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Asking because I currently have a quest 2, planning to get a quest 3. But I've seen a couple lens reviews talking about certain issues I don't have on the quest 2.. • Yellow/redish gradient on the outer sides of the lenses • Mura (don't really know how to explain this one) • Virtuality looking more "flat" and not as 3D as, say the quest 2 or rift S. • black lines on the innards of the headset (maybe an IPD issue?) • you can see the middle/breakoff of each lens (like a black space) Will be using this for wired PCVR. Thanks
In spite of the fact that I have been making efforts to devise a solution, I have not yet made significant progress in this endeavor. In a virtual reality setting (similar to Facebook places), would it be possible for me to physically transfer a file from my computer to a friend's computer and then have him save it to his own computer?This feature is comparable to the photo-sharing options offered by Facebook Spaces; however, it additionally supplies the recipient with the ability to save the file to their own local device. Your point of view is quite important.
I've made 2D animations and games with Macromedia/Adobe Flash for a while, but I'm not experienced with 3D. I want to see if you can make anything Rift-compatible. Flash can be run on any computer, so you don't need a decent one. I don't have my Rift yet, so please try a few things. The bottom left number is meant to be the PD, but it's actually a variable that determines screen object spacing. Then that is divided by a larger variable if it is far away. Do the red ball and mountains appear close or far away? If so, how close and far away? Please tell me your PD and number setting so I can make it more precise. Please let me know if there aren't enough to judge.
Is it possible to set the headset sensor to automatically trigger an app/experience?
Hi,I am unable to test IAPs.I have followed this guidehttps://developers.meta.com/horizon/documentation/unity/ps-iap-testMy organisation is verified, I have a test user, which can be granted test add-ons. And I can consume them using the API on my server. However, I have tried multiple times to buy a subscription through the horizon mobile app, logged in as the test user. I used the card details provided in the documentation above, and also added the cards using the test user menu "manage test cards" modal.I always get the same message, in the test menu and in the mobile app purchase.Not sure what to try next.
https://www.meta.com/experiences/critical-hit/8311321648933238/ I published my game with a price as shown in the image, but it is being sold for free. How can I resolve this?
Hi,I can issue these commands, via adb, to increase texture resolution:adb shell setprop debug.oculus.textureHeight 1536adb shell setprop debug.oculus.textureWidth 1536However, these reset after reboot. Is there a way I can set these in Unity each time my app runs?Thanks!
I submitted a metadata last week to release 17th of September 12 pm pdt, but its already 15 minutes late and all my early access players are waiting. Any updates?
We have an app in the store and are trying to sideload a new version for a demo. It is saying we can't pirate the app. It is our app. When I uninstall it through the app store and side load it it does not show up in the installed app list. What can I do to fix this?We have some errors on the app store version and are trying to see if we have fixed it. We also have a presentation today and need to run the new version ASAP
Hello,I'm trying to make a game where the user uses his left hand and the right controller to perform actions. (right hand and left controller will never be used)I was using the concurrent and simultaneous hand tracking but it's not working as intended. My right controller is representing some objects in the game and the user won't hold it the right way. So the controller thinks it's not used because "not in hand" and the input are not registered. I want to use the quest 3 controller buttons even if it's lying on the table.Is it possible? will it be? Thank you
I'm working on a Unity experience that aligns a prebuilt virtual scene with a known physical space.Is there a way to programmatically force a calibration/centering of the headset position, and then to prevent the user from recentering themselves and instantly breaking the physical/virtual seam.
I don't know if im doing anything wrong. I need answers ASAP so if anyone could help me, it would be much appreciated!
Hello,I am encountering an issue with spatial anchors in my application using Meta XR SDK v. 66 on Quest 3. My application allows one user to create a spatial anchor and share it with other users in the session. However, the users who receive the shared spatial anchor are unable to share the same anchor using ShareAsync, despite successfully loading (LoadUnboundSharedAnchorsAsync) and saving (SaveAnchorsAsync) the anchor beforehand.Previously, with Meta XR SDK v. 60, I could do this without any issues by saving the anchor to the cloud before sharing using the now obsolete method:OVRSpatialAnchor.SaveOptions saveOptions;saveOptions.Storage = OVRSpace.StorageLocation.Cloud;_spatialAnchor.Save(saveOptions, (spatialAnchor, isSuccessful) => { ... });Since updating to Meta XR SDK v. 66 and the latest Quest 3 software, and switching to the new async SSA methods, only the user who originally created the anchor can share it. For other users, the OVRSpatialAnchor.ShareAsync method fails with
Hi,We recently released our "SetVr Xl-Unleashed" application in the Meta App lab.We are selling this application at 19.99$.When our users from the US region tried to purchase this application, their Purchase failed. They tried 3-4 times but every time, the same result. Please see the attached images for reference.App link -https://www.meta.com/experiences/7497491080333401/?require_login=true&utm_source=developer.oculus.com&utm_medium=oculusredirect
Does Meta Quest Link PC App have a silent install switch? Sample, I wanted to run it via CMD. I need to know its parameters.
Hi, I am new to using the SDK and 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!
I'm having issues with Oculus Auth out of the blue. When I'm testing on build, i authenticate without issues, and my username is displayed correctly. However, its not working for ANYONE ELSE on our team. They are all getting the following error: user does not have app in library. This is pretty confusing, because its not like the app is sideloaded. They are installing via their library. We are using our ALPHA release channel for internal testing.
Hey so I have a Meta Quest 3. Since day one it's constantly disconnected from the internet even though I have 1gig up/down with a wifi 6e router. More recently it began having issues using airlink and cable link to my PC. Occasionally I get on and can't get it to connect to the PC, as it can't be found, even with the physical link cable. And then more recently I began having issues with playing games on the PC. I'll get connected on airlink, and start up vrchat (generally what I play). And I'll have this issue where the left eye has frame ghosting (where I can see the previous frame as a blur over the new frame) and my fps is choppy as hell (10fps maybe). And even when I get to a spot where the fps is good, if I bring up the quest menu (meta button) it will just kill my fps to 1-2 and flicker the screen making it virtually unusable. I'll also get weird artifacts that display on the left eye. I believe I have a pretty decent PC for what I'm asking (RTX 2080, Ryzen 9 5950x, 32GB 3600MHz
Hi there, i'm currently uploading my game to the Meta Quest store (via the developer dashboard), and struggling to get it to accept my personal website. Specifically I type in https://designedbyfaris.com/play and press Save Changes, where it says "this URL appears to be invalid". What check is being run here, other random websites I try work fine? Have tried various combinations of www, including a / at the end etc etc. Any help appreciated, thanks
I had several users on the leaderboard on Monday and definitely some copies were sold 100%. There hasn't been a day when no copies were sold for since launch. The entry for June 12th is missing from the CSV files. Seems like some database issue. I don't know how to report this but its a serious issue as it impacts revenue.In general I feel the dashboard has become worse recently even though there is a banner says its improved. I used to get the analytics for the previous day at 3:30 AM PST the next day. Now there is several days delay. I didn't notice any improvement but the delay is certainly not better.
How do i run ADB commands
I'm configuring the subscription plan for my Quest app. I'm not very clear about the explanation of the 'Number of payments' configuration item.Does this refer to the number of payment actions, or the number of periods paid at the Introductory offer price? Please help me understand what this configuration item means based on the following scenario.1. If a user cancel the subscription during the trial period and 'number of payments=1', can the user still pay at the Introductory offer price when the user subscribe again?2. If a user has paid for a subscription once using the Introductory offer price, and 'Number of payments = 2', will the second subscription payment also be at the Introductory offer price?2.If a user cancels the subscription in the middle of the subscription period, and 'Number of payments = 2', can they use the Introductory offer price to pay when they subscribe again?"
我最近购买了英特尔显卡A580,想要在计算机上串流游玩quest,我的设备是quest2,下载商店后,提示我显卡不支持,我非常的伤心,因为这将使我损失一大笔购买显卡的费用,希望亲爱的开发人员可以考虑开发,适配新款英特尔显卡的
Since Meta allows users to create avatars on WhatsApp and Instagram, it seems like there should be a way to access these avatars in Unity by logging in with a Meta account. Is there an SDK or API that supports this integration?
Hey everyone,I’m developing a VR game for the Oculus platform, and I’ve heard that if your game submission is rejected three times, you may no longer be able to submit applications. Is this still the case? After three rejections, are we allowed to submit again, or does Oculus impose any bans or limitations on further submissions? I want to make sure I understand the policy before proceeding. Any clarification would be appreciated! Thanks in advance!
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