General VR & MR Development
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I did some testing and thought I would share. Quest 3 Standalone, Unity ECS Netcode https://youtube.com/shorts/1y5LlOgYVng?si=n62NnwBKi_dh0VJ1
Hi, I'm trying to create a developer account but I don't receive the SMS confirmation code. I have tired with two different telephone numbers (both form Spain). I have also tried from different computers and devices but no luck. I can't create my developer account.Any help, please? Thanks,Sonia
Greetings, Hope everyone is doing well today. I am an aspiring VR Developer with a huge passion and drive. I am trying to sign up to the Oculus Start Program, but it doesn't seem to work. It asks me to select a program and the drop-down shows nothing, has anyone had this issue? Are their any other courses similar to this? What are your tips for someone looking to learn development. Any help is appreciated.
Hi im using building blocks for a project and was wondering if there's an easy way to use the networked avatars building block and change it to be something other than the meta avatars. I only want the tracked hands to be visible. thank you!
Hey,While using:java -Dfile.encoding=UTF-8 -Xmx4500M -jar languagetool-wikipedia.jar check-data -l pt-PT -r MORRER_PERECER_FALECER -f pt-BR.txt --max-sentences 900000 --context-size 100 >0.txtIt doesn’t get hits like:Is there anything I can change in the command to get them?PS→ Regarding the UTF 8 issue I posted the other day, it may be a Windows 11 bug, so I will wait for an update for Windows and try again.Thanks!
I'm getting this error while uploading my Rift project, can't find the solution 😕
Do we have a timeline for when "Mobile ASW" be back? Atleast give us an option to enable it, and keep it disabled by default. is there a way to enable it from Oculus Debug tool CLI?
Hi all, I've watched/read a number of guides regarding the debug tool and optimal settings and all that, but I'm looking for some more specific settings to use for my setup to find an optimal balance between performance and clarity on my quest pro. I'm using a 3070 laptop with a Ryzen 7 5800HS and 24GB ram. I get that trying to use a laptop is suboptimal at best, but it's all I got. Can anyone help me out, thanks ^-^ (also using the quest link cable)
So I’m primarily a pcvr player and for whatever reason my usb cable doesn’t like doing cable link so I started using air link, and now that doesn’t work either both oculus and computer are as up to date as they can be the oculus seems to recognize my computer but will not link I click on the computer from the quest link menu it says not connected I click again and try and link and nothing happens, I’ve also tried removing the device from my computer but now the oculus link app doesn’t even recognize my oculus, I’m puzzled and not sure what’s going on is this just an issue on my part I don’t really know where to go from here. I just wanted to play blade and sorcery lol
I want to create immersive virtual events and gatherings using Oculus VR.Problem: I’m not sure how to set up and manage virtual events effectively.My website URL is here.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 17th, 2024. Updates: The topic Apply Spatialization in Unreal has updated steps for using the Meta XR Audio Spatializer. v66 introduces new debug commands for tracking CPU/GPU thresholds. This is now documented in the Logcat Stats Definitions topic here: Unity | Native | Unreal With v66, hand tracking in the Meta XR Simulator is no longer an experimental feature. The content has been upgraded and migrated. You can find it here: Unity | Native | Unreal The graphics subsystem topic App Spacewarp has updated guidance on debugging (different from last week’s update) that highlights the most efficient way to discover quick objects are creating AppSW artifacts, including a suggested custom adb command for QA testers, artists, and other non-developers who use MQDH. The Unity topic Passthrough Basic Tutorial has been updated with new steps. The Unity topic Tutorial - Create Your Fi
We are now using the Entitlement_GetIsViewerEntitled interface for anti-piracy. But we still found pirated installation packages exist online. We found that they make this interface always return "success". Is there a better method, such as an online HTTP-based interface, that can inform us whether the meta user has access permission to use this app?
Hello! I am trying to upload my game to applab for submission and testing, but I keep getting the same error OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE. I've already tried re-creating the application, re-building the game. But nothing worked. Can anyone help me?
Two of our developers got a error in the "UserAgeCategory.Get().OnComplete" callback that just said "400".I can't find anything about what this error message could indicate.Doesn't seem to happen to me I think I'm the only one who "Owns" the game The other are invited to separate branches (not sure if that counts as owning, as it passes the entitlement check), so I'm wondering if this has something to do with developer accounts or something else?
I am developing an application using Unity and MetaCoreSDK. Recently, I published my application on AppLab. Through reports from customers who purchased my app, I discovered an issue with it.My app requests permissions for the microphone and spatial sharing. When the app is launched, an Android screen asking for these permissions is displayed. If the player selects "allow" on this screen, the app crashes, and a black screen is displayed.By restarting the app, it starts to work properly, but my app experiences this crash twice, and it won't function correctly without being restarted. Customers are returning the app because of this issue.How can I fix this crash? I have also searched this forum for this issue and its solution, but I could not find any effective answers.
How can it be there is still no support for non english Bluetooth keywords ?! - Meta quest could be a nice productivity tool except this makes it useless outside English countries. Its such a basic feature I was surprised it not being supported when I bought a keyboard. A little searching and I can see this has been a mentioned issue for years ! Its can't be that hard to add? I hope this gets some attention at some point.
I am trying to link a Quest 3 and an ESP32-WROOM devkit via Bluetooth Classic.The ESP32 is running the following code: #include "BluetoothSerial.h" String device_name = "ESP32-BT-follower"; BluetoothSerial SerialBT; // Bt_Status callback function void Bt_Status(esp_spp_cb_event_t event, esp_spp_cb_param_t *param) { if( event == ESP_SPP_SRV_OPEN_EVT ) { Serial.println ("Client Connected"); } else if( event == ESP_SPP_CLOSE_EVT ) { Serial.println ("Client Disconnected"); } } void setup() { Serial.begin(115200); SerialBT.begin(device_name, isMaster = false, disableBLE = true); //Bluetooth device name SerialBT.register_callback(Bt_Status); Serial.printf("The device with name \"%s\" is started.\nNow you can pair it with Bluetooth!\n", device_name.c_str()); } #define BT_BUF_LEN 255 char BT_buffer[BT_BUF_LEN]; int BT_data_index = 0; // Used in loop to keep track of how many elements have been read into buffer already void loop() { if( SerialBT.availa
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 10th, 2024.Updates:The June 2024 edition of Fixing Your Flow, a monthly content series dedicated to improving your developer experience by fixing what’s broken and adding quality of life improvements, is now live.The Platform SDK topic Entitlement Check for Meta Quest Store Apps has updated steps here: Unity | Native | UnrealThe graphics subsystem topic App Spacewarp has been updated with new guidance on debugging.The Oculus Spatializer Plugin is retired and has been replaced by the Meta XR Audio SDK. The Oculus Spatializer Plugin won't receive any further support beyond v47. All Oculus Spatializer topics now have a banner announcing this information. You can learn more about the Meta XR Audio SDK here: Unity | UnrealThe tool reference topic Oculus Platform Utility Reference has been updated with a download link and access permission instructions for the experimental Linux v
All of a sudden when I try send in updates to my release channel I get this. The package name is already in use for another application. Every application must have a unique package name. I thought we were supposed to keep the same information on the APK each release. My app is already in the store and I didn't change anything on the apk. Just the build number and version. I can't afford to delete this app and make another one. It is getting downloads and customers. Please can somebody help
If I wanted to build a Mixed Reality app that can detect when a certain brand logo is visible on a poster, coffee cup coaster, etc... and then allow spatial anchoring relative to that logo there seems to be no way to achieve this today. Compute vision for Quest 3 and Quest Pro developers is limited to a very restricted list of "semantic classification" labels, all room architecture and furniture related objects (ceiling, floor, wall, door fixture, lamp, desk, etc..) full list here: https://developer.oculus.com/documentation/unity/unity-scene-supported-semantic-labels/?fbclid=IwAR3KeVSJCLX977HPLKVDkFM3YqG71p_Blo_eoC7onKkax7wyCafLV0gXTCcThis also prohibits any kind of AR/MR training experience where some physical world object (e.g. a bulldozer operations panel) could be detected and spatial anchors augmented relative to specific control panel features to provide dialogs, etc.. all the things you'd expect from industrial AR applications. But this is not just useful for Enterprise/ind
hi,I've been working on a Discord Bot to help users find other users in the same discord server that own a specified game (an LFG bot)So far I've only implemented this with steam, and by popular demand, I'm now investigating if i can add the meta game library to the bot.On steam, The user logs into their steam account and the bot remembers their user ID and retrieves a list of all the games they have in their libraryIs it possible to do this with Meta and the Oculus library?
Is it possible to remove the built-in cameras of a Quest 3 system and extend the cables?Or can you connect external cameras to the Quest 3?Background: I work in a mechanical engineering company and it would be interesting to use the Quest 3 so that you can see certain details of the machine in the Quest 3
I could use OBS or etc. to just screen record on my laptop but I was wondering if there's a way to get frames reasonably fast dynamically while the casting is running? Also, I noticed that taking screenshots or recordings stores the footage on the headset, is there anyway to have it stored locally on my laptop?
After I update my NVIDIA driver, the oculus link app begin to loading forever. I tried install the older version of the driver, and reinstall the app, but none of them worked. Looking forward to the solution and thanks a lot~
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