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Whenever I try to download the sample scenes, it literally crashes my pc. What the hell is happening?
Except for the Locomotion project, nothing I tried worked.The Unreal Engine version I'm using is 5.4.4. The projects seem to be made for version 5.4.3. Could this be the reason? However, I think all 5.4.x versions should be compatible with each other, as this isn't a major update. All the errors I'm getting are of this type. When I try to compile, they also give errors and ask me to manually compile from the source code, which I don't know how to do. The projects I've tried so far and that haven't worked are:Unreal-HandPose
Hi there, I'm profiling my PCVR game and I've noticed there's a huge gap in my cpu/gpu frame rates when I'm testing PCVR compared to PC mode. For all I've read so far, pc screen mirroring doesn't re draw my entire scene but still adds a little extra performance budget overall, meaning, the huge difference between both platforms that I'm noticing shouldn't happen. Could someone explain to me what may I be missing? I'm using Unreal Insights btw.pc mode statspcvr stats
Hello everyone, we recently updated our project to Unity 2022.3 LTS and v56 Oculus SDK. And we are facing this issue. Sometimes upon launch of game, scenes load and game works fine and sometimes it crashes right immediately after splash screen.Have been encountering this issue on Quest2 store builds.Attached is the crash report and stack trace.Can someone provide insights on how to address/fix this issue?2023-09-01 12:59:45.896 24566-24622/? E/CRASH: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Version '2022.3.5f1 (9674261d40ee)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Build fingerprint: 'oculus/hollywood/hollywood:12/SQ3A.220605.009.A1/50600670051800150:user/release-keys' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Revision: '0' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: ABI: 'arm64' 2023-09-01 12:59:45.896 24566-24622/? E/CRASH: Timestamp:
HeyI'm want to run some psychological experiments using eye tracking data from Oculus pro and a Unity3d scene.I read the data usingOVRPlugin.GetEyeGazesStatemethod as described in this response.Looking into the data - I've noticed that all data samples (from different people, on the same headset) are all having the same eye distance ( (leftEyePosition - rightEyePosition).magnitude is always 0.065m or 65mm, for all the people)I tried to change lenses distance (physically as instructed in headset fit adjustments) and run eye tracking calibration - but yet in all my data eye distance is 65mm.Is this kind of data cleansing done by OVRPlugin? Someone else in the forum noticed this behavior? or checked the data and got different distance?
When we use `Oculus.Platform.IAP.LaunchCheckoutFlow` the dialog sometimes appears behind the user.How do we fix it so that the dialog always appears in front where the user is currently looking?
Is there possible, also with adb command, to permanently enable Do Not Disturb or to disable the "controller not found" popup notification? For a museal purpose i need to run my developed application without any controller and without hand tracking. All the app feature is controlled by UDP messages sended by another device and is essential that no other interaction is possible. Sorry for my english not so good...
## Introduction In an era where immersive technologies have struggled to gain widespread adoption, we believe there is a compelling opportunity to rethink how users engage with digital content and applications. By anchoring a virtual world to the physical environment and seamlessly integrating 2D and 3D experiences, we could create a platform that offers enhanced productivity, intuitive interactions, and a thriving ecosystem of content and experiences. We build upon our previous vision for an AR virtual world by introducing an additional key capability - virtual identity augmentation. This feature allows users to curate and project their digital personas within the shared virtual environment, unlocking new dimensions of social interaction, self-expression, and the blending of physical and virtual realms. ## Key Concepts The core of our proposal revolves around an AR virtual world that is tightly integrated with the physical world, yet maintains its own distinct digi
Hello Meta Team,I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones.Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as:Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes.Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through a
Hello, I am now an indie VR developer, I want to create an ultimate video player for VR, aiming to reconstruct the shooting scene as real as possible within the player. The following YouTube link shows my current progress. The video background was captured by me holding a 360 camera while cycling, and I added a virtual car to simulate driving. I'm currently working on developing stereoscopic video functionality, but I'm facing a challenge—I need to invest in camera equipment first, which is a significant cost for me. Therefore, I'd like to hear your thoughts on this app before deciding whether to continue investing further.https://youtu.be/G7r6Pg61WzE
Hello,Does LocomotionSystem support hand tracking? I'm able to move around fine using controllers, but cannot find out how to get it to work with hand tracking. Thanks!
Hi,I try to use GetLoggedInUser() to get my own personal information, and everything works fine. But how to get other people's personal information, including name, avatar?I tried to use Users.Get(UInt64 userID), but it didn't work. Isn't this interface used for this? Is there any other interface to get other players' information instead of forwarding it through the server?public static Request<Models.User> Get(UInt64 userID){ if (Core.IsInitialized()) { return new Request<Models.User>(CAPI.ovr_User_Get(userID)); } Debug.LogError(Oculus.Platform.Core.PlatformUninitializedError); return null;}
Unless I've overlooked it there's no information on which GLTF extensions are supported (if any).This is fairly critical info for planning workflows and interoperability with other tools.
Hello,I've been having some trouble getting passthrough to work in my simple project. My project is just one UI panel with a few buttons and an input field on it. It works fine in VR. However, I haven't managed to get any of my content to actually display if I add an OVR Passthrough Layer component to either the Camera rig parent or the CenterEyeAnchor itself. I've tried overlay and underlay setting and I've tried adding 3d objects to the scene too to insure that it isn't just an issue with the canvas. When I run the app like this on Quest 3, it shows in passthrough mode but the UI is not visible. If I aim my controllers, I can see them interacting with UI elements and if I select the input field the system keyboard appears, so it is all existent and working, it just isn't displaying properly/at all. I've checked all the settings that make sense to me including looking at all the settings on OVRCameraRig, but nothing has worked so far. Any suggestions? Or does anyone have a sample Unit
how do I start building in unity for horizon worlds
Hi, when I try to hand grab pose record in play mode in Unity the hands are not shown. I can only see the controllers. The hands are only shown in Build mode. Can anybody help me with this issue please?
Hello, I am a developer working with Oculus Quest and I'm interested in understanding how to manually change the audio output routing within my application. Specifically, I'm looking to provide users with the ability to switch between headphones and the built-in speakers while using the app. Could you please provide information on whether there is an official method or API provided to manually change the audio output routing on Oculus Quest? Alternatively, if there are any documents or guidelines available on how to achieve manual audio output routing changes, I would greatly appreciate it if you could point me in the right direction. Thank you for your assistance.
Hello, I used one model which vertices around 400K and which is flickering and app is hanging on starting in Oculus Quest 3 and Passthrough enabled but when I am using another model around 300k which is not flickering so it's only vertices issue of the model or it may be other issue? I am using Unity Editor version 2022.3.24f1 and using Meta All in One SDK. I want to use 400k vertices model without flickering in Oculus Quest 3
How cool would it be to have a Virtual camera that could follow you in a 3rd person view. so instead of streaming and seeing your Shakey POV, you could stream and see a third person view of yourself like a virtual selfie camera or drone?
Whenever I’m using the MQDH for recording gameplay videos it doesn’t pickup my quest 3 mic, so my voice is absent ingame footage, and i need this for content creation, This is the step i follow 1. I cast and switch to cinematic to get that sweet wide view 2. I record from there There's not setting indicating wether or not i want my voice captured I hope it would just do that automaticallyIs there a fix for this Problem???
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk. Thanks
We have upgraded to engine 5.4 to get the HMD recenter delegate working again, as noted elsewhere https://forums.unrealengine.com/t/recenter-event/747484. We now get recenter events when using the Oculus button on the controllers, but we do not get any recenter events when using hand tracking and doing the recenter gesture. We are listening for both HMD Recentered and VRController Recentered and not receiving either of them with the hand tracking recenter gesture. Is this on the roadmap for a fix or is there something I can do to work around it?
I am a first time developer and looking at the Meta Spatial SDK for the first time. I am already experiencing issue with simple getting started with the Starter Sample project. Following the instructions, I have installed Android Studio and made all the necessary updates, but not able to run the project due to a gradle properties issue. When I try to run the Starter Sample, I would get the below build errors:
I'm using Meta All in one SDK68.0.2 with hand tracking, but I don't know how to program objects to automatically grab onto my hand, rather than having to grab them myself.
I am reading this post : https://developers.meta.com/horizon/documentation/spatial-sdk/spatial-sdk-tooling-castinputforward/3rd pointer it says: "Select the input forward icon while inside of your app to enable Input Forwarding!"I ran the sample project (https://github.com/meta-quest/Meta-Spatial-SDK-Samples/tree/main/HybridSample) from android studio to my Meta Quest 2 headset and I don't see any icon with "Input Forward" written over it. I have installed MQDH v5.0.1 on my PC.
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