Developer Forum [Archived]
Recently active
This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask questions: If you have a question or need help, don't hesitate to ask. Provide feedback: Your feedback is valuable to us. Share your thoughts on how we can improve the forum or our products. We're excited to have you here and look forward to seeing the conversations and collaborations that will take place
Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask questions: If you have a question or need help, don't hesitate to ask. &nbs
Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask questions: If you have a question or need help, don't hesitate to ask. Provide feedback: Your feedback is valuable to us. Share your thoughts on how we can improve the forum or our products. We're excited to have you here and look forward to seeing the conversations and
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False r.Virt
My meta account is hacked.He removed my gmail and added his gmail in meta account which is connected with my facebook.So now he is able to access my facebook.And I can’t remove that meta account from my facebook as I have no access on that meta account.My account was hacked about a month ago then I recover it with my passport and I removed hacker email but I couldn’t delete that meta account.As a result he again wants to hack my facebook through meta account.Already he changed my date of birth in facebook.So now I am badly need support from meta horizon.And I want to remove that meta account or remove his gmail from that meta account.Help me please.
Hello and Welcome to our WebXR Development forum. This is a community-driven space where you can share insights, ask questions, share ideas, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. This page is dedicated to helping you bring your WebXR apps to Meta HorizonOS. We’re committed to making WebXR apps successful and we’ll be monitoring this form to learn from you as we work together and make WebXR apps successful. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask q
Hello and Welcome to our 2D Development forum. This is a community-driven space where you can share insights, ask questions, share ideas, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. This page is dedicated to helping you port your Android and web based apps to Meta Horizon OS. We’re committed to making 2D apps successful and we’ll be monitoring this form to learn from you as we work together and make 2D apps successful. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others.
Hello and Welcome to our Spatial SDK Development forum. This is a community-driven space where you can share insights, ask questions, share ideas, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn from each other and grow as developers. With Spatial SDK being a new path to build for Meta Horizon OS, we’ll monitor this forum to learn from you as we work together to make Spatial SDK a success for you. To ensure that this forum remains a positive and productive space, we kindly ask that you follow these guidelines: Be respectful: Treat others as you would like to be treated. No personal attacks, insults, or harassment will be tolerated. Stay on topic: Keep discussions relevant to the forum's purpose and avoid spamming or self-promotion. Share knowledge: Feel free to share your experiences, insights, and solutions to help others. Ask questions: If you have a question or need help, don't hesitate to ask. Pr
Hello,I am building an application in Unity and use OVRlipsync SDK to synchronize audio with my avatar. The SDK can synchronize audio with my avatar lips when in Unity Editor. However, when I deploy to hololens 2, the OVRLipsync does not work. I wonder if anyone can help me to troubleshooting this?I use OVRLipsyncMicInput to get the audio when I speak. the setting is attached in the picture. during the gameplay, I have also checked that my app can detect the Hololens 2's microphone and the mic control is constant speak. I am using Unity 2022.3.9f1
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project):and I print the state of eye tracking data, it is true:But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data. And I reopen the project, it will repeat the previous steps. It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened? the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.
Hi, I'm trying to build a test application using unity after changing PC (it use to run and work fine). Now when I try to build and run I get this very long list of errors:Any idea of how to deal with this problem? Thanks. CommandInvokationFailure: Unable to install APK to device. Please make sure the Android SDK is installed and is properly configured in the Editor. See the Console for more details. C:\Program Files\Unity\Hub\Editor\2020.3.3f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe -s "1WMHH83CHG0505" install -r -d "C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk" stderr[ adb: failed to install C:\Users\User\Documents\VR_GPU_Instancing_Graph\test.apk: Failure [INSTALL_FAILED_UPDATE_INCOMPATIBLE: Package com.DefaultCompany.VR_GPU_Instancing_Graph signatures do not match previously installed version; ignoring!] ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEdi
Hello. I have 6 Oculus Quest 2 headsets and ı am trying to connect them all together in one Meta Horizon application. I faced with a problem when ı am trying to connect them to my app. I connect them but when ı enable developer mode and send them my own apk they disappears. How can ı fix this problem . I need to see all my 6 headsets online and reachable when ı am open the meta horizon application.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 15th, 2024. Updates: Introducing Acoustic Ray Tracing. Acoustic Ray Tracing is a new tool included in the Meta XR Audio SDK that simulate how sound propagates from its source to the listener based on actual game geometry. (Unity, Unreal) A new Unity topic Getting Started with Interaction SDK and Unity XR has been added. “Meta XR Interaction SDK Essentials for Unity can also integrate with Unity’s OpenXR and XR Hands packages enabling potential for cross platform development.” The Unity topic Mixed Reality Utility Kit Features has been updated with new guidance and screenshots. Additionally, the MRUKStart component has been deprecated and replaced with a SpawnOnStart property instead. The Unity topic Mixed Reality Utility Kit Samples has been updated with new samples. The Unreal topic Mixed Reality Utility Kit Getting Started has been updated with new guidance f
오큘러스2를 사용하는 자pc에서는 분할이 2개로 분할되서 고개돌릴때마다 움직이는 데에 오큘러스에서는 화면에 고정됩니다.도움말
Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link:"[OVREyeGaze] Failed to start eye tracking."When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error: if (!OVRPlugin.StartEyeTracking()){ Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking."); return false;}I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is
I need to attach virtual object to my REAL body. (using XR). I need to see belt on my real body via oculus. How can I do that? (I don't need to show any avatar - like it's described in
Hello everyone, I'm new in developing with Meta SDK. I use Unity in Windows 11, build 2022.3.49f1 and downloaded Meta All in One SDK.The Meta XR Simulator doesn't load, in fact its windows remains blank.I set up the scene using building blocks and followed tutorials to configure the project correctly (installed XR plugin manager, tick Oculus setting...)The console shows me a list of warnings that i can't interpret being a total beginner. I asked chatGPT and told me that the error its in OVRPlugin, but as I understand it shoud have been correctly installed by the Meta All in One SDK. I ask you for help,thank you very much.Regards
Using Unity XR Input, the Quest 3 controllers return supportsBuffer as false, however I was fairly certain that I had seen this returning as true before several months ago and given the supposed haptic capabilities of the Quest 3 controllers I would expect this to be supported. This is with using version 1.7.0 of the Input System package and Unity Engine version 2022.2.18f1.
Bonjour, Nouveau sur méta quest je cherchais ou se trouve la liste des succès des jeux , une application existé mais si j'ai bien compris elle a été abandonnée. (Scoreboard)Une interface avec le suivi des succès de jeux verrouillé et déverrouiller va t'elle apparaître dans le Profil joueurs .Je ne sais pas si je suis au bonne endroit pour poser cette question.Merci d'avance
<bottom> Is a great SDK a very exciting part of VR and augmented reality. I think we should all work together and create the best and most amazing tools. The world has ever seen. AugmaDev
Introduction As virtual reality (VR) technology continues to evolve, the demand for immersive experiences that closely replicate real-world interactions is on the rise. Haptic feedback systems are essential for enhancing immersion by providing tactile sensations that correspond to user actions. I am excited to share my proposal for an advanced haptic glove designed to revolutionize user interactions in VR gaming, training simulations, and remote collaboration. This glove will integrate innovative materials and technologies to deliver multi-modal feedback, realistic interactions, and user comfort. Advanced Theoretical Proof of Concept (PoC) The proposed haptic glove will be built upon an advanced theoretical proof of concept, incorporating several key innovations: 1. Multi-Modal Feedback Mechanism • Force Feedback: Using linear resonant actuators (LRAs) and haptic feedback motors to simulate weight and impact during interactions with virtual objects. • Text
Hello there,I have a few questions regarding recording videos on Oculus Quest 3.In the headset itself, there is no "both eyes" option. It's available in Meta Quest Developer Hub PC app, however. Can I somehow set it on the headset itself so when I start "Record Video" from Camera app, it would record both eyes?When I set "both eyes" in developer hub, there's no option to record audio. What's the deal here? How can I record both eyes and audio?The video with both eyes has images slanted, which I think also cuts away some of the image. What's the deal with that, why make it slanted? Can I set side-by-side without rotated images?4. when recording on the headset, mic has agressive noise suppression, making environment sounds completely cut off. Can I turn this off?
Hello!Playing with Unity VR and try to make a tennis game. The problem with ball physics. I added physics related things like rigidbody, collider, material. I can keep the ball on my racket but when i push it up quickly the racket goes through my ball. The same when i swing. strange behaviour. Params for the ball:Drag: 0Gravity: trueCollision detection: Continuous dynamicParams for the racket:Drag: 0Gravity: falseCollision detection: ContinuousisKinematic: trueWhat am i doing wrong? Or maybe Unity does not support ball interaction physics and i need to develop a custome one for that?
Hi,I'm developing an MR app on Quest 3 based on Unity. I am using an official cable to connect the Quest 3 and my PC. However, I found that after upgrading the Meta XR All-in-One from Oculus Integration, the Passthrough mode becomes laggy (very low FPS, as shown in the GIF below). The controller in the game cannot follow the real controller (about 1-second lag).I just updated the new OVRCameraRig and reset the passthrough mode. I also tested some official MR examples, and they have the same issue. Btw, the VR mode doesn't have any problem. Does anyone have the same issue? What can I do to solve this problem? My settings are shown below. Best wishes
Hello Community,I have the following problem:I created an unity project with only the colocation building block (and all the dependent building blocks) and Auto Matchmaking Building Block. I also uploaded the apk into the dashboard, created a new channel and added three test users to the channel. On the two headsets I logged in with two different test users. But when the second headset tries to load the shared spatial anchor I get: "Failed to share the spatial anchor" error message on the first device.My fear is, that it is impossible (only for testing purpose) to build an Unity Application with Meta's Colocation Building Block without having a verfied organization in the Meta Quest Dashboard.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.