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Hello, I am developing a simple application that simulates walking in a virtual forest, and lets the user change to passthrough ( and back) with a simple gesture of the hand. The character has a canvas following the camera using this script: using UnityEngine; public class CanvasFollower : MonoBehaviour { public Camera cameraRig; public float distance = 2.0f; public float smoothTime = 0.3f; private Vector3 velocity = Vector3.zero; private Transform target; void Awake() { target = cameraRig.transform; } void Update() { // Calculate the target position at the specified distance in front of the camera Vector3 targetPosition = cameraRig.transform.position + cameraRig.transform.forward * distance; // Smoothly move the canvas to the target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); // Make the canvas face the camera by
When trying to use our custom hand poses in Unity, the hand position is now offset from where it was with the old avatars. The "wrist offset" variable has been deprecated and no longer used. I have noticed that other meta applications (Horizon worlds and workrooms) have had their hand poses when grabbing objects have also been removed.Before assigning resources to try to fix this issue, is there going to be a fix in a future update?
I have already resolved the problems related to the use of In - App Purchases (IAP) during the purchasing process. However, I still receive this prompt on my Meta Quest Dashboard. How should I solve this?
I'm running i9 chipset. Need M series from what I understand.Suggestions?Mac Mini M1,M2,M3,M4?Is a M2 with a larger GPU better or M3 with smaller GPU?Pros/Cons to the various chips, and graphics.
There are Location Services libraries available on Android app on Quest?
Hi,First time downloading Meta Spatial Editor (v1.0.0.70.4620). I like the interface and it's quite like Reality Composer Pro but I am unable to find something like "Shader Graph Editor" in Meta Spatial Editor. I can see the material component attached to the default cube when added into the composition space. Upon researching further I can see its a custom material file with the extension ".metaspatialmaterial" but I couldn't find any more documentation on this. Can someone guide me to how to create custom shader in the editor? Is it possible to use existing Unity Shader into Meta Spatial Editor?
I'm developing an application in VR where I want to display content in 2 languages in English and in Arabic. What would be the standard of developing such application. 1) I can put up a toggle button on each panel where I'm showing some description to convert text to English or Arabic.2) I can get the default language of device if its Arabic then I can only show the text in Arabic and vice versa.How to know the default Language of device if I have to opt second option?
Hi, thanks for help, I got a problem making a login, I'm using the virtual keyboard, so there's an option where you can change the position, if you need it near or far, I'm using the near option, i did read the documentation, but i just can't make it workAnd also floor tracking in the Camera, so the thing is that it just stays in the floor when I play it in my Quest 3.here are the errors. I guess the first one is the important one, the last one is something I'm doing for testing, and the others i don't really know.As i said, I'm using a Quest 3 headset
I have been using Oculus Spatializer Unity (v47.0) in Unity (2021.3.29f1) to create reverberation based on the geometry of the game environment.It seems that there are a number of inconsistencies and behaviors I cannot explain:1) When a source changes from visible to non visible (i.e the direct sound becomes occluded) the direct sound remains. Toggling Spatialization enabled resets it to as expected, after a while though it returns to the direct component being included again.2) A different attenuation curve when reflections are enabled compared to when they are disabled. The former begins as a 1 / r releationship but shows a sharp roll off after around 2.3m.The first point in particular means I cannot use the Oculus Spatializer for my project. Therefore, I had a look at using the Meta XR Audio SDK (v55.0) instead as it is newer and seems to be a replacement for the Oculus Spatializer. However, as far as I can find it does not include the same geometry based acoustic renderi
Hello guys, I was publishing my Unity XR apk on Oculus Developer Hub, but white uploading an error pops out. It says -The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/I have been on the link provided but there is no help over there, how can I resolve this issue please help
I would love the ability to cast from a supervised (child) account. My child loves being able to use her own profile, however she sometimes needs help or wants to let her friends and family watch her play. Please add this feature!
I have the CV1. I also had the DK1 and the DK2. Setup was easy and quick.Will Meta ever allow folks like me to be able to setup and use the Q2 or Q3 in a cabled or linked mode in a similar fashion as was setting up those earlier Oculus models?We do NOT have any reliable mobile reception but a perfectly good computer ethernet connection and a good landline 'phone.Will Meta ever get to allowing setup in any other fashion than the present one?Has anyone ever managed to get the Q2 or Q3 "setup and going" without the use of a mobile phone?I do not want "games". Just use Unity for my own stuff. Do not even really require any hand controls either.
Hello all, I'd like to present an open source library I maintain, LibOVR.LibOVR is a C# low level wrapper for the ovrpc library.It's target is code-first developers, and C# engines.It's does not require unsafe code, all native objects (Client, Session, etc)are wrapped in objects and their lifetime is managed by the library itself.I am using it to bring VR capabilities to my game framework KNI, but made ita separate library under Apache-2.0 license so that others can benefit and contribute.source code: https://github.com/nkast/LibOVRnuget: www.nuget.org/packages/nkast.LibOVR/2.1.0Demo videos: https://www.youtube.com/watch?v=SRjtcoTBq7g&list=PL5j45kel337irLF5a7vMM3do6bwdEIFTq&index=2 Thortspace (Social 3D VR and MR mind mapping software)https://www.youtube.com/watch?v=CmqJcL2nUcY&ab_channel=Thortspace
Hi (noob alert)So here we go. Recently we've been developing an AR app for quest 3 and everything was perfectly done just fine. The thing is after the recent update lighting and the texture resolution messed up. Actually, it was all overexposed and the colors were washed up. Any help will be appreciated.
Premise: We are developing a game and have uploaded an apk to the Release Channel.Assume that the Release Channel package name is: com.package.xxxWe have a development package during development, assuming that the package name is com.package.xxx.dev 1. Create a new Meta account and join our Release Channel through the invitation link. Now you can download our Release Channel version of the application and start it normally. Everything seems to be fine 2. I want to use this account to join our development group and install our developer version of the apk. At this time, the developer version of the apk will fail to login anyway 3. I tried to move the account out of the Release Channel, out of the Developer Group, and then add it to the Developer Group, and even restored the Quest to factory settings, but I couldn't login to the developer version of the apk normally.
Dear members, I created a 3D environment in UE 5.4 but i am unable to convert that into wallpaper for Oculus Quest 2, i have been struggling from quite long time, your support is immensely appreciated
I am using the Meta XR Interaction SDK in a Unity mixed reality app. I have cube setup with a SnapInteractor and aa snap point with a SnapInteractable. I have code running for the "When Select" event with an InteractableUnityEventWrapper, but I need to reference the Interactor that has been snapped to the Interactable. I don't see a way to do this in the documentation. What am I missing / is there a reliable work around if it is not officially supported?Thanks
Hello,Due to the other SDKs we currently use, we can't go down to target version 32.The APK build I get works great with Quest 2 if I install it via the developer hub, but there's no way to push it to any release channel.Is there any way to force a build with target SDK version 34 to a release channel?
Hello Meta Support Team, I am currently developing a VR application for the Meta Quest platform and have encountered an issue with the Android SDK requirements during the app submission process. My project is using several critical dependencies that require Android SDK 34 or higher, and I’m facing the following problem when trying to meet Meta’s requirement for Android SDK 32 or lower: Dependencies Requiring SDK 34 or Higher: shared_preferences_android sqflite cloud_firestore firebase_auth firebase_core firebase_crashlytics firebase_messaging flutter_local_notifications geolocator_android google_sign_in_android video_player_android vr_player (requires SDK 33 or higher) All of these dependencies are crucial for the functionality of my app, and downgrading to earlier versions would result in the loss of essential features such as video playback, cloud integration, geolocation, notifications, and VR playback support. Specifically, the vr_player package that I am using (version 0.2.2) requ
I lost my app key for several applications that are currently live in the store due to a laptop malfunction. Is there anything I can do to replace the App Store Key's or delist my apps currently in the store? I want to be able to update the current ones I have in the store.
Hi folks,I'm new to XR development and currently working on creating a grabbable object that responds to different hand grab poses depending on the player's holding rotation.I'm struggling to find any documentation or resources on how to achieve this, and I'm a bit stuck at the moment. If anyone has experience with this or can point me in the right direction, I would really appreciate your help!Thanks in advance!Ofir
I want to extend the snap Interactable behaviour of the latest Oculus SDK for Unity to be used from the distance (I.E. grab something from near and put it in a "slot" in the distance). Do you have any suggestion of how can I achieve this with the current SDK? What code should i look to extend?
Hello, first I want to say, UE is horrible, nothing works, you need to follow several tutorials for just starting a new project when Unity does everything itself. That's the second time I try to switch to UE but once again I think I will turn back...That said, I followed these guides -that shouldn't exist- line by line : https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/https://docs.unrealengine.com/5.0/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/But when I try to package the project, it says that Android SDK is not installed properly, I click "continue" and it tries and fails to install the sdk he want. When I run the SetupAndroid.bat manualy I have no error, and success for each request.Here is some logs:UATHelper: Packaging (Android (ASTC)): Installed Sdk validity: UATHelper: Packaging (Android (ASTC)): Android: (Status=Invalid, Allowed_Sdk=r25b, Current_Sdk=r25c, Allowed_AutoSdk=r25b, Current_AutoSdk=, F
I have a lot of issues with immutable folders in the new Meta SDK packages.I tried different things to but the error keeps coming back in different projects.I first installed Meta Core SDK, I installed 4 building blocks. XR rig, passthrough, controller and hands building block. After this I imported the Meta interaction SDK and get this error:Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefabUnityEditor.EditorApplication:Internal_CallGlobalEventHandler () This is driving me crazy, I tried different ways, even deleting the packagecache but it keeps coming back.
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