Developer Forum [Archived]
Recently active
I have a game that released Thursday morning, but it isn't showing up on the "Latest Releases" page. None of the categories or search terms that we submitted in the metadata section are working. The only way people can get to our game is if they search the title directly. This is absolutely destroying the release of our game, is there anyone I can talk to, or is there something that needs to be done to get the game displaying in the proper areas?Thanks!
PCVR became a stuttery mess again, unless you are on tethered link. Great job, Meta! I wish there was a way to revert to a previous system build. They just broke it a couple months ago. Now again; I hate this so much.
I have the XR Simulator working. Not all the input bindings work. Controller Input alphabetic key bindings Y/H/G/J/I/B/N/T/U/M don't seem to work but mouse and numeric keys do. What could be the issue?Unity: 2022.3.47f1Meta XR All-inOne SDK: 68.0.2Meta XR Core SDK: 68.0.3
We're making project in OpenXR and we are using Legacy OVR plugin version, because of performance problems. Also we are not using OculusXR feature. From what I know in the past this configuration worked, but as checking it now the OVR plugin is not being attached to build. Error is thrown: DllNotFoundException: Unable to load DLL 'OVRPlugin'. Tried the load the following dynamic libraries: Unable to load dynamic library 'OVRPlugin' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen failed: library "OVRPlugin" not found. I would like to be sure is that configuration with OpenXR and Legacy OVR plugin and disabled OculusXR feature can work at all? If yes than what could be a problem. I would like to add that when playing game through editor OVR plugin works normally.
<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter>
Hi everyone!I am having an issue with a flat 2D UI in a mixed controller & hand application. When pushing the button the hand will be blocked from moving through the UI, as expected, however the system also renders a second hand that tracks the position of the real hand.In the image below you can see my fingertip on the button but also the shadow of a second hand right below it. I only want the hand that isn't passing through the UI.Is there a setting I can set to prevent a second hand from appearing and going through the UI?
Hello fellow devs,I am using the RayCanvasFlat that comes with the samples for Meta Interaction SDK for my project.There is a wall object in an architecture scene and I want to be able to use the ray pinch functionality to select this wall and call an event to pop up a menu to interact with this wall. I used the RayCanvasFlat prefab and removed all text and buttons from it, duplicated it 3 times and placed them on 3 sides of the exposed wall: I added a pointable canvas unity event wrapper and in the select part I added my menu scaler.Here is the pointable canvas module settings:When I run the scene in unity editor, and I point and pinch at the canvases around the wall, I get the event called successfully and the menu pops up. However, when I make the build and run the build on Quest 3 untethered, pointing at the canvases still works (I see the cursor and the click effect) but the unity event to scale up the menu does not work...Any ideas how I can debug this or fix it? If the
Hello everyone, has anyone tried Meta XR Simulator successfully?I am a unity beginner. Everything I did was according to the official documentation, and although the program does not report errors, it also does not give me the interface presented in its documentation. I updated Oculus Integration to v50.0 and it didn't help.Does anyone have the same problem as me? I look forward to your answer. Thank you!Documentation URL: Use Meta XR Simulator to Speed Up Unity OpenXR Development Iteration | Oculus Developers
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. Ask
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 questio
I want to change Opacity for times like working out, I need to see my hands or anything behind the screen please. Have ability to adjust the Window transparency for at least the Browser.
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. P
I was wanting to to ask if you can make is so on the next update that we can change the ui back to any previous version of it
We recently started deploying alpha builds for our Game, unfortunately these behave totally different than our locally installed builds. Given the same build it launches fine when locally installed via MQDH but is stuck on 3 Dots when installing from a release channel (alpha).We are digging through the log but so far have not found any error that would inform us in what to change or what is actually wrong.We currently using UE 5.3.2 + the latest plugin version compatible with that version.We identified the following messages as potentially problematic but found no information as to what they specifically meanUnexpected activity event reported! (com.AnotherWorldVR.SpacePawdyssey/com.AnotherWorldVR.SpacePawdyssey.DownloaderActivity event : 23 instanceId : 115675985)No part of our app should need to download anything so this indeed an unexpected activityVrDeviceManagerService Failed to set priority for thread 21788, err: -3VrDeviceManagerService Error set scheduler for process 3309 thread
Is it possible to have both Unitys OpenXR-plugin, Oculus OpenXR Plugin and Oculus XR Plugin in the same project somehow? Would like to use default OpenXR for hand-tracking (so it's easier to port to other XR compatible headsets), and then add Oculus XR-plugins features as a progressive enhancement.Ex using Unity XR Hands: https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.htmlAnd Meta Depth API as an enhancement for Quest headsets: https://github.com/oculus-samples/Unity-DepthAPICurrently they seems to not be compatible, or am I'm missing something?
After updating my Meta Quest 2 to the latest version 69, running my PCVR Unity app (in editor and build), I have a strange behaviour. It seems to cut the screen when I turn my head moving the headset towards the edges of the screen. And it is also stuttering. In Quest 3 v69 this doesn't happen.Build, Editor and Toolkits Config:Build: LCPPUnity Editor 2022.3XR Interaction Toolkit 2.5.4XR Plugin Management 4.4.1
Hi, what's the difference between running the app with windows as platform trough link and between setting the platform target as android?I'm using meta quest 2 with passtrough trough meta quest link on windows 11, with unity version 2022.3.26f1Currently I need the plane detection feature enabled but in the plugin settings I have the meta quest feature group only in the android settings not in the windows one.I've already done the room scene setup with the meta quest 2 but using ar foundation and running this code I get that the xrplanesubsystem is not activeLoaderUtility .GetActiveLoader()? .GetLoadedSubsystem<XRPlaneSubsystem>() != null What can i do to get the plane detection feature enabled?
Hi, I am a developer and am wondering how to disable the controllers being shown when using the Building Blocks in Unity. Can I use the Controller Tracking Building Block but hide the Quest controllers? I'm also using Networked Avatars, and want to pick up things using the avatar's hands, and not see the controller in the avatar's hands. Is this possible? It seems that documentation is really lacking when it comes to developing for the Quest. Hell, there's one small page on Building Blocks (https://developers.meta.com/horizon/documentation/unity/bb-overview) that isn't much of a deep dive at all. Am I missing something? Is there a page that has more detailed documentation? After spending quite some time on these forums, google, and YouTube it seems like a lot of others have questions too. Thanks.
I recently bought a MSI Cyborg 14 A13VF with an rtx4060 8gb and I7-13620H and decided to try running vr on it because the specs on it are better than the desktop i have (which can run vr relatively alright). However the Oculus app says im under the requirements. I bought a usb-c to DisplayPort adapter to be able to plug it in Whenever i run anything it stutters, and nothing is running smooth at all. Is this simply because its a laptop, or is there any inkering i need to do to get it running good.
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>SDK Exception Request</title></head><body> <h2>Request for SDK Exception - Android SDK 34 Requirement for App Submission</h2> <p>Hello Meta Support Team,</p> <p>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.</p> <p>My project is using several critical dependencies that require <strong>Android SDK 34 or higher</strong>, and I’m facing the following problem when trying to meet Meta’s requirement for Android SDK 32 or lower:</p> <h4>Dependencies Requiring SDK 34 or Higher:<
The Oculus-VR Fork's latest release is apparently incompatible with Metahumans.If I have a Metahuman on a Map and start the VR Preview it crashes immediately.It also crashes when deployed to the device.Does anyone know how to get around this?
Hello I am trying add a functionality in my project that I can use to recenter meta quest camera by pressing a button on keyboard. I am not developing a package for quest 2. Its a windows standalone application that I am streaming to Quest 2 using cable. Unity version: 2021.3.26f1Meta SDK version: 66.0.0Meta sdk downloaded from Unity Asset store name: Meta XR all in one sdk So far I tried using OVRManager.display.RecenterPose()and M_InputSystem.TryRecenter() [here m_InputSystem type is XRInputSubsystem]These function failed to recenter camera. I tested just using Oculus plugin and just using OpenXR plugin.M_InputSystem.TryRecenter() does work for Varjo , HTC vive device but not Quest 2.Please let me know if this functionality is possible to implement and if so then how?Thank you
I installed Meta quest dev hub after I reset my PC. After that, mqdh has been stuck at installing latest cli for days. Can someone please help? I have tried to reinstall mqdh but it didn't fix it.
Whenever i do PCVR (it's better) with Ghosts Of Tabor (not just this game it disconnects with other games) the link connection just crashes whenever i load into a game or even if i just start the game. I tried other games and apps too, i've checked my laptop for any errors. Whenever i plug in my Quest 2 to my laptop it says "This USB hub is problematic", i've checked that i've got nothing wrong with my Quest, my laptop nor my link cable. How do i fix this random error i just got out of the blue?
Hi, I have issue when intending to teleport to some area in the Viking Village scene, the structure of the scene is like. I got issues when intending to teleport to terrains. It just didn't allow me to teleport to terrains even if I add teleportation area to "terrains". Could anyone offer some hints on what causes this problem?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.