General VR & MR Development
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What is the adb command for changing my prediction setting to whatever i set the number to?
We have developed a fitness app called Fitness T-on VR. This is our first time registering on Meta Quest, so there are still many things we don't know.We want to list it directly on the main store instead of App Lab, but no matter how much we search, we can't find out how to do it or what the qualification requirements are. Could you please let us know how to do it?
Hello boyzzz,I'm working on a mixed reality project project for the Quest 3 using the sdk 66.0 by Meta.I tried to modify the passthrough layer to create an evocative viusal so i enabled the edge rendering bool but i didn't found a way to increase te size of that edge render, do you have any advice?Thanks Metagate.
Meta developer hub casting 2.0 wireless seems not working.My pc and quest are both in same network but it doesnt work.Casting 1.0 wireless mode is working.I need help
Apple's VisionOS allows developers to create non-gaming focused Mixed Reality apps using common iOS UI toolkits (e.g. SwiftUI) and Apple has expanded SwiftUI to support "Volumes" where 2D UI can live in harmony with 3D objects in a virtualized cube of real-estate in the user's volumetric space. The way forward to create a counterpart to this is to expand React Native to support behavior like visionOS volumes, React Native is a widely adopted, community supported and well loved multi-platform UI framework Meta already plays a huge role in maintaining. This would be great fitting. Because Meta Quest devices run on HorizonOS, which is a forked version of Android and because React Native already supports Android, it should be a small leap for Meta's development team to make React Native with Android Studio a new option for building Meta Quest Mixed Reality productivity apps. Please consider.
I am a disabled VR player and I need some help. Since I am disabled I need to use some predictions to help me move. One of my friends also has the same disability as me and has a PC and an app that allows me to play. But I cannot afford a computer due to financial problems. I have tried phase sync ADBs, but it doesn't work as much as the app. I was hoping you could help me get a lot more predictions to help me boost my VR experience. With the ADB commands I have reached around 80 predictions, I know this because of an app called Over Metrics tool that shows how many predictions I'm running. I need around 200-300 predictions or maybe more to help me play. I play on an Oculus Quest 2. I'm not sure if there is an app that can give me more predictions or just some ADB commands I can run on Meta Quest developer to help.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 1st, 2024. Updates: The Meta Quest Store has been renamed as the Meta Horizon Store. We’re updating the documentation to reflect this over the coming weeks. Starting August 5th, 2024, all App Lab apps will be moved to the Store. From that date forward, apps can only be submitted to the Store. If you have an App Lab app, you can choose to delist the app instead of having it moved for you to the Store. For more details on these updates, see today’s blog post. The topic Meta Quest Virtual Reality Check (VRC) Guidelines has been updated with the required VRCs that all apps must pass to get onto the Store starting on August 5th, 2024. Early Access is now available for App Lab apps that are moving to the store. From August 5th, 2024 onward, all new app submissions to the Store have the option of applying the Early Access label. In this first iteration, Early Access is j
I am using VoiceSDK Text-To-Speech in my app, which needs internet to get the response, instead i want it to work offline, so i got the Preloading TTS Files docs to load it in offline , but the documentation is so less to understand the implementation , so any help is so much thankfull.https://developer.oculus.com/documentation/unity/voice-sdk-preloading-tts-files/
My card was just charge for $538.74….. I only started an account to make this post?! I need some assistance right now
Hello, I want to use controllers as tracker. Unfortunately, currently I can only track 2 objects. One with left controller and one with right controller.But I was thinking that maybe it's possible to pair more controller ? Maybe not quest 2 controllers because they have the same button layout. But maybe quest pro controller for example which are different. Thanks in advance for your response.
Please add me to the early access program to help develop horizon worlds. I have many new 3d assets I'd like to experiment with as well as ideas to revolutionize horizon worlds and make it much more enjoyable and productive for all users. I will contribute endless value to Meta and am unable to do so without being given special access. Please go through the proper channels and add me to the program. (*REDACT)
I have used multiple cables(old and new), I've factory rest, I've deleted and redownloaded MQDH and sidequest, I've restarted my Quest3 and computer multiple times,I've used a different computer and I've verified my account. Nothing is working
I've tried almost everything I could do to get this message to pop up. I would list them out, but my post won't send, so I'm not going to keep trying that out. Please help. Nothing is working
I've tried almost everything I could do to get this message to pop up. I would list them out, but my post won't send, so I'm not going to keep trying that out. Please help nothing is working
Do you have any options?
I am developing a MDM app where I need take device ownership for making features of MDM app. That's why I am trying to get device ownership via adb commands just after reset my device but it shows me I have some other accounts on the device while with help of same process I am able to get device ownership on the PICO and other devices. So I want a solution how can I get device ownership in meta oculus devices.I think MetaStoreHelp will help me on this.
I'm not allowed to change my payment from FREE to PAID for another 3 weeks so I want to stop people "purchasing" it now, and not having to pay later when I amend the correct price
I'm an experienced C++ and Android developer, but new to graphics programming. But that should be OK as my UI needs are minimal.So, if I want to do development for the Meta headsets without the big game engines, it seems that the 'OpenXR Mobile SDK' is now the way to go. But I read here that the SDK is "unable to provide access to Meta Native Mobile APIs". Yikes, wait, so then these native apps built with this SDK will be second class citizens on meta headsets. And even more worrying, I see that the OpenXR forum is pretty dead.So, unless I really need cross-platform then maybe OpenXR is not the way to go, and realistically I have to use Unity or Unreal? Any guidance is appreciated.
I saw a game saying it was like RUST for VR. Can I say my game is like another popular title in the bio description?
Hi all, After updating to v66 I noticed that I can't attach my usb flash drive to my quest 3 anymore. It will pop-up the usb permission for the device in file Manger but it won't save my choice which is allow even though I check remember my choice. It will pop-up to ask every time a plug in the flash drive but no matter what I choose it won't allow the usb connection. Has anyone face this issue? I used to install apks using this method or display a hdmi output to my headset like steam deck. But now the usb permission won't allow and save. Error in logcat: UsbManager: exception in UsbManager.openDevice UsbManager: java.lang.SecurityException: User has not given 10120/com.shenyaocn.android.usbdualcamera permission to access device /dev/bus/usb/001/002 it wont give permission even though i click Allow and remember my choice. i think its a bug
I create an Unity GameObject and then add the OVRSpatialAnchor component.When it calls CreateSpatialAnchor in its Start method, it always fails when on Oculus Link (works fine if I make an Android build) Digging into this, it is this call in OVRPlugin that fails with Result.Failure_Unsupported: OVRP_1_72_0.ovrp_CreateSpatialAnchor Are there any suggestions on what could be going wrong - this error message isn't the most helpful and I can't find documentation online about it.N.B. I've managed to get the example spatial anchors project (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) working perfectly over link and creating anchors successfully with the same machine & headset so the problem must be something to do with my project's unity configuration. I can't for the life of me find the difference between the example project and my project though - OVRManager settings look identical.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 24th, 2024. Updates: The topic Monitor Performance with OVR Metrics Tool has been updated with links to the latest version of the OVR Metrics Tool on App Lab (Unity | Native | Unreal). New content has been added on the Boundaryless functionality for MR apps: The topic Boundaryless has been added (Unity | Unreal) The topic Boundaryless Safety Best Practices has been added. The Unity topic Get Started with OVRSceneManager using Building Blocks (deprecated) has been updated with in-headset guidance for space setup. The Unity topic Spatial Data Permission has updated guidance on related MR Utility Kit settings as well as corrected instructions for turning on spatial data over Meta Quest Link. The Unity topic Passthrough Loading Screen has updated steps for configuring passthrough loading screens. The experimental Unity topic Use Meta XR Simulator to Speed Up Unity OpenXR Deve
Hi, i am silence vr and i am trying to publish a game to applab but it says • The APK installation location should be "Automatic" (android:installLocation in AndroidManifest.xml). You can find the related documentation here: https://developer.oculus.com/distribute/publish-mobile-manifest/can someone help me? i am trying to make a game but it no working :(( please heelppppp
Hello everyone! This is Fernando Sobrinho, also known as Rocky Developer. I would like to invite all of you to our next developer live meeting. Link: https://discord.gg/9xfkgX9B
My game (Starfighter Arduxim) is made with Unity and Photon - for multiplayer it copies the Oculus.Platform.Models.User.OculusID field to PhotonNetwork.playerName so player names show up on the in-game scoreboard.. I'm being told by the Oculus Data Protection Assessment team that the transmission of the user ID needs use TLS 1.2 as that is the 'industry standard', and that if it doesn't my game will be removed from the App Lab. Photon doesn't support TLS 1.2 and it sounds like overkill to me to require it just for the user ID, as TLS 1.2 is used for things like secure web pages. The person emailing me doesn't sound like they know what Photon is which makes me think they aren't familiar with how multiplayer games work, and it would explain why they expect encryption more suitable for a business productivity app. Can anyone at Oculus shed some light on this? Is it just a misunderstanding on how my game is using the user ID? If TLS 1.2 is required, how is this achieved when usin
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