there either.Checking "adb logcat" to capture any events or actions that trigger when switching modes manually. I attach screenshots of Link references in the logcat outputs when switching to Air Link and when switching to Cable, in case anyone can spot something I’ve missed.After Switching to AirLink via Meta Quest Developer Hub After Switching to AirLink via Meta Quest Developer Hub Not sure if this feature just isn’t available yet, or
The checkout flow dialog can be dismissed by pressing the oculus / meta button on the controller. This brings the user back to the app but the `OnComplete` event is never triggered. Oculus.Platform.IAP.LaunchCheckoutFlow(_productID).OnComplete((result) => { // we never get here if dialog is dismissed with meta/oculus button on controller}) We would expect to receive callback with "user_canceled" error message.
Problem is with upgrading an app to the latest MetaXR Core 69.0.1, OpenXR 1.12.1 and XR Core utilities 2.3.0 in unity 2022.3.28f1.My graphics are rendered at the right position, but the camera's are registering the position as 0,0,0 which results in the graphics being at the wrong stereo depth. Resulting in a cross-eyed view and when shifting your head there's a perspective mismatch shifting the model as if it was in front of the camera at 0,0,0. When moving the 3d object to 0,0,0 the image looks right. So it seems the XROrigin is wrongly calculated.There's also a warning in the console to back this theory up:[OVRPlugin] CompositorOpenXR::SetExternalXrAppSpace: Unable to match appSpace to a TrackingOrigin (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:6523)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Scripts/OVRManager.cs:2095)OVRPlugin/UnityOpenXR:OnAppSpaceChange (ulong) (at ./Library/
Hey guys,I am wondering if everyone is seeing roughly what I am seeing for Reach, Unique Clicks, etc.If there are millions of headsets, why are the "Reach" numbers reported in "Funnel Analytics" so low for a 28-day span?I'm seeing average Reach = 4500 users.My guesses:The vast majority of people are not using their headsets.People don't know how to search for apps.People aren't searching for apps. They play what they already have or spend time somewhere else.People search for apps, but Search has been broken for awhile, and is just now starting to work a bit.Something else?
Hi guys.I'm using the 30.1.1 Avatar SDK in unity and I'm having trouble getting the Avatars running the default animation. I've tried both using the animation controller like in the network lookback sample and without. As far as I can tell I've got exactly the same setup as the samples. Though all 6 avatars (3 from local zips and 3 from cdn) are loaded, they all display in the T pose. The faces are animating fine, but the rest of the body isn't and I can't for the life of me figure out what's wrong. Anyone able to shed some insight as to what might be missing or wrong?
I have an application in Unreal Engine 5.2. When I try and view a captured frame, I do not get any information in the Tile Timeline. It appears to load the capture fine, and I get information in the Timeline, Event Browser and other windows.I get the the following error at the end of the log:Android 1469 09:54:25 vk_counters.cpp(1361) Error Failed to retrieve vulkan renderstage trace results.Here is the full log for context (username and serial numbers have been sanitized): https://pastebin.com/HnCgZwAEIs this a known issue? Is there any known way to resolve it? Any help in getting the Tile Timeline and Tile Browser working would be most appreciated. Thanks!
Hello,I'm using following Custom Hand Pose documentation, for recognizing Custom Hand Pose from Quest. Followed each and every step precisely, but not able to find DefaultTransformFeatureStateThresholds under Feature Threasholds. Am I missing any configuration?
I want ro scan a room and sace it as a mesh to work in a 3d software. the boundry set up already does the scan, i would realy like to save it and use it.
First of all Hi,I'm Using OpenXR for building Projects on Windows to then use Quest link to Stream it on the Headset, I'm utilizing Hand tracking as well which works just fine in unity editor playmode, but when I build the same project for Windows platform and then I run it using Quest Link Cable (My Setup is correct Headset runs fine in playmode), Headset wont recognize the app playing...Here are the Build/OpenXR Settings I'm using. Unity Version: 2022.3.41f1Please do tell what I should do, or maybe what could be the problem. Thank you!
We're trying to keep the Meta Quest 2 awake for over 24 hours to browse a website in VR mode without any headset or controller movement. We've adjusted the 'Display Off' and 'Sleep Mode' settings, but the maximum timeout available is 4 hours. So far, we’ve tried:Placing tape over the proximity sensorRunning: adb shell settings put system screen_off_timeout 7200000Using: adb shell svc power stayon trueSimulating key input periodically to wake the deviceUnfortunately, the device still enters sleep mode after a certain period.Has anyone found a solution to this issue?
Hello, I'm a new developer with Meta XR I have read all the documentation and i have the following problem,When i use Meta XR Simulator in VR Preview mode in unreal engine 5.4.4 , any of the inputs doesn't work at all, i have the following red errors on my output log:LogOVRPlugin: CompositorOpenXR::~CompositorOpenXR()LogOVRPlugin: Error: [xrDestroySession] Session 0000023082D9ABE0 has undestroyed spaces (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] Session 0000023082D9ABE0 has undestroyed swapchains (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] swapchain 0000023014F99430 (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroySession] swapchain 0000023014F985D0 (<OPENXR>:0)LogOVRPlugin: m_xrSession destroyedLogOVRPlugin: Error: [xrDestroyActionSet] XrActionSetImpl::~XrActionSetImpl(): 1 actions not destroyed (<OPENXR>:0)LogOVRPlugin: Error: [xrDestroyActionSet] ... action grip (<OPENXR>:0)LogOVRPlugin: m_xrInstance destroyed I took a code sample
Upon hearing about how v71 will have Audio to Expression, sounds like it's gonna be the descendant of OVRLipsync, I wonder when we will have access to it through plugins. Will it be its own plugin? Will it come included in Meta SDK? I'm just looking forward to testing it. Oh and I hope it has options to either use the standard 52 Blendshapes as well as Meta's 63 Blendshapes and we can just choose which one we want.When do you all think it will come out for Unreal?
https://github.com/EpicGames/UnrealEngine/commit/568b9363b7c04409d5c60a1076c30427f5460196I can get "distance to nearest surface" material node to work in vulkan preview in editor ( global illumination set to medium, effects set to epic, material quality forced to epic, and DDPI variable set true ), it fails to show up on device.I do have mobile hdr set off, but hopefully that shouldn't matter?On device I've forced all my engine ini, device profile, etc to have these settings.The engine recognizes that the DataDrivenPlatformInfo.ini file has support distance fields enabled, but the actual buffer or whatever is never filled.This makes all text render actors into solid blocks as the alpha mask is not working on them, breaks height fog for some reason, and distance to nearest surface does not have a mask. It's returning a solid value. My guess is that all the above have a path for if distance fields are enabled, but the buffer for the field is not being filled. Any thoughts?
Hello Community,I want to implement my own functionalities on top of functionalities the Building Blocks are providing. How is that possible? And what is the best way?For example:I added the "Spatial Anchor Core" Building Block. Now, I want to use the method "InstantiateSpatialAnchor()" the script attached to the Building Block is providing, in a own script.
Hi there!My application has been reviewed (AppLab). And it's Approved. But I haven't set a release date yet.Now I want to upload a new version of the build for release, also i want to change description, link to webpage, .... How to do this? Because I can't create a new "submission" and I can't change the current one
Hi, folksI have developed an App, PinoFBT (https://play.google.com/store/apps/details?id=com.pinosoft.pinoquest&hl=zh_TW&pli=1), on Android. PinoFBT is developed with Unity, so I plan to add inside-out body tracking and migrate it onto Quest Store with the native body tracking data from Meta XR all-in-one SDK (https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657) and Meta movement SDK (https://github.com/oculus-samples/Unity-Movement.git). However, after I installed Meta XR all-in-one SDK, my PinoFBT project became VR immersive from a windowed app. I need to keep it as a windowed app. It looks Meta XR all-in-one SDK has forced it into the VR immersive. Could you guide me on how to set it back to the windowed app? Thanks!
I am curious but I notice lots of headsets still use black and white cameras alongside a color camera. I was wondering if there was a reason behind this. Perhaps tracking is better or perhaps can only be done with those black and white cameras. If so, I wonder why that may be.
Hi everyone, I have a problem regarding my built app becoming lagging after enabling passthrough in airlink, because I needed the depth api and passthrough mode. When I run the app when disabling passthrough in airlink, my app will run smoothly. I used the oculus debug tool and I will see that my compositor latency is very high when passthrough is being turned on. Any solution for this situation? I have connected my PC using ethernet cable and used a dedicated 5GHz router for my quest 3.
Hi Everyone!I've recently migrated from 5.1 to 5.3 and switched to MetaXR and MetaXRPlatform.However, I am unable to use the functions as I'm struggling with this step of the guide:Modify your project's build.cs and replace any Oculus modules with OculusXR versions.Build your project.Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.So Far I've been unable to modify the cs, as it leads to the app not packaging.I also get this error on starting up the project:LogOculusXRAnchors: Warning: Unable to retrieve OculusXRHMDI'd appreciate any help or examples as how I'd go about setting this up!
It would be really cool to be able to export the models and textures made while 3d scanning environments using the quest 3. This would allow us to import the scans into a 3d modelling program like blender, to be able to set them up for use in another VR game or experience. In a way it would be helping expand the content available in the metaverse by allowing users to get creative, even if the 3d model isn't particularly high detail, users could add in missing detail via a 3d modelling program. We could also add extra detail by modifying the textures, normal maps, height maps ect. I would love to be able to make a map out of my gaming room for use in a social VR game! People used to make maps in CounterStrike years ago called RAT maps, where they would model an environment where the player was tiny playing in a massive ( to them). Having this feature available would make is much more accessible to create fun content like that. Progress is good ^_
I'm having trouble understanding how to use the surfaceHit and collisionInfo outlined in Meta's documentation. If I'm not confused this will find the vector3 of the circle hand tracking cursor.I am currently using the all-in-one interactivity SDK (XR, Hand Tracking, Virtual Hands, and Ray Indicator), the ray indicator has a cube that shows the hand tracking circle cursor wherever my hand is pointing on the cube. I am simply trying to find where that cursor is the moment the player pinches their fingers. I'm very new to Meta XR so if I'm trying to do this the wrong way please let me know, anything is helpful!I've attached images of the documentation or here is the link
Hello Meta VR community,We're encountering intermittent tracking issues with our Meta Quest Pro headsets and are seeking guidance or insights that might help resolve these problems. Here's a summary of our setup and what we've experienced:Equipment and Software: We are using three Meta Quest Pro headsets, purchased weeks apart. Our VR application is developed in C++ using our own engine and leverages the OpenXR API.Usage Environment: The headsets are used in a large 200m2 area for a scientific study. We have disabled physical space management and boundaries to allow free movement across this large area. We use the Air Link mode.Modifications: We've covered the proximity sensor inside the headset (the one that detects if the user is wearing the headset or not) to prevent the VR environment from resetting each time the headset is removed and put back on.Issue Details: Generally, the headsets perform well in 15-25 minute sessions. However, 2-3 times a day, in average all three headsets ex
Hey guys,I am wondering if everyone is seeing roughly what I am seeing for Reach, Unique Clicks, etc.If there are millions of headsets, why are these numbers so low for a 28-day span?My guesses:The vast majority of people are not using their headsets.People don't know how to search for apps.People aren't searching for apps. They play what they already have or spend time somewhere else.People search for apps, but Search has been broken for awhile, and is just now starting to work a bit.Something else?
I've been experiencing a bug with the Quest 3’s inside-out upper body tracking. The issue happens when you take the headset off and put it back on—the Inside-Out Body Tracking goes haywire. The only fix I've found is restarting the app that utilizes the feature. Pressing the Meta button also doesn't trigger a recalibration. I spoke to a Virtual Desktop developer as Virtual Desktop is a good application that utilizes the feature, and they confirmed it's not on their end; Virtual Desktop just forwards tracking data. This seems to be a problem with the headset or its software. I created this form to see if anyone else is running into the same problem.Here is a video showing the issue:https://www.youtube.com/watch?v=nyaQkGfzc-8
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