General VR & MR Development
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Hi! When I display the performance overlay in oculus debug tool the displayed app res is larger than the render resolution set by the meta quest link tool. Is this because render resolution in link tool is meant to be the resolution after lens correction and app res in odt overlay is before lens correction? TIA, Heiko
Hello Meta Quest Developers! This is a quick post, hopefully the first in a weekly series, to share the latest documentation updates that have gone live on developer.oculus.com. Here are the docs that have been updated this week, the week of June 3rd, 2024. Updated topics: https://developer.oculus.com/resources/publish-create-app: Updated with new guidance on modifying apps, grouping apps, and deleting apps in the Developer Dashboard. https://developer.oculus.com/documentation/unity/unity-haptics-sdk: Updated instructions for downloading the Meta XR Haptics SDK from the Unity Asset Store. https://developer.oculus.com/documentation/unity/unity-conf-settings: Updated instructions on defining graphics quality settings. https://developer.oculus.com/documentation/unity/unity-isdk-throw-object: This tutorial has been moved under Tutorials (Legacy) as all grabbable objects are now throwable by default in v65+ of the Interaction SDK. https://developer.oculus.com/documentation/unity/hap
I want real-world objects impact virtual world. Example - I want to have data/events when the real-world ball crosses the virtual-world score lines, so I can count the score: Any ideas of how to achieve this? My thoughts: Capture camera feed with scrcpy and do some computer vision magic on PC. Do you see if it's possible and worth to dig in it? The same CV magic but with capturing video from external camera like a smartphone pointed to my play area. In this case there is a benefit - there is no need to look at the ball all the time to have visual data so players could keep their eyes up which is good skill to develop for hockey (and other) players. Track real-world hockey stick by attached controller and detect collisions of virtual hockey stick with score lines. I don't like this approach due to lack of movement freedom - player can't score by pushing the ball of the hockey stick blade. As a player I want to feel that it's the real-world ball crossing the score lines.
Unable to create online multi in OVRCameraRig due to error.I am posting this because I contacted support and was told to post it hereMissingReferenceException: object of type 'OVRManager' has been destroyed but still trying to access it.The script should either check if the object is NULL or not destroy the object.OVRManager.Update () (at Assets/Oculus/VR/Scripts/OVRManager.cs:2130)The above error appears in the console and also the camera behaves incorrectly, and deleting all the OVRCameraRig components I added does not solve the problem.This makes it impossible to implement multiplayer!Is there a solution?Are the titles that are able to support online not using OVRCameraRig and are they also using OpenXR?
I am a new aspiring dev, attempting to get Meta developer hub set up. The app redirects me to a web browser where i must login, this has been done, however when it redirects me back to the developer hub, it attempts to reload however it simply reloads the "Continue in browser " page. Any advice?
Hello, so I've been using Phase Sync due to my tracking being a bit delayed which i can feel, and i am used to the way phase sync is, but i had to factory reset my headset recently and ever since then phase sync hasnt worked, here are the adb props that ive tried: debug.oculus.PhaseSync, debug.oculus.phaseSync, debug.Meta.phaseSyncthe way i know phase sync didnt get turned on, is either from my predictions being at low numbers such as 20, so really delayed, or the PhaseSyncStaticPadding (i think thats what its called) not working. Please someone help me on this because I need phase sync, thank you to anyone whos willing to help me
We are UbiSim, a vendor on Applab, and that we have a client that we're trying to send release channel email invites to via the Meta developer page, but we are receiving an error that reads, 'We couldn't find anyone with the Oculus emails... etc." We have verified with the client that they have setup the emails on the headsets but yet we are still unable to send the invites out. We haven't had any other issues with other clients.
I'm posting here to hopefully speak out for all the other Android users here. We want to be able to track our health details when we get a good work out in just like IOS
Hello! I'd like to know if there is an API which we can call to retrieve data about upcoming events in Horizon Worlds or other Meta-owned metaverse apps? All of the docs I see are intended for people developing apps or doing things within Horizon Worlds, but not so much for getting metadata about Horizon Worlds or events in it.
Hi everyone, I'm trying to access the Oculus platform, specifically the people app and be able to login a user from the exterior of the headset and use Deep Links to be able to communicate an app with the rest of the metaverse (to any android, iOS, or PC/maOS devices, using UE5 as development platform) but I can't see any way to do that, if anyone can help me with any tip or suggestion will be great.
What would happen if all Facebook users could feel more united to their website, making it different but not so different from a conventional profile but with editable sections, so that users can design, distribute and categorize each and every aspect.
I was in bingo yesterday and the entire world of people was sent to their Home Screen suddenly. We have to all log back in and it reset the world. Did anyone else experience this?
Hello,We require to get the Display name and Username for unique identification of our devices as they are logged in with specific Oculus account. I have setup an account on Oculus developer dashboard as required as well as doing all the certifications and requirements > data use checkup. The code in the Game Manager class is as follows public bool InitOculus() { try { Core.Initialize(123****132); Users.GetLoggedInUser().OnComplete(LoggedInUser); } catch (UnityException e) { Debug.LogException(e); UnityEngine.Application.Quit(); } return true; } void LoggedInUser(Message msg)&
We've received reports from a few users who are encountering an error when trying to leave reviews on the Meta Store for Tribe XR. The error message they see is "We're having trouble completing your request. Please try again later." Interestingly, some of these users have been able to successfully leave reviews for other apps.Is this a known issue? Do you have any insights on what might be causing this problem? Any suggestions on how we could help these users resolve the issue would be greatly appreciated.Thanks, Ozan!
I started receiving the following failures from ovr-platform-util when uploading quest apks with multiple apps and no changes to my manifest file:The AndroidManifest.xml contains an <intent-filter>, but android:exported was not set on its parent node. Add it to your manifest and try again. See https://developer.android.com/about/versions/12/behavior-changes-12#exported for more details. Anyone else experiencing this ?
so I am making an game and want to put it on applab so i follow the steps of a tutorial and it say"Message Q4[J_D] is not a function"and i don't know how to fix it because no one else has the problem
Hello, I've been tasked of making a VR application running on a PC connected to a VR headset. The VR headset of choice will be enclosed in a plastic shell that will block every camera and constrain it to only rotate around 2 axis and the headset will not be removable. I'll receive the orientation data from an external IMU sensor.Can someone tell me if there is a headset that can be used with these conditions:The headset will not ask for calibration when turned onThe headset will not require any interaction in order to be usable from the PC, exept for the initial setupThe headset will not show any menu or warning messagesMy application will be set to auto run (on Windows) and it will automatically send images to the headset (I'm thinking of developing it in Unreal) Thank you, any help is appreciated!
I go to tech meetups in my city (Seattle) and I've never ever met a single person who's remotely adjacent to VR. I've tried making a meetup group but nobody really signed up. Maybe I can go to VR conferences but I have no idea how to find them.
When you open up a mixed reality app on the Quest 3, it has you take a scan of your space so the game knows where to place things in the 'real world'. When I saw this happening for the first time I was mesmerized. The room I was in was very quickly translated to untextured polygons and only got more accurate the more I looked around things, for example, my fan went from a large cylinder, to an extremely accurate render of my fan as I went above and around it. I would love to see if the Quest 3 could even house a photogrammetry app, seeing as the depth sensors could make seriously accurate models in real time. If It did exist, I personally wouldn't change a thing about the model rendering portion of it, but to add a texture mapping second part would also be so cool. This is just an idea as I have no idea how to code, but I'm not above starting if someone could point me in the right direction because well, I have no idea where I'd start with making software for the Quest 3.
Coming from the Oculus Integration 57, The new Meta XR SDK is like starting completely over. Does anyone have a link to a nice tutorial on how to use the META XR All-In-One SDK?I don't even see the OVR Player Rig, custom hands just to name a few. Where have all the Prefabs gone?I have installed the All-IN-One, the Interaction SDK, the Shared Assets SDK, The Simulator Samples and all the sample folders in each package and I can't find anything that I was used to?
Hi. I'm going to the account manager screen to set up a developer account and it gives me a CHOICE of options. Credit card OR two factor signin. I set up the two factor, and it is active and working - but can't past this screen or ever bring up the webpage to create a compnay account because it ALWAYS throws me back to this screen. How do I get past this? So frustrating. Thanks for any suggestions
Good day,we are a smaller reseller of Meta products, I don't know exactly what the goal of your support is, but your support is completely inadequate, either in terms of speed of response or resolution of problems. We sell several brands and for example Philips, DJI or GoPro have first-class support, not only can they communicate with us and answer questions in a timely manner, but above all they manage to take care of their products when they show a defect. A huge plus for these brands is that they can resolve the complaint within 30 days, which we cannot say in your case. Not only is there a long wait for any response from you, sometimes it even happens that you don't respond at all, it is beyond our power to send you the product, I feel that you are deliberately throwing sticks under our feet. It is sad that it is more profitable for us to send the product to our supplier, so we have to solve the complaint in a longer way due to the inability of Meta support.I advise you not to writ
I tried to find some information in the forums but seems there is nothing available.We are a 3D tool developer and we are now looking into brining our tools to the META Quest systems. We would like to know if it is possible to add your own widgets(tools) to the Horizon world builder? We do have a procedural VFX tool that would enhance the user creation process a lot.Is this possible right now? Who would we need to contact to find out more about this. We are not a game developer, so all the links and tools we see are not really relevant.
Hello everyone,I'm a computer science student at the University of Namur (Belgium).During this academic year, I conducted a systematic literature review (SLR) on the issue of fake profiles (focused on detection systems).I would like to continue on this topic for my master's thesis.I know that at some point I will need to contact the Facebook services that deal with this problem, but currently, I have not found any way to contact Facebook.If anyone could tell me how to contact them, it would be greatly appreciated.Best regards,Denis
So I've been trying to find information as to EXACTLY what this means. But I'm assuming one is a screen with essentially two holes in front of it to give the illusion of depth perception, while the other one is a screen for each eye? Is this something that is really noticeable? I've got sensitive eyes (astigmatism) and have to wear extremely high prescription glasses so I don't want something else that might screw with my depth perception.
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