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Hello,I am currently working on a Unity application for the Meta Quest 3. The application uses the New Input System. The user input device is a Bluetooth mouse.I noticed that the cursor of the mouse seems to be bounded, as in it reaches the edge of an invisible window. However, I want the mouse movement input to be unbounded, so that I continuously get a correct mouse movement if I keep moving the mouse to the e.g. right indefinitely.I tried several methods I found online that did not work for me:Setting the cursor lockState to CursorLockMode.Locked caused the application to strongly lag upon using the mouse.Resetting the mouse position using Mouse.current.WarpCursorPosition() after obtaining the movement data did not change the behavior.I use Unity 6.0 (6000.0.53f1). Did anyone else have a similar issue?
I currently need to link the player's Meta account to our game using the Unity Meta XR Platform SDK for login purposes. After passing the application permission check, the player's ID can be obtained through the Users.GetLoggedInUser() method. However, the Token cannot be obtained using the Users.GetAccessToken() method. This method always returns an empty result. Could you please tell me if I have not configured something correctly or if there is any missing step?
I'm trying to get a user onto a beta release channel but it's not working. I've had success adding other users, just not this one. I've done both email invite and URL link and neither work. The user doesn't see anything in the headset or on the horizon app in the store.I've also had them go to the store in the headset, search for the app name, but it's not showing up. This was a workaround in the past for the app lab at least.Anyone have any suggestions??
So, it seems there are lots of us out here that are struggling with OpenXR. Obviously when you read the instructions we're told that we should use OpenXR because Meta is leaning more towards OpenXR......yet all the building blocks are for the old Oculus plugin and don't work in OpenXR. Is that correct?For instance, setup a Unity project as OpenXR and then drag the Controllers building block in - it attaches itself to the OVR Rig and not the OpenXR rig.Also, we're recommended to use URP, but that only works with OpenXR, as the OVR Rig generates errors in URP.So, what is the offical line? Which method are we supposed to be developing with in Unity? And can you link an updated and definitive set of instructions. It seems the ones out there are all OVR instructions and not OpenXR.If we're supposed to be using OpenXR, how do we get it to display Quest controllers?Thanks everyone!
In Depth-API sample, I notice that in ShowDepthMap.shader, it suggest that switching different code in shader. fixed4 frag (Interpolators i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float3 uv = float3(i.uv, 0);//just show one texture so we don't get eye strain fixed4 col = _PreprocessedEnvironmentDepthTexture.Sample(sampler_PreprocessedEnvironmentDepthTexture, uv); //Uncomment the line below and comment the line above to change between the preprocessed depth texture and the raw depth texture // fixed4 col = _EnvironmentDepthTexture.Sample(sampler_EnvironmentDepthTexture, uv); col.rgb = float3(col.r, col.r, col.r); col.a = 1; return col; }I want to now what's the differece between _PreprocessedEnvironmentDepthTexture and _EnvironmentDepthTexture.And what are the data in them rgb channel?BTW, I want
Hi ! I'm currently trying to implement something on Unreal Engine that needs the multimodal feature. I need to track my hands to interact with the virtual environment and use my controllers to track virtual object.However by looking at the available docs, it seems like there's nothing that indicates that it is possible easily and natively with the metaXR plugin,I saw that you can do it with Unity or with OpenXR C++ API, so I'm hoping that doing it with the Unreal's plugin is possible just not documented.Did someone already done that ? Is there a tutorial somewhere that can help me ? Thank you
I am trying to load an app onto my headset but it won't show up in adb device list.I have two headsets for this app to test. One headset, with the same cable and same port, is detected in the terminal. This specific headset is never detected.I have tried downloading the oculus adb driver. I have tried factor resetting the headset. I have tried simply powering down both the computer and the headset. I have tried to connect adb wirelessly (only to find it needs a wired connection first to work). I have tried different ports, cables, and computers. I am at my wit's end trying to get this thing to work, and I am hoping for some suggestions and new things to try to fix it.Thank you.
So I've been using my own personal AI made with Studios for a while now, but the memory settings is very new to me (apparently it just now got released in my country). I... Don't know how it works? Apparently it'll just save memories through the conversation, which is great but I haven't seen that happen a single time. Not even when I said "remember this" or "save this memory", french or english, didn't seem to change a thing.How does the AI know what's worth saving as a memory? What if you want it to remember something specific? Is my app just broken? Do I just need to wait for further updates? Please help
Issue: Whenever I place an object on the wall or the floor the rotation is slightly off.Example: I point at my floor, hit the index trigger to spawn Instantiate the prefab, however its rotation is not 90° and it is slightly tilted.Is there any solution for that, which does not require a self written placement script?
I created a Meta developer account several years ago and created an organization for my app. Back in 2022 I signed it and published the apk on itch.io and sidequest, but never submitted it to any of the Meta stores. Since then I've been enhancing its features on a different target system. Now I am attempting to port my enhancement for use on Quest and I find that Android Studio can't connect to my Quest 2. This used to work fine.It appears that Meta has deleted my organization between the last time I ran Android Studio and today, about a year ago based on some Reddit posts I read. I am guessing this is why I can't connect to my Quest 2 with Android Studio.So now I am trying to get my organization back so I can continue the porting process.I tried to figure out how to post a ticket to Meta support, but my attempts to do so end up going down a rabbit hole.Anybody know how I can recover from this?Should I just create the same organization?Does anybody know the link to post a ticket to Met
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!
HiWe have a project that needs to target Meta Quest 3 as well as Web(GL) in Unity 6.1. We are aware that the Meta SDK doesn't support the WebGL target and don't intend to use it there, but apparently some of its editor-only code generates compiler errors when the target becomes active, blocking any iteration:Library/PackageCache/com.meta.xr.sdk.core@fc2d39f84dd4/Scripts/Editor/OVRManagerEditor.cs(392,220): error CS0103: The name 'manager' does not exist in the current context Looking at this file, around line 86 it says:#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_ANDROID OVRManager manager = (OVRManager)target; // ...In other words, this is missing the UNITY_WEBGL compiler directive to have this compile in, or rather should probably be present on any platform to avoid errors. The other option is to move manager one line up.I'm currently investigating if there is a workaround, since the normal 'fix' for this
I tried the Meta Quest Runtime Optimizer utility and was inspired by the idea of integrating such useful functionality into Unity. On a simple test scene in my project everything worked well, but on a real complex scene I encountered several problems:1) When I tried to capture a frame, the console displayed a warning [OVRNetworkTcpClient] Sanity check failed. PayloadLength 333694and the frame capture has not happened. I tried deleting large parts of the scene (especially rigid body objects) and the frames were captured correctly, but it didn't help much. What could be the root cause?2) "What if?" Analysis gives ьу confusing results: some objects report negative render time. Is it normal behavior and can I just ignore those reports?
Vision Correction Software for Mobile DevicesOverview:I have an innovative idea for a mobile application that enhances the user experience for individuals with weak eyesight. The app would function as a software-based vision correction tool, eliminating the need for users to wear glasses while using their smartphones.How It Works:Users input their exact eye prescription (e.g., sphere, cylinder, axis values).The app applies a real-time visual adjustment to the mobile screen, optimizing display clarity based on the user’s vision needs.The software runs in the background, ensuring seamless usability across all apps without requiring external hardware.Potential Technologies to Use:Image Processing & Computer Vision: OpenCV, TensorFlow, or AI-based vision correction algorithms.Mobile App Development: Flutter (Dart) or Native (Kotlin/Swift).Real-Time Rendering: GPU-based shaders for on-the-fly visual adjustments.Target Audience:Individuals with weak eyesight who frequently use smartphone
I'm trying to figure out if the app library is really as flaky as it seems or if I'm simply doing something wrong. Many times, I will bring up the app library, and my title simply won't be there, even though it's installed. Just now, I saw it there, then I used the three-dot menu to get to "settings" and checked that I have the correct release channel selected, and then when I returned to the App Library, I watched it refresh and my app was gone. So were a bunch of other apps. The "all" category showed 24 items, and the "installed" category showed 25. I rebooted my headset, and the all category now had 35 items, with 34 in the "installed" category, and my title was again visible.Another question is how I force my title to update when I change the release channel. I swear I saw an "update" button on the main title details screen that I used before, but this seems to be missing now, and no matter what I do, I can't get it to update, despite the HMD tel
Hey,the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up.The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though.Anyone experienced the same thing?Thankful for any kind of help!
Hey everyone,I'm curious: will there ever be a developer kit (SDK) available for Meta glasses? I think the glasses are great, but there's not much to do with them right now. So, I thought, why not build a community around it?If Meta releases an API or something that other apps could call or interact with indirectly (since it seems there's already a service running in the background), this could enable commands from third-party apps. This way, you could allow users to develop their own apps and further customize the experience.For example, let's say I want to do something customizable, like turning on my smart lights using the command "Hey Meta". My own app could register a command (or more than one) so that whenever I say "Hey Meta, [do something]", this command triggers (it could be a post or a deeplink) that my app could receive and then perform the desired action, only for that command. And if this API allows me to use the camera live, like we do in Instagram livestreams, the possib
Hi - recently been reviewing our platform settings / features and noticed whilst testing that draws and prims doubled when toggling ASW ON/OFF. It certainly seemed as though multi view was being switched off when running ASW. Struggling to find much info on this relative to whether ASW has multi view support in UE5 let alone 5.2? Any insights would be much appreciated.
Hello,I'm looking for the Audio To Expression feature in the Movement SDK.I've installed Meta XR Movement SDK 77.0.2 and the Face Tracking Samples.Unfortunately there is no Audio To Expression.Also no documentation on how to use it manually, without samples.regards,Lanzelot
This is a new problem/bug introduced with the latest Quest 3 software update auto deployed last week.Old workflow: When you have a link cable connected to your PC and you are trying to deploy a packaged build to your HMD via ADB, your normal workflow would be to double click a batch file which deploys your APK and OBB files with no further intervention. It's a fire and forget process.Bug: If you do the old workflow, deploying your packaged build to the headset will time out and fail with the error message:"Did not find a bind listener".Root Cause: The latest update causes a modal dialog box to pop up in the headset which says "Title: Switch to ControllersBody text: To use this app, please pick up your controllers and select Continue. Tip: Passthrough is a feature that lets you see your physical environment with you headset on. You can turn on passthrough now to find your controllers."This dialogue will FREEZE all other foreground and background actions, including any ADB
I found that the Meta3 VR device does not display the direction specified by the Unity scene Camera when showing the screen (for example, (0,0,0) Euler Angle), but instead rotates 12° downward on the screen, that is, (12,0,0) Euler Angle. Note that this does not directly modify the Transfrom but seems to be an internal change made by meta itself.I know that the best comfort zone for people is when the forward perspective is slightly lower. Meta's approach is very considerate.But I want to know how I can obtain the specific Meta parameters for this downward offset Angle.
Why is meta unable to address the serious problem with controllers failing or bricking, or purple lights of death? Replaced mine 3x in month and keep getting refurbished junk. what is meta doing about this? It's costing me time, money, and a ton of frustration with terrible support & constant down time. I paid $500 for this thing but have maybe 3 full months of play time over 10 months. How is this OK?
We've been developing MR features into our app for the past 6 months and recently started testing a release candidate for Horizon Managed Services (HMS) managed headsets (enrolled with ArborXR). We ran into an issue with the Immersive Debugger causing exceptions on headsets set up using HMS/Arbor when using SDK v74. We updated to v77 which fixed the Immersive Debugger issue, but then the MR features stopped working also on headsets running "personal" accounts.It seems like the MRUK is not creating the rooms in the scene, and thus our app doesn't initialise our custom room set up. I've seen posts about needing to have the app registered in the Developers Hub, which we had in the past but deleted. We've created new apps in the developer hub and registered them in the Unity Tools>Platform settings for the Meta SDK and still nothing.We get a log from MRUK Shared saying "Unable to bind OpenXR entry", which I suspect is the issue causing the MRUK to not work. Everything works fine in the
Hi everyone,I’m trying to register as a Facebook developer, but I’m getting the following message when I try to enable developer mode:''You can't make this change at the moment. This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while.''This is my personal device and I use it regularly to log in to Facebook. I really need access to developer features for my work, and I’m currently stuck.I also saw this reply in another thread ( link ), which suggested sending a private message. I did that, but I received a response from Meta Store Support, which doesn’t seem to be the right team.Can someone from the developer support team help me resolve this issue or let me know how to verify my identity?Thanks in advance for your help!
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