General VR & MR Development
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Hi. I have an app in app lab that's never been released in app lab, i.e. there's no builds in the Production (App Lab) release channel and Release Status is "Not Released". I have other channels I'm using for dev and testing and beta users.Do I have to do anything for the coming App Lab transition to the Store? I have had my business verified and my admin verification is pending.If I look in the App Manager in the Overview section (see below), the 'Remove app listing' button/option is greyed out, and hovering over it says 'This application is not approved'. So I'm assuming there's nothing to Delist and I'll be transitioned into the Store with just the existing Private Release Channels as described in the transition documentation? Will my channels remain as-is and my test users remain as-is or will they need to be re-added and they'll have to reinstall?Thanks
I'm trying to use Hand tracking in my app and no matter what the Hand scale stays at one event with a friends hands that are much smaller.After some investigation, and a lot of debugging, I found that the hand scale is calculated for the first frame of the application and is at like 1.1 before it gets switched back to 1 for ever.A "solution" I found is to switch of the update root scale parameter of my hands and I could then scale them depending on this initial value but as per the documentation says, the root scale is supposed to get updated during runtime. (The documentation is pretty empty on everything though and it's never detailled how they are supposed to be mesuring that).Does anyone managed to have the root scale update for their hand tracking ?If yes, could you share some insight with me ?
I have an idea for a VR home architecture app, but I have no background/knowledge in how to go about pursuing this idea, and not even sure if the idea can be done. Does anyone have any advice on where to start/who's the best person to talk to?
I want to create video content on motivation for meta quest, does anyone know which department to go to for information about it?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 22nd, 2024.This week we’re doing an experiment to not include minor updates. Minor updates include fixes for typos, broken links, and correcting outdated branding. If you’d like those to be included again in future posts, let us know.Updates:Introducing the Multiplayer Testing Tool which “can be used to test things like your apps group presence settings implementation and the invite to app system” (Unity, Unreal)The web topic Browser Developer Release Notes added updates for v34.2, which adds experimental support for unbounded spaces.The Travel Features topic Quick Invites has been updated with new instructions for getting a list of users that can be invited (Unity, Native, Unreal)The Unreal topic In-App Purchase Integration has been updated with new Blueprints.The Unreal topic Blocking has been updated with new Blueprints.The Unity topic Unity Custom Scene Manager Sample ha
hello basically the title I'm looking for a good game development engine it it would be nice if it was good for beginners but i am prepared to do a lot of work in not beginner friendly. i have done game dev in game maker before. I heard unity is good but they tried that payment model and i don't want to have to deal with that if they try anything like that again. Godot or unreal engine open to other suggestions also. thank you in advance. Also quest development would be very nice but I'm ok with just steam VR
I am seeing jagged edges in the models of the scene, menu bar and also in the models in my VR application. Is there any method to enable system anti-aliasing in oculus quest 2. I looked up entire internet but could not able to find a valid solution for enabling the anti-aliasing. I could not able to find any option in the settings to do so. Please help
Hi, we’re on the verge of buying a Quest 3 for a specific solution to a VR/AR need. We’ve designed and completed a physical two-storey hotel suite, but the spiral staircase connecting the two floors has been delayed. We have a fully modelled and textured 3d model of the staircase and was hoping to use the passthrough element of the Quest 3 to drop the staircase in position in the existing hotel room and allow potential customers the opportunity to see it while wearing the new Quest. Problem is there’s little to no support on where to even begin with this so can anyone advise on where to begin? Is it possible? Many thanks
Unable to connect oculus HMD to Meta Quest Developer Hub, Displays error message "failed to refresh users on the device ***** " @developers
This isn't supposed to be a rant thread, but I am genuinely surprised about how bad the experience has been for us so far developing for the oculus platform in terms of available resources and support. On the end-user side, oculus/Meta seems to do a really good job in providing resources and quick support, but it seems to be quite the contrary on the developer side and it just puzzles me why this is the case. There are hardly any answers from oculus engineers on this forum, support tickets take forever and don't yield any actual help and SDK documentation is often seriously lacking. Given that Meta is so dedicated in pushing the Metaverse, I'm genuinely surprised about the way they treat developers that dedicate their time and resources building experiences for their platform, and thus I wonder whether they maybe internally have the stance that developing polished VR experiences is something rather difficult that they don't expect independent developers to come up with a
I have an app that is in Unity that is supposed to track my Predictions(ms) but it just displays zero on my headset. Here is my code below: csharpusing UnityEngine; using TMPro; public class GetPredAmount : MonoBehaviour { public TMP_Text textComponent; void Start() { } void Update() { var metrics = OVRMetricsToolSDK.Instance.GetLatestMetricsSnapshot(); if (metrics != null && metrics.HasValue) { textComponent.text = metrics.Value.average_prediction_milliseconds.ToString(); } else { textComponent.text = "Metrics not available"; } } } I am using the OVR Metrics Tool unity pa
We released our App via AppLab 3 Years Ago.Now we got an Mail on Sunday, that wie have to update our private Policy Links due to it is invalid.We updatet it (the link is invalid) und made a new Release. I also made some reviewer notes, which seems to be ignorated by the reviewers...Now i got the same massage again. Friday 12.07. and the app will be delistet on Sunday 14.07.Everything is fine with the link.Now i wanted to do a new release (again) and now i can't change any links in the metadata. Everalink (from our Domain got the response: "That URL appeads to be invalid"
I am trying to publish my first game on to app lab, and it says my organization needs to be verified. However, I've tried to verify my account by uploading proof of ID several times, and each one gets denied, saying "There's a problem with the photo you submitted. Try submitting it again, avoiding glare on the ID and ensuring all the edges are visible against a solid dark background." When the photo is super clear, and everything is fine. Can anyone help me? Thanks!
Hello people, I am creating an application that uses HandTracking and Controllers at the same time. To do this, I used the OVRCameraRig from the "ConcurrentHandControllersExample" scene. Everything works fine BUT I would like the controller to always be active. That is to say that currently, the controller ONLY activates when I pick it up. Whereas since I want to use it as a tracker, I would like it to always be active. I've seen that the ‘Controller Visual’ script allows the helmet to disable the controllers when they're not being held, and to enable them when they are. However, we can't modify the oculus code for our own use (thank you...), and there doesn't seem to be ANY option to modify the settings of this code, and ensure that the controllers are ALWAYS active. I hope I'm wrong, and that someone can enlighten me :). Thanks in advance for your answers.
Hello everyone,I was getting into building a demo using MRUK and its EffectMesh building blocks in URP but the effectmesh material wont render anything in URP but same thing works in default RPSharing screenshots First one is from URP and other is from Default RPI wanna have my demo in URP Any work around would be appreciated! URP sceneDefault RP scene
I write a program by the toolbox Psychtoolbox of Matlab, and I want to run this program in quest 3. So I download the Meta quest developer hub in my PC. Now I am wondering whether developer hub can drive quest 3 to run Matlab codes. Or it can only drive quest 1 and 2?
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often...It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors.The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues)PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...
I’m in the middle of developing a game and keep bouncing between different ideas for game modes and features. It’s tough to settle on one direction and I’m feeling stuck. How do you decide which ideas to implement? Do you have any strategies for evaluating and prioritizing features? I’d really appreciate any advice or methods that have worked for you
I'm having a unique issue that cannot be solved through Oculus support (their internal team will get back to me) and Facebook payments (its most likely my browser isn't updated) so I'm hoping Meta will be able to help I can't link my bank account via the developer hub from Australia using a SWIFT code for my bank (Commonwealth). I've tried the other version with XXX at the end too. I called my bank 3 times who confirmed I am entering details correctly
Manually link bank account seems to be the only option
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 1st, 2024. Updates: On August 5th, all App Lab apps will move to the Meta Horizon Store. App submissions to App Lab will end on July 31st. The banner for doc pages on the topic of submitting and publishing an app have been updated to reflect this. Churn Deflection (Beta) has been introduced for subscriptions. Developers can use this to show users a winback offer in the cancellation flow to retain users that try to cancel their subscription. The Quest 2 is getting multimodal support and the Use Simultaneous Hands and Controllers (Multimodal) topic has been updated: (Unity, Native) A new VRC topic VRC.Quest.Functional.14 has been added. Apps that can launch directly in passthrough should show passthrough loading screens and launch in passthrough when the user is coming from MR Home. The Unity topic Import Meta XR SDKs in Unity Package Manager has been updated with new
Hello everyone, I recently created a demo of Quest 3 local space anchor using Meta XR SDK. Everything was normal when creating the space, but after turning Quest 3 off the screen for 20 minutes, when I opened the demo again, I found that there was a significant offset in the space. I tried restarting the device but it didn't work.What is this problem? Have any developers encountered it before.
Is it possible to display the passthrough on one headset to a second headset? For example if I have two Quest 3s, could my second headset stream the current passthrough of the first VR headset. My guess is that I could send the images from the two RGB cameras outside the headset through a web socket assuming they are on the same network and stitching them together. But that's just a guess. Does anyone know if this is possible or have experience doing something similar to this?
I've come across discussion about people setting up their dedicated routers for wireless streaming, but the vast majority of this information is pretty confusing and fragmented. There isn't really a definitive set of instructions in one place on how to get this working that I could find, so could anyone with this specific router walk me through it? I plan on using Virtual Desktop if that matters.
Hola!After meshing around with the MR Utility Kit sample, I really liked the "Shadow map" version of Oppy´s shadow. I have been trying to reproduce this shadow on my own project, copying every single blueprint and setting from the PTRL sample map (the map that showcases all interactions with light and shadows in VR) and .... I just cannot make it. Do you know guys how to implement a simple movable shadow in VR using this method?Thanks a lot in advance
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