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Hello,We would like to upgrade our project to the latest Avatar SDK and use Avatars 2.0.Our current app design requires a half-body avatar in third-person view. However, this is not currently possible as the manifestation parameter no longer affects the appearance of the avatars. Switching to first-person view shows an avatar without legs and without a head, which is not suitable for third-person view.Is there a workaround to display the Avatar 2.0 with both a half-body and a head at the same time? Is there a plan to support this in Avatars 2.0?Thank you!
Introduction This technical analysis examines the development landscape of PCVR (PC Virtual Reality) and Link technology within the Meta ecosystem, focusing on the Quest platform. We'll explore the underlying technologies, compare different approaches, and delve into the technical challenges and solutions in this rapidly evolving field. Hardware Architecture Meta Quest 2 and Quest 3 serve as the primary standalone devices for PCVR via Link: 1. SoC (System on Chip): - Quest 2: Qualcomm Snapdragon XR2 (Based on Snapdragon 865) - CPU: Octa-core Kryo 585, up to 2.84 GHz - GPU: Adreno 650 - Quest 3: Qualcomm Snapdragon XR2 Gen 2 - CPU: Octa-core Kryo, up to 3.19 GHz - GPU: Adreno 740 2. Display: - Quest 2: Single fast-switch LCD, 1832x1920 per eye, 90/120 Hz - Quest 3: Dual high-resolution LCD, 2064x2208 per eye, up to 120 Hz 3. Tracking: - Insi
Purchased the Link Cable a couple days ago and noticed I received one with a manufacture date of around 2020, as it still shows Oculus and front of the box displays "For Quest and Quest 2". Has there been any revisions to the cable? Curious if I should have expected the updated box. Thanks in advance!
Hi everybody,does anybody know how to get the selecting Interactor of an Interactable?I tried basically everything and am sure that there is a simple way to do this but I could not find it. When looking into the Meta SDK Doc it says that one should use the Data Property, however the script in that "tutorial" is simply wrong, since following line throws an InvalidCastException: Specified cast is not valid.HandRef handData = (HandRef)pointerEvent.Data; I've seen that there is the IsGrabbing() Method for HandGrabbing, which of course would be great, however it doesn't exist for the controllers. If anyone has done this (which I guess someone must have done that, right? I still couldn't find anything about that), any help is greatly appreciated!
I'm writing this as a developer that talked to your representatives at GDC this year in San Fransisco. As a developer that currently has a game on your store.Why did we not show up under new releases? It's been a week and no one can search for us using the search terms we provided or the categories we entered. Other games last week and this week were posted but we can't be found unless someone types in our name specifically. We virtually don't exist on the store.We geared months of development work towards releasing on the quest store after talking to reps at GDC where we were told we would get some time in the new releases section, that people would be able to find our game. We have an open ticket where we just keep getting the same response. The internal team has it. Nothing helpful, nothing for us to do to help fix a problem if there is one, to tell us if there is something we missed or to actually fix the issue. Our posts here are ignored.If there is something we need to
We've recently migrated from UE4.27 to UE5.4 and have run into an issue with cloud backups of our game save file.We have a couple files that are required to save and track progress LevelProgress.sav and PlayerStats.json. These are located in Game/Saved/SaveGames & Game/Saved/PSS respectively. Our previous release had those files backup and restore perfectly between uninstalls/reinstalls. It seems now that the backup system has been deprecated or changed. Save information works fine between play session when saved locally. But upon uninstall all is lost.I was wondering if there is away to adjust the settings of the Quest's CloudBackupManager as it seems to be failing to backup on application exit.CloudBackupManagerRun backup(): BackupInput(packageNames=[com.CompanyName.YourGame], requestOrigin=ApplicationClose, skipIfRecentBackupExists=true, skipIfUnusedSinceLastBackup=false, allowIfAppIsRunning=false, forceUpload=false, backupRestoreType=Full, referenceId=null, sendVrNotificat
Hi thereI am currently porting a Unity SteamVR experience to the Quest, and as the scene was quite detailed, and the entire experience occurs in a single space, it seemed ideal to use Google Seurat to generate the background scenery. This has worked really well for the most part, however I am encountering visible seams in the geometry when exported to and run on the Quest, which are not visible when viewing the same experience using a Rift S.Here are some screenshots of the same experience:Rift SQuestI have tried many different Seurat option to get rid of the seams (eg. premultiply_alpha=false) and tried different texture output sizes from Seurat, and tried many different texture compression formats for Android on the Unity texture import settings (including all the ASTC variants as advised by Oculus, and non-compressed formats), different max import texture sizes, different import texture qualities, all of which seem to make no difference.Just looking for any other suggestions or expe
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time.Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink.Has anyone else run into this particular issue? Any clue what might be causing it?
We're currently plagued by VRC.Quest.Functional.3 requirements for our Job Interview Simulator application on the Meta Store. We've received a request for action related to this VRC twice. Each time we've resolved the violation according to an email we received.We have provided login details to satisfy the VRC requirements, as directed. We've also seen the account being accessed. It's hard to clarify any information on the requirements for VRC.Quest.Functional.3. Can somebody from the team help us identify where we are failing our test with a little more information? I assume this is part of an automated test.
BRING IT BACK PLZ!!!!!
Gaming laptop um meets everything RTX 4050 Ryzen 7000 I have everything, but he still tells me that it doesn't fit the requirements
Over time I tried to change it, but nothing happened, I tried going into the administrator mode, but it still didn't solve my problem, I tried to watch YouTube videos to follow their steps but it still just wouldn't work. Any ideas on how I can fix this issue?
I updated my meta quest link app to version 71.0.0.167.524 on the date 9/30/2024. Since I have updated earlier this week, I have a new error that I face everytime I click into play mode in my editor with link. The error is"Microsoft Visual C++ Runtime LibraryRuntime Error! Program:This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information."I tested, around the error and it does NOT occur when running play mode normally or with the meta XR simulator, and it DOES occur 10/10 times when starting playmode with Quest Link open, which confirms the culprit. I searched the internet and the unity logs for more information but wasn't able to find answers. Please let me know if there are more logs that would be useful to attach from the Quest Link software. This error is blocking my work everyday this week, i'm working on a game that is about to ship, and now I cant get in headset to test in edito
Hi. Can someone please help me on how to edit hand grab pose? Lately, I couldn't edit the hand grab pose.
Hi all, this is something I pinged Carmack on Twitter about directly a few days ago. Linked to the thread for context; there's more illustrative screenshots that I've attached there as well. Trailed off after a few exchanges (can't believe he indulged me as long as he did!), so feedback with other Oculus staff via either @imperativity or @vrdaveb would be really valuable as well.I'm trying to figure out if it's possible to remove the thin "pixel border" that appears around all continuous sections of coplanar UI that are rendered by OVROverlay. It doesn't matter if they are rendered via the "single Overlay instance w/a Camera and a Render Texture"-based approach, or just individual textured Quads with OVROverlay Components on them.Just took a screenshot that I think demonstrates what I'm referring to pretty clearly:Our whole UI was built using Canvas, so the Render Texture approach was mandatory since the UI had already achieved a complexity that was unscalable for a maximum 15 individu
I’ve been thoroughly enjoying my Meta Quest 3, especially the ability to cast my VR experiences to a TV to share with others. However, I believe adding stereoscopic 3D casting (Side-by-Side or Top-Bottom) would greatly enhance the shared viewing experience for 3D-capable TVs and monitors.This feature would allow viewers to enjoy VR content in 3D, offering a deeper and more immersive experience for games, videos, and other applications that utilize depth. The technical feasibility seems within reach for the following reasons:No significant bandwidth impact: Stereoscopic 3D casting would simply involve reducing the resolution in the horizontal or vertical direction (depending on the 3D format), without adding much overhead in terms of network bandwidth.TV support isn’t a major concern: Even on non-3D TVs, Side-by-Side (SBS) or Top-Bottom (TB) 3D content is still viewable, albeit without the 3D effect. This means the feature could be available universally without causing issues for users
Hello,my approved and wishlistable game is not showing up in store search results, even not with the full name given. When navigating directly to the page, I can see the wishlist button and the "Coming Soon" label.I have one released Coming Soon submission and one scheduled submission with my latest build.Has anyone had the same issue or any help how I can solve this? Thanks!
I'm facing an issue where I need to add a test payment card for test user, but every time I try, I receive an error with code 1891019. (last Trace ID: Bqexn/rLgdE)...
So I've started using my Quest 3 as a cheap alternative to having enormous monitors, and while mixed reality works, I prefer VR as it shuts out the room and lets me focus. But this is borderline impossible because of how much kit I'm messing round with. I've got:my phonethe left and right controllersa keyboard and mousemy personal laptop, end client's laptop and the consultancy's laptop my headphonesmy vapea cup of tea or coffee / can of coke / snacksI'm constantly popping out of VR and into AR to find something, and back again, feeling lost when I'm in VR. Because if an object was invisible when I lost track of it, the VR experience has cost me object permanence.This would be pretty easy to fix. AR Toolkit lets you detect the position and orientation of objects via printed stickers that look kinda like QR codes. Pop a printed sticker on an object, draw a bounding volume around it and have that area be visible via passthrough. Or replace them with a 3D mesh of my choice if yo
Hi guys Ive been running around for a few weeks now, Packaging and trying to get my project up and running on the Quest device I've probably ra Is there anyone in the into any possible mistakes from uncooked assets, to missing plugins to an unknown cooking error? the group who could walk me through this process including all the debugging for a good price, I don't have a big budget because there's no client backing this up - this is me learning this tech, Thank you, Osher [REDACTED]
So I have a VRTK (3.3) teleporter pointer setup to work with the controller left button One press. When I setup hand tracking using the OVRHandPrefab and set the Oculus manager to Hands only for some crazy reason doing a Pinch with my right hand activates the teleporter. I cannot figure out why!! The only scripts related to hand tracking i have are on the prefab. And really I want to know HOW its simulating the button press / activating the teleporter so I can use pinches to simulate other button presses!Anyone have a clue how/why this is happening?
We have written Java code that correctly inserts jpgs into the Quet media gallery. The code is very much what you would do in any Android app, public void run() { Bitmap bitmap = BitmapFactory.decodeFile(location); MediaStore.Images.Media.insertImage(getContentResolver(), bitmap, title, description); } If you then manually go into the Files app you then will see the new image under Recents.However, that requires the user to do a few steps - pressing the Oculus menu button on their controller, finding the Files app, etc. We would like to be able to open the Files app automatically.Something like this brings up a blank or unusable Files app that appears to be different than one which the user can access: Intent intent = new Intent(Intent.ACTION_VIEW); intent.setType("image/*"); startActivity(intent); What is the best way to open the correct Files app on a Quest? We are specifically using a Quest 3 with the latest updates.
Quest3.I have Eye tracking enabled on the Oculus PC App, Eye tracking is set as supported on the OVRManager, it is set as true on the permission request on start up.Public Test Channel on the oculus app is enabled and downloaded latest version.The OVR Eye Gaze component is disabled on play.What am I missing here?
Hello,I was wondering if anyone has used an external positional tracker (e.g., Optitrack) for their Meta Quest Pro's transform whilst keeping the eye tracking capability. As far as I can tell, I need the OVRManager Script to access the eyetracking and the documentation/commenting on the OVRCameraRig scripts (i.e., OVRCameraRig.cs and OVRManager.cs) are vague and confusing as to determine what is actually providing the HMD transform. If anyone could break down which component or line is responsible for the updating of the transform, that would also be helpful.Trying to avoid the potential of positional tracking drifting or failing over time when running experiments in the lab.Thanks for any help
I am working on a Unity project and trying to implement Oculus Leaderboards. I am getting following errors and unable to fetch the scores. DllNotFoundException: LibOVRPlatform64_1Oculus.Platform.StandalonePlatform.Initialize (System.String accessToken) (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:32)Oculus.Platform.StandalonePlatform.InitializeInEditor () (at Assets/OculusPlatform/Scripts/StandalonePlatform.cs:24)Oculus.Platform.Core.Initialize (System.String appId) (at Assets/OculusPlatform/Scripts/Platform.cs:114)PlatformManager.Awake () (at Assets/PlatformScripts/PlatformManager.cs:40)It will be great if anyone can assist me with the issue, How to fix it?
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