Developer Forum [Archived]
Recently active
Is there a way to identify the new Quest 3s in Unity or should we wait for a newer version of the Core package (v69?)Currently it looks like there is no enum value for the Quest 3s.What can we expect to get as the SystemHeadsetType when we test it on a Quest 3s?Will it use one of the existing values like the Quest_3? Or maybe one of the Placeholders?Thanks!
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 executing HandGrabInteractor.ForceSelect(HandGrabInteractable) on an OnTriggerEnter() method to force a grab when the user places their finger into the desired collider.HandGrabInteractor.ForceSelect(HandGrabInteractable) does force select the object but I cannot see how to apply a HandGrabPose when using ForceSelect()?Can anyone advise?
Hello,Iam trying to build example from oculus_mobile_sdk on my oculus quest 3, gradle sync is okay, but problem is with project configuration, where android app wants module, which I don't have. Or is there any alternatives except Unity and Unreal Engine ? Thank you !
Hello, I'm experiencing some issues with the Data Forwarding feature on the Meta XR Simulator. I've followed the documentation provided, but I'm unable to establish a connection with my Quest 3. I've ensured that my device is connected via USB as instructed. Any suggestions on how to proceed would be greatly appreciated.
Hi Developers and geniuses,I have a weird bug and maybe someone can help me with it.So right now, we have three different versions of a Grabbable as BuildingBlocks:Grabbable - Can be grabbed but not pushed with a finger.TouchHandgrab - Can be pushed with a finger and interacts way more realisticNetwork Grabbable Object - Can also not be pushed with a finger, but can be grabbed and has Network components on it (Client network Transform).Now here comes the weird part:In our application, when somebody gets thrown out because of network issues and rejoins, the Network grabbable he THEN grabs (takes over Ownership), he then afterwards can MOVE them with his finger! But only those he has Ownership over and only after he was disconnected once from the server.We are totally at a loss why this happens.We tried "giving back" the ownership after releasing the object, but that is not working well because of several following problems.Any idea, why suddenly, after rejoining, the Network Grabbable b
Hey guys, I am Larry, and I created Abby Normal Studios early this year specifically to create and release some casual games that would be fun to play on a VR headset. Quest2/3 seemed an obvious choice, based on what I understand to be the total number of units shipped.When I first published "Close Encounters", it went to App Lab of course. Since there was no way at that time for App Lab submissions to provide keywords for our apps, my submission was lost in the chasm and could not be found unless the exact name was provided in the search bar. Sales from App Lab were basically zero.When App Lab was combined with the main Meta Store, I was thinking that my app would finally be searchable, which might greatly improve sales. That did not happen, of course, because the keyword search does not work, even though keywords are provided in the app metadata submission.None of this should really be that surprising, given that the merge of the App Lab content and the main Meta St
When using r.Mobile.TonemapSubpass=1, the screen displays incorrectly. Do you know any solutions? I'm using UE 4.27 with a custom Oculus engine and Vulkan rendering.
I have been trying to enable developer mode on my new to me quest 3. Previously my friend loaned me his original quest one and it worked perfectly there. I have verified all fields for my user account fields even added a credit card even though I didn’t want too. so under account.Add credit card :white_heavy_check_mark:set up text message two-factorquthorization:white_heavy_check_mark:add mobile number :white_heavy_check_mark:under organizationat top says verified. I did admin verification and that also has :white_heavy_check_mark: Any help is appreciated. Already chatter to one rep that sent me to developers I think and they said they don’t deal with that issue.
oi
I'm using the Meta URP fork for ASW support (Unity 2022.3). I also have functionality in my game for taking an instant photo onto a RenderTexture. However when I do this the images I get seem to be showing the motion vectors and nothing else. Its definitely due to the fork as identical setup (Vulkan / Standalone build) worked perfectly before the switch over. PCVR / DX11 works fine either way. Is there any way to strip the motion data out of these or a way to force that particular camera to not do the motion vector pass? Also reported here with images: https://github.com/Oculus-VR/Unity-Graphics/issues/34
Hello, So I have a working project with the new version 13, when I tick "Enable Physics Capsules" in OVR Skeleton script, inside the OVRHandPrefab, the capsules behave wired.So, as soon as the hands are detected, the capsules appear basically at the tip of the selected fingers (this, through the InteractableToolsSDKDriver, and the InteractableToolsCreator script), but as soon as I move my fingers, the position of the capsules remain the same, it doesnt update the position in relation to the finger, but it travels with the whole hand. I wonder if there is a bug regarding the attached parent?Then, if I hide the hands, as soon as they appear again the capsules appear in the correct position of the finger tip, just to stay there again when the finger moves.I am guessing this is not the desired behavior, right?Thank you!
Man, there are so many absolutely basic questions like this that aren't answered anywhere. It boggles my mind. Anyway, in the Meta XR Interaction SDK, how to do I turn off the "grabbability" on a grabbable? Like, if the player puts a grabbable peg in a hole, and I want to prevent them from taking it back out, how do I make it so they can't grab it anymore?
Hello, I want to publish a PWA application.I want to follow this documentation : https://developer.oculus.com/documentation/web/pwa-submit-app/ But i don't have the checkbox "This is a Progressive Web Application (PWA) 🤔 When i try to upload my APK> ovr-platform-util upload-quest-build I have an error :ERROR: Validation identified the following errors:Application is not configured as a progressive web application, but the AndroidManifest.xml contains the following PWA specific meta-data:com.oculus.pwa.START_URL, com.oculus.pwa.SCOPE, com.oculus.pwa.NAME, com.oculus.pwa.APPID, com.oculus.pwa.SHORT_NAME, com.oculus.pwa.DESCRIPTION, com.oculus.pwa.LANG, com.oculus.pwa.BACKGROUND_COLOR, com.oculus.pwa.THEME_COLOR, com.oculus.pwa.DISPLAY, com.oculus.pwa.DEVELOPER, com.oculus.pwa.ICONS, com.oculus.pwa.CATEGORIESPlease see https://ocul.us/3uALYuK for more details on creating PWA applications, or remove these attributes and try again. Thanks
hey, i've seen a few posts on here all without solutions. i will be using my Quest 3 for a small upcoming exhibition and i really really want to lock the viewer into my app.at the moment i'm only using hand tracking for the exhibition so even just being able to disable the hand gestures that appear when you look at your palms would work perfectly.since the quest is setup with my own account there are extra risks for me that someone might make purchases in the store or something else and access my personal info.this seems like a serious flaw in the Quest developer experience and i'm surprised Meta doesn't offer any clear information about this. btw i have looked into arborxr, they rejected all my email addresses so i wasn't able to sign up, but i did contact their support to see if it was maybe just a temp bug.
Hi, I've been using quest link for unity development for a few months but today my quest 3 keeps disconnecting from quest link. Does anyone know what might be causing this issue and how to fix it? I have restarted my quest 3 and computer but it does not work. Thank you!
PCVR Passthrough on external monitor
Hello everyone, I'm experiencing a peculiar problem with a Unity project that uses Meta XR. The Play Mode stops working intermittently in this particular project. I don't receive any error messages in the console; when I initiate Play Mode, Unity attempts to load the scene on my Meta Quest headset, but nothing happens. Details of the Problem: The issue occurs only in this project. Another project with similar configurations works perfectly on my PC. I haven't made any changes to the environment, Unity settings, or the project before the problem appeared. The behavior is intermittent: sometimes it works after restarting Unity, but then it stops working again without any apparent reason. The Meta XR Simulator emulator also doesn't work in this project. When I try to use the simulator, it doesn't respond or show any activity. The project runs without issues on other PCs, which suggests it's something specific to my environment or settings in this project. What I've Tried So Far: Restar
Hi, I am a high school junior writing a meta quest app using native meta spacial SDK. I would like to draw a path kind of simulating where my entity can move around in 3D space. An example is showing path of a rocket in space.Since the path can be dynamic, not sure if creating a GLTF is an option and instead thinking I will have to do this in Koltin (Java) using either meta SDK or Android SDK. Wondering if I should use "3D open GL" to draw the "arc" or "curved tube" or any other better approach available. Appreciate any guidance.
Hi, I am a high school junior writing a meta quest app using native meta spacial SDK. I would like to draw a path kind of simulating where my entity can move around in 3D space. An example is showing path of a rocket in space.Since the path can be dynamic, not sure if creating a GLTF is an option and instead thinking I will have to do this in Koltin (Java) using either meta SDK or Android SDK. Appreciate any guidance.
2FA code emails being sent to an address hosted by a Google Workspace are bouncing, Google Workspace console reports the following error:550-5.7.1 [209.85.220.69] Messages missing a valid Message-ID header are not 550-5.7.1 accepted. For more information, go to 550-5.7.1 https://support.google.com/mail/?p=RfcMessageNonCompliant and review 550 5.7.1 RFC 5322 specifications. 586e51a60fabf-290380d212bsor810780fac.15 - gsmtpThis appears to be a sending issue with meta, due to this issue I'm unable to setup a developer account.
So my game was working fine and all of the builds before this were running, until i started my unity up and build the game recently, and when i open it on my meta quest 2, in doesn't get past the 3 dot loading screen before crashing.So i used Logcat to see what was happening, and its returning this error before crashing.AFPoXmuXsW62ZFbO6B3gNA==/base.apk/assets/bin/Data/level0' is corrupted! Remove it and launch unity again![Position out of bounds!]So what's happening is its saying the level0 file is corrupted in the base.apk, but when i check the inside the base.apk in the directory where is says to look, the level0 file is not there.So I'm assuming that its crashing because there is no level0 file, but, when i check any other apk file that is working fine, still no level0 file, so i have no idea what is happening.Also other people have tried to open it too and still the same error.
Next time a top-tier headset is made, i dont want to have to regret not serendipitously swapping out my current one with another headset a little over a year and 3/4ths later. the side usbc port is sunken in because there was nothing to brace it to the housing and no other device that i’ve ever used since 2020 has had that issue. no spills on the headset, just gentle plugging and unplugging, and falling asleep with it on by accident here and there. I’ve used my headset almost every day since i bought it in 2023 and im so sad that its my most recent purchase of an every day use item and the first thing to fail significantly.not sure what to suggest about the controllers other than please make it harder for them to get things like dead skin from getting inside of the controller and sell replaceable magnets for the sticks on the site but also make the controllers modular. please account for this in the next installment of a top-tier headset packages
Why no stereo audio capture on Quest 3? Is it perhaps because aliens have infiltrated the company and are writing software that combines the two channels for some twisted plot to destroy the galaxy? Its the only explanation MetaStoreHelpStream #0:0[0x1](eng): Audio: aac (LC) (mp4a / 0x6134706D), 48000 Hz, mono, fltp, 64 kb/s (default)
I was just working on my project, and doing testing.I am using Hurricane and I always had some problem at level load: often crashing, but sometimes starting.Anyway, at some point in the process now it doesn’t even show the map: it crashes right after the logo screen.Everything works fine in Unity.Did anyone experience anything similar?How can I bug test something that only happens in the Quest?However, I am not even a programmer, I am using PlayMaker and I do EVERYTHING to stay away from troubles, meaning that I touch as little stuff as possible.But as said, when this happened, I was just testing and testing applying small changes to my levels. I changed some parameters in the Physics properties, removed some props, things like this, NOTHING strange or dangerous.At one point, level 3 didn’t load anymore.I thought “this is Hurricane” (I had changed the distance between the body parts).So then I tried with level 2 and 1 and they don’t load anymore as well.Even though I didn’t change them
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.