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IF ANYONE KNOWS A FIX COMMENT ON THIS POST
Hi everybody, I am trying to implement web application which should connect to wearable medical devices like ECG or PPG sensors via BLE. I am pretty familiar with Web Bluetooth on the web and implemented several applications this way. I am using A-Frame framework for VR scene and I would like to use Web Bluetooth API to get the data from the sensors. Problem is that the Web Bluetooth API responds in Meta Quest Browser like there is no BLE in the Quest device. However, I did some tests and installed the clear Chromium to the device and in this browser the BLE and all the API functions work correctly, so the Quest Browser has this problem. So finally my question is, Is this a bug or the Meta intentionally blocks these feature? PS: Why will I not use a clear Chromium instead? Well the Quest browser is optimized for the Quest device and unfortunately in the Chromium the VR scene does not work very well (mainly because missing Google services). Thanks for all possib
Hi!Looks like that DepthAPI does not work anymore with XRSim (>65.0.0)Even testing with the sample DepthAPI scene there's no occlusion (there was with XRSim v65.0.0)Any hint?A.
Tested on:Meta MR Utility Kit (67.0.0 and 68.0.1)Meta XR Core SDK (67.0.0 and 68.0.2)Meta XR Platform SDK (67.0.0 and 68.0.0)Unity 2022.3.13f1Meta Quest 3 with OS version V68 and V69Bug details:An exception occurs during the room rescan sequence when using OVRScene.RequestSpaceSetup() in combination with scene clearing and loading via the MRUK framework. The specific exception observed is:System.InvalidOperationException: Could not get BoundingBox.try { MRUK.Instance.ClearScene(); await OVRScene.RequestSpaceSetup(); await MRUK.Instance.LoadSceneFromDevice(); } catch (Exception exception) { Debug.LogError($"An exception occurred during rescan room sequence: {exception}"); Debug.LogException(exception); } finally { Debug.Log("Finished sequence"); }Reproduction Steps:Ensure the room is set up correctly.Initiate room scanning with OVRScene.RequestSpaceSetup().Modify the label of one furniture item.Accept the changes.The exception System.InvalidOperationException: Could not ge
https://developer.oculus.com/documentation/unity/unity-perf/This page is outdated now and needs to include the Quest 3 with its poly and drawcall specs.As a dev and an artist, i would love to know what my new limitations are compared to the Quest 2.Please add the numbers there asap.
I'm encountering an issue while uploading a build for my Quest app. The build includes an APK and OBB file, and I’m using the latest version of the Oculus CLI (v1.103.0.000001). The validation passes successfully, but during the processing of the APK file, I receive the following error message: "Sorry, we encountered a problem while processing the file that you uploaded. Please try again later." :cross_mark: ERROR: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later. 2024-09-20T08:38:58.390Z [ERROR] Server log: {"app_id":7362585187111727,"client":"ODH","log_level":"ERROR","event_name":"USER_ERROR","stack_trace":"UserVisibleError: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later.\n at Object.y [as genProcessBinaries] (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at runMicrotasks (<anonym
In Quest 3 in XR, how can I place objects in specific locations, either marked by a QR code or in some other way?I need to be able to place certain 3d elements in specific places regardless of how the room is and without being deconfigured, it would be ideal with a qr system or visual elements that mark the position in the application.Thanks!
Hello, I'm having an issue with Unreal Engine 5's MRUtilityKit. When I try to use the Scene API to make meshes appear on walls, it works. However, as soon as I press the Meta button to recenter the game or I step out of the boundary and return, the game elements appear in multiple locations at once while flickering, as if the tracking goes crazy. This makes the Scene API feature unusable for our project. I've tried the application on multiple headsets and built it from several PCs, but the issue remains. When I use the deprecated solution with the "OculusXRSceneActor" everything works fine, I don't have these tracking issues. Unofrtunately i need some features only avalaible in the Scene API.Thank you for your help, Joachim
I am running a foreground service that takes anywhere from 30 seconds to 5 minutes to complete. I want to play an sound from the headset once the operation is complete, however all of my attempts seem to fail. I have tried using wake locks, local-notifications, and alarms but I can't seem to get the headset to make any noise until it wakes back up when the user places the headset back on. Once you hear the boop from the headset signaling that is asleep there doesn't seem to be any way to get audio from there on. Does anyone know how I can either wake the headset, prevent it from falling asleep, or play sound while the head set it already asleep? Sending a notification to the quest app would also work.
If Meta Support sees this post, I wanted to request for them to please bring back the ability to use the expand view feature while using within an application. The new update removes the ability to switch to expanded view while using an application so I am stuck using the smaller screen size. The new expand view, is only limited to using with the home environment area and not within apps, it is also not compatible with bluetooth controllers like the previous expand view feature was. The previous expand view could be used in applications and with a bluetooth xbox controller which allowed me to use the expand view meta browser within applications to play xbox game pass cloud gaming.To reiterate, the new expand view can’t expand the screen within applications, nor can it be used with a bluetooth controller even in the home environment. I use the Skybox VR Video Player app in combination with the Meta Quest Link app to be able to complete work on my MacBook Pro or play
Im working on a simple script that deactivates and reactivates certain gameobjects spawned with the Anchor Prefab Spawner. I put tags on the prefabs and am referencing them through that and placing them in an array. bellow is my code. using System.Collections;using System.Collections.Generic;using UnityEngine;public class PTToggle : MonoBehaviour{ public GameObject[] ptWalls; // Start is called before the first frame update void Start() { ptWalls = GameObject.FindGameObjectsWithTag("pt remove"); } // Update is called once per frame void Update() { for (int i = 0; i < ptWalls.Length; i++) { if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger)) { ptWall
Hi, it would be really nice if there was an API where you can supply a convolution kernel and/or texture with some blending function to apply to passthrough as a custom filter.Since there is no access to camera feed, the ability to apply custom kernels to passthrough image could be really useful. I am guessing this is what the SDK already does with "passthrough styles" (Passthrough Styles Sample | Oculus Developers). However, there's only edge detection currently.With custom kernels you can achieve a variety of other effects like gaussian blurs, image sharpening, etc. Kernel (image processing - WikipediaWith textures, you can apply these kernels at some strength sampled by values in some supplied stereo textures. This will allow for cool effects like applying blur or some custom lighting effect in a particular area, not necessarily the whole passthrough view.With blending functions, blend mode along with the supplied texture, you can achieve a wider variety of image color effects.
I am using Meta Avatars SDK 24 and Meta Interaction SDK 68 for my Unity 2022 LTS VR multiplayer app.The app is set up to use player's personal Meta Avatar and testing it over multiplayer shows that it is working as intended with the networked avatars.My app relies on hand tracking (no controllers) and there is a virtual joystick which users manipulate for locomotion.Here is what happens when they move:https://www.youtube.com/watch?v=BW8CcMqA3A4I would like to either find a solution to what causes this jitter OR just hide users own avatar from first person view while keeping the avatar of others rendered.Another forum user pointed out in another thread about the "Active View" settings which allow you to limit what parts of an avatar are visible, but this works for OTHER networked avatars and not your own. Thank you in advance!
Hello, I am trying to integrate Meta Avatars into my Unity 2022.3 LTS networked (Netcode) project. I have the Networked Avatar and the Platform Init in my project and I am able to see my own avatar when I run the project however I am having issues when another person joins the room.I followed the instructions located at the documentation:https://developers.meta.com/horizon/documentation/unity/meta-avatars-app-configI received the email "Meta Horizon Data Use Checkup: Request approved" so all the permissions / settings are in place. The weird thing is, when I am testing it using two headsets (one headset runs app locally, other one is tethered and is running the app in unity editor in Link), from both sides I can see the personal avatar loaded, but other side is seen as the generic blue avatar:I was wondering if there are any particular unity settings, especially on the networked avatar component that I am missing which is causing this issue. Any help would be appreciated!
I created my scene in Unity following the documentation, everything is working right down to the building blocks. I imported the buildingblocks avatar into the scene and it works when I run it with my oculus, but I can't bring in My Avatar created in the Meta account. How can I launch the application with my avatar instead of the default avatar?
I'm trying to get the velocity of how to get either of the VR Controllers so that it can be applied to another object when hit. I cant figure out how to aquire the velocty with the SDK setup. Any help please?
Hi everyone,I have 3 "Quest 3" devices all connected to the same account. Is there a way to cast each of these devices to 3 separate phones or PCs at the same time?I’m looking to mirror the gameplay of all three headsets onto different devices simultaneously, but I’m not sure if that’s possible with them being on the same account.Any help or advice would be appreciated! Thanks!
I can see the relationships between Reports and Dashboards?
After searching, our game has a torrent with the most recent version out (as well as previous versions). It's disheartening to see that recently we had a huge spike in daily active users over 3 days, with only a fraction of actual sales reported from Meta. Third party analytics and Meta analytics both show many users, but few sales.We have typical entitlement checks set up on app start and on scene loads. These seem to have been circumvented in the hacked apk. Fusion server checks show no new users accessing Multiplayer functionality over this period of time, so it doesn't look like hackers are accessing multiplayer mode, which users connect to after the initial start up of the game in a separate mode.Any thoughts on a more robust solution for entitlement hacks in single player mode? Is there a solution that others are using that is more fool proof?Our game can be found here: https://www.meta.com/en-gb/experiences/on-target-vr-darts/4034169883289562/Thank you in advance for any su
Hello,I'm developing a multiplayer VR game for Quest and Windows PCVR. Unity 2023.2.19, XR Plug-in is set to OpenXR, latest XR plugins, and Meta XR Platform SDK 68.0.0.I've only pieced together loose information online to make this system for grabbing and displaying the player's Oculus/Meta/Account username, but I need help because it's not working. I'm going this route because I don't want to add moderation and check for unique usernames if Meta already has these systems. I made sure that the Meta XR Platform SDK was in my project which is the only Meta package I have: Meta XR Platform SDK | Integration | Unity Asset StoreIt builds and runs fine, it authenticates successfully thanks to the instructions from here: https://developer.oculus.com/documentation/unity/ps-entitlement-check/try{ Core.AsyncInitialize(appID); //Their docs had "Platform.Core.AsyncInitialize(appID), but their example only had ()" Entitlements.IsUserEntitledToApplication().OnComplete(Entitlemen
I'm trying to join this beta through preview apps and I have pictures but what happens is I click the link, it says congratulations, but never appears on headset or in my preview apps, and customer support wasn't being very helpful despite the game devs saying they should be able to help
We are just getting to the point of being able to release a game. We have a build for the Meta III and the Pro, and a build for the II. How do I get both versions approved as it will only let me submit one version at a time. I'm worried that if I get approval for the Meta III version and set a release date 10 days out, then submit and get approval for the meta II version it will overwrite the Meta III version. Also, I've looked everywhere and I can't find any information on patching and updating a game once it is released. Do you just keep submitting for review or is there a different process.Any insight as to how to ensure that we have both versions available for users and what the update cycle looks like after release would be extremely helpful.
I am setting up a fresh Unity project for a VR project that uses Meta All-In-One SDK. To do this, I created a new 3D built-in render pipeline project, and I imported the Meta-All-In-One SDK (ver.68, but this happens with the 66 as well) from the Package Manager. After the package is imported, I fix and apply all the reccomended fixes, set up the build for Android, and select Oculus as XR plugin manager. Right after doing these operations, and as soon as I save the project, immediately an error pops up:Saving Prefab to immutable folder is not allowed: Packages/com.meta.xr.sdk.interaction.ovr/Editor/Blocks/Interactors/Prefabs/[BB] Hand Ray.prefab UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()This happens mainly on these two objects: BB hand ray, and OVR camera rig interaction. Important to note is that no game objects or prefabs were added to the scene (that contains only Main Camera and Directional Light). This is a problem because is affecting the Build
Hi everyone,I have a D J I Mini 4 Pro that supports R T M P live streaming, and I'm looking for a way to broadcast the live feed directly to my Meta Quest 3. Does anyone know which apps or methods I can use to stream the video to my headset, either through R T M P or any other option that works well with Meta Quest 3?Thanks in advance for any help or suggestions!
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