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Hi,Whatever the Meta Quest version 1, 2 & 3, whatever the node or device, on Unreal Engine 5.4.4 and on Unity 2021 to 6000, the requested acceleration is (0, 0, 0) and the requested angular acceleration is (0, 0, 0).In Unity, these (0, 0, 0) vectors are obtained using the TryGetFeatureValue(CommonUsages.deviceAcceleration, out deviceAcceleration) and TryGetFeatureValue(CommonUsages.deviceAngularAcceleration, out deviceAngularAcceleration) methods (but also using OpenXR)In UnrealEngine, they are obtained using the GetRawDeviceData in a blueprints.The bug has 100% repeatabilty and is very easy to reproduceConsequently:There is no way to get the acceleration for the Meta QuestThe problem is neither Unity nor UnrealEngine nor OpenXR --> is has to be a Meta bug
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Hi, I'm working on a simple mixed reality experiment, targeting the quest 3, using Unity and MetaXR.In my program, I created a portal that let's the player go between a virtual world and the real passthrough world.For some reason, even though everything works fine in the editor, when trying out a build locally on the quest 3 the cameras for both eyes "zoom in", as in, it looks like the FOV continuously decreases for a few seconds until it stops in a very disorienting FOV.Video showing the bugHere's some more information:- Using Unity 2022.3.22f1 with URP. Testing on a Quest 3.- I have tried both Multiview and Multi pass;- I'm using a custom stencil shader for the portal effect;- I have added several render object features to the Universal Renderer Data in order to manage how different layers are affected by the stencil shader: -
My packaged Unreal build for the Quest 3 will not start and stays at the Unreal Editor splash screen. I dumped the log and saw the title of this post dozens and dozens of times in said log file:[2024.08.03-01.35.34:788][399]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:790][399]LogShaderLibrary: Warning: Spent 4.39 ms in a blocking wait for shader preload, NumRefs: 2, FramePreloadStarted: 2686, CurrentFrame: 2686[2024.08.03-01.35.34:803][400]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:846][401]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:846][401]LogSVRLoadScreen: Display: BlockTick delta: 0.11 seconds. Current elapsed load screen time: 4.35[2024.08.03-01.35.34:858][401]LogHMD: Error: Failed to load a depth texture frame description for the left eye.[2024.08.03-01.35.34:864][401]LogHMD: Error: Failed to load a d
If I swipe left far, back, swipe right far, forward I’m trying to view Twitter/X while on the treadmill.
Unity LTS 2022.3.37f1 / OpenXRI first submitted my game a few weeks ago and received a VRC.Quest.Performance.1 failure (running < 60 fps). It was running at a solid 72 fps on Quest 3, so I borrowed a Quest 2 and found it was quite low (30fps or so) and went on to optimise the game quite a bit and brought it up to 72 fps on both Quest 2/3 consistently as per the OVR Metrics overlay and the adb logcat -s VrApi commandNow this is where things get weird. I resubmitted and received the same VRC1 failure again. I double checked the performance in MQDH and found that the fps look like a sawtooth pattern, where it reports 72fps and 19fps on alternate frames, seemingly at random. In some cases the low fps frames were reporting an early frame as well. The logcat VrApi command shows LAT (latency) as -1, meaning that the frame latency is dynamically managed by Phase Sync (which can no longer be turned off when using OpenXR in Unity). The game is running buttery smooth and I still get these
Hey Devs, Most of my time on the headset I like to play poker and do research on the internet browser between hands, but I noticed a few changes since the last update that don't make this as easy. For one while in a game app I can't adjust the size of the internet browser window anymore and am stuck with a smaller popup screen, and when I go back and forth between the game back to browser, it now shows the games popup window first in front of me every time instead of going back to what I was looking at when I hit the meta button on my controller. Not sure the reason behind the changes, but having full control of size and placement of the internet screens was one of my favorite features, please bring it back! Thank you
Why was my page of almost 20 years recently suspended? They say it’s because it was linked to an instagram account that I do not own. This is very disheartening. I’ve lost years of memories and can’t log in to appeal. I want my page back.
Hello 🙂I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it?- Unity: 2021.3.6f LTS- Oculus XR Plugin: 3.0.2ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed.Thank you very much for your time.
Hello, I am developing an application for Oculus Quest and I need to create a persistent floating window or overlay that remains visible on top of all other applications. The window should stay in a fixed position (e.g., the top-right corner) and be always accessible regardless of which VR application is running. The primary goal is to have the window float in 3D space as an overlay, similar to how the Move app or the OVR Metrics Tool functions, where it stays on top of any other app. I will later control its content (potentially a web browser). For now, I need guidance on how to create this type of persistent window or layer in VR on Oculus Quest. I'm looking for any tips, APIs, or tools that can help with creating such an overlay. Ideally, I'd like to use either native Android solutions or something in Unity or Unreal Engine, but I'm open to suggestions. Thank you in advance for any help!
Soapstone Comedy Store has major problems. Anybody can suspend & mute your account, even if you block them. This is called harassment! Comedy stores are supposed to be for "COMEDY." This isn't a game, games are fun. Every time I enter the comedy store, I get suspended (without reason). These types of people shouldn't be in or around a comedy store. Even if a person is blocked, this still happens. Why am I even in the same room with a blocked player? Why do you give people like this any control? Why are liars allowed to kick & suspend my account? Will this ever be fixed?
Hello,I am currently porting an old PCVR game to the Quest 3 with mixed reality. In the process, I’m replacing some older, deprecated systems like a GameSparks-based level-sharing implementation with modern solutions, such as Unity UGC (User Generated Content) for level sharing. I’m using SignInWithOculus to authenticate Unity services, so shared levels are linked to Oculus accounts.We’re a small team, so the goal is to allow us as developers to simply launch the game in the editor, logged in with our own developer accounts, which will have moderation rights in the UGC dashboard. This way, we can create, share, and moderate user-generated levels in the Unity Editor both before and after the game launches. However, we’re facing issues with authentication in the Editor.In standalone builds on the Quest 3, authentication works as expected, following the official Unity documentation here.However, in the Unity Editor, only a test user (set up in the Oculus Platform Service Da
Hi,I am currently on a stage of publishing Oculus VR app and I am encountering an issue with the headset’s orientation reset functionality. This issue is critical for meeting the VRC.Quest.Functional.9 requirement.When using the new VR template in Unreal Engine 5.3.2-5.4.4, pressing and holding the Oculus button only brings up the system screen with “Reset View” and “Exit,” but it does not reset the orientation as expected. The orientation reset functionality is crucial for ensuring users can reorient themselves in VR, especially to meet the certification requirements for VRC.Quest.Functional.9.Steps Taken:I tried different Unreal Engine versions 5.3.2-5.4.4 with different XR API options inside MetaXR plugin settings:-OculusOVRPlugin + OpenXR backend-Epic Native OpenXR with Oculus vendor extensionsI attempted to bind the “Reset Orientation and Position” functionality within Unreal Engine’s Enhanced Input system, but I cannot find the Oculus button listed in the input mapping options.I
I have had a wonderful experience using the new AI assistant in the Facebook Messenger app. I have found the response time to be phenomenally fast, and the accuracy of the responses to be excellent! I am excited about this new feature and, I am looking forward to using it and interacting with it. You guys have put a lot of work into this and I can tell that from my experiences, so far. The AI tells me it is not programmed to remember things I ask it to. Such as my preferred search engine. I figure this will eventually become an upgrade. I am very impressed with your work! And I am excited about this! The assistant also tells me that Meta and other companies share information about the software technology to further improve it. That was great news to me. Information sharing about issues with the new product can make it develop even better faster! One issue I found was that after asking the AI assistant to provide me with a link to one of Meta's Official forums to share my experiences ab
Built OpenXR SDK 1.1.38 from source, using that for a native Android application using a custom engine. xrEnumerateDisplayRefreshRatesFB only returns 60 and 72 Hz, and trying to request 90Hz using xrRequestDisplayRefreshRateFB returns XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB
Hello! after about 2 months ago, the recenter view feture stopped resetting correctly and videos are now recentered along what seems like a grid made of thirds. Instead of freely recentering to the point im looking, the view snaps to position and I have to overcorrect to an extreme degree to see any change in position. Did I miss a feature update or something? I appreciate any help.
So I deleted my app to refresh new then I put same app name to create a app but the name is loading so it won't let me create a button.
I got to level 33 and bought my 3rd level for the garden room and medical room. I put the flower inside the machine and only four comes out when its supposed to be 6. At first only 3 was coming out when it was supposed to be 4. I know its a online issue so I uninstalled and reinstalled but its still not working properly. My game username is TRU3GAME. Email joe991572@gmail.com. I know this issue can only be solve
I created an Unreal 4.21 project for this platform and the upload consistently failing. The error can be seen below. If I could get help that would be nice, thanks!
I'm trying to activate my company to ship our new game. I include all documentation but when sending it shows this error.
Hi, The black box driver estimating the handler position and velocity using, it seems, a Kalmann and an inertial filters, obtains degraded results as compared what it obtained before. More precisely, if the handler comes from outside the FOV of the tracking cameras and enters this FOV, the velocity is completely irrelevant (sometimes pointing rearward while the handler is moved forward for one or even several frames). His is easy to reproduce by printing the angle between velocity and the player camera direction, and by moving (slowly or quickly) from behind the head to in front of the head. Before throwing objects was a real pain in VR before (example : throwing objects in SuperHot VR). Either the object was falling on the floor, or the throwing direction was wrong up to 90°. Now it is worse, since the error is random up to 180°. You would have 2 ways of solving this : 1) Going back to the previous velocity and position engine, and stop modifying it (how can we expect a developed game
Hi, I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real hand compared to if I was holding a lighter object, I have looked for multiple solutions but I have not been able to achieve anything yet, I appreciate any help!
Meta Quest Developer Hub doesn't open at all on macOS developer 15 beta.Partial crash log below: ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: Meta Quest Developer Hub [10774] Path: /Applications/Meta Quest Developer Hub.app/Contents/MacOS/Meta Quest Developer Hub Identifier: com.oculus.odh Version: 4.7.0 (4.7.0) Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-07-01 10:24:32.2044 -0500 OS Version: macOS 15.0 (24A5279h) Report Version: 12 Anonymous UUID: 8E7E9543-01DD-CD0F-100D-6D2952E5F6AB Time Awake Since Boot: 240000 seconds System Integrity Protection: enabled Crashed Thread: 0 CrBrowserMain Dispatch queue: com.apple.main-thread Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x0000000
I have my first VR headset (Pimax 5k Super) coming and would like to understand how the above all fit togather (confused by YT vids tbh) I only use X-Plane native and have no interest in Gaming outside of XPlane, so I think I don't need Steam (or is it a preq. for OpenXR?) And what is with OpenVR toolkit and Pimax's own configurator?
Hello, I am trying to make buttons react to both poking and mouse clicks in Play Mode in Unity. I got poking working through prefabs, but am struggling to add the functionality where they are triggered by mouse clicks as well. Has anyone done this? The reason is so that I speed up development on Mac since currently I have to build the program, put on headset, test it, attempt to fix issues, repeat. Each round taking way too long. Thank you for your help.
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