General VR & MR Development
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Hello, I am working on a commercial application that would benefit greatly from being able to disable the Boundary guardian permanently while the application is running.Is there any information on how to get apps whitelisted for this feature when using the CONTEXTUAL_BOUNDARYLESS_APP tag mentioned in the v57 changelog?
Hello,I created a guide 360 tour, and inside there are a hotspot that open an iframe with an URL home page.When I am on any browser, it opens normally, but when I go to the VR mode, doesn't work. Someone told me that this is a VR world "restriction", please, is anyone having the same problem?Many Thanks in AdvanceErivan
For the last week or so, I get the error "Tax ID verification is temporarily unavailable. Please try again later." when attempting to setup a payout account in the dev dashboard. This onlys happens for EINs, individual ids don't cause errors. In my case, I need to setup my LLC. Does anyone know a fix for this, or if it is being worked on by meta staff?
Hey!I think there's an oversight in the existing API for consumable inventory that I'd like to know the correct way of working around.Let's say I have a feature where I'm awarding a player currency for purchasing a consumable item via in app purchases (like listed on this page https://developer.oculus.com/documentation/unity/ps-iap-s2s/).What I'm trying to do from our game's server, is consume the 100 coins consumable and credit the player with coins after it has been consumed. This workflow in itself is not too complicated, but the details around the transaction I'm unsure about.I think with the naiive implementation of "consume the item via the api, and then credit the currency in the database" there's a risk of both consuming the item from meta's s2s API, and _not_ awarding the currency due to a database error or a server crash. The inverse is also true, where I could eagerly credit the currency, and roll back my transaction if the s2s consume query fails, because we might be forced
I have launched a Progressive Web App (PWA) for my website priceupdate.com.pk. Then, using PWABuilder, I converted my app into an Android APP and launched the same on the Android Play Store which is live now. I also came across an option on PWABuilder to convert my PWA app into Meta Quest's App. Has anyone done so? Are there any live apps that have been converted from PWA?
I browsed this forum and none of it helped, Yes my country (Polnad) is supported, I tried using Firefox and Google chrome, I did not use incognito mode, I am not using a vpn and as per title I dont receive any verification code via SMS when trying to register for developers account
I am trying to get Co-Location via shared anchors to work in unity. The project also uses mainly uses the Meta XR SDK, and Meta Platform SDK, but instead of photon (as used in sample colocation sample projects) this project uses Netcode.I am unable to get the application to actually get the users ID and unable to share the Anchor when building directly to the headset. My core problems.The login callback on Core results in the USER ID of 0Sharing the anchors never completesI tried Creating a orgCreating a appVerifying the orgGet access for Data Checkup User ID and User ProfileAdding App ID info to the Platform SettingsI read somewhere that i need to Upload a build to meta before the headset will allow you to access the apis. So i...Adding all the necessary manifest stuff from hereCreate Manifest Application Manifests for Release Builds | Oculus DevelopersAdd KeystoreAndroid Application Signing | Oculus DeveloperMaking sure im not building with development stuffIn general verif
Hi,I have the newest MacBook Pro running Ventura 13.0. I have been trying to connect my Quest 2 to Meta Quest Developer Hub but it doesn't connect, I have changed cables, used different wifi but no luck. I follow the steps "Device Manager > Connect a Device > Meta Quest 2 > Choose Device" my headset pops up but when I try to connect it says "Connection to headset has failed. If the issue persists, try restarting the MQDH." I am on the most recent software for Quest 2 as well as for MQDH. Anyone have this issue or have troubleshooting ideas? Thanks
I've been doing VR development for a number of months now. Tonight when I went to launch Quest Link, I got the following error message: Fatal ErrorDash encountered a fatal error. Please reload dash to continue. Press any button to reload Dash. I have a Meta Quest 2 headset, HP Virtus Intel Core i5 processor, 8GB RAM, NVIDI GeForce GTX 1650 4 GBI've rebooted the headset, disconnected the headset and then rebooted the PC. I've also looked at the logs via the Meta Quest Developer Hub app, but I don't know what I should be looking for. Anyone out there have any suggestions to resolve this issue?Thanks in advance,Brian Severa
I verified my age like 6 months ago (Im 16), and now it has become impossible for me to test my own apps OR my friends game. This is strange because his game is rated teen, but it blocks me and says I need to be 18??? Need help figuring this out since I haven't been able to work on anything really.I already tried sideloading the apks, but that only works with the friends game since I do actually have my beta app, so it just installs to that.
I'm encountering an issue with an API call in my application that integrates with Meta platforms. Below is the code snippet causing the error: Code Causing Error: 👇fetch('https://graph.facebook.com/v12.0/{user-id}/feed', {method: 'POST',headers: {'Content-Type': 'application/json','Authorization': 'Bearer {access token}'},body: JSON.stringify({message: 'Hello, world!'})}).then(response => response.json()).then(data => console.log(data)).catch(error => console.error('Error:', error));
I have a question that may seem stupid to some of you. It’s generally accepted that normal maps don’t work in VR except for minute details because we have a stereoscopic view in VR. But can’t we make a shader that calculates what a normal map does to the object’s lighting per eye to restore the illusion? It must be that this won’t work because the solution sounds so simple that someone must have tried it in the last 10 years and it’s not common. But maybe someone could explain why it wouldn’t work to those of us with smaller brains.
Hello Community, react-speech-recognition library is not working with oculus quest 2 browser. Can anyone help me solve this issue?
As of the 15th February 2023 Meta avatars being loaded using Federated UserIds as specified in the Cross-Play section of the documentations will not load. I get the following errors:[ovrAvatar2 native] stats::url file transfer failed: http response code: 500[ovrAvatar2 native] specification::Failed to retrieve Avatar Specification for user id 535713845439867This was working fine just yesterday so I assume something has changed in the backend to cause this problem. This isn't the first time we've had problems using the Federated User Id system and its making it hard to justify keeping Meta Avatars in our product.
The Oculus Debug tool needs repair. I have 2 game breaking issues. Although the tool shows Asynchronous space warp disabled and use FOV Stencil off. They do not always take and show falsely the wrong values. This causes Stencil artifacts in Elite Dangerous on foot, and Project cars 2 behind the car and helmet view. Please fix this glitch. I can get these values to work but must re-enter values every time I start one of the aforementioned games. Secondly, please implement a save function for the Oculus debug tool. when you leave a game, turn off your computer or restart your computer you lose your inputted values . Using this tool enhances the pc vr experience much better than the steam vr app native to the quest2 and 3. Please fix this problem.
Hi,We are in the process of developing a VR app, primarily a 360-degree stereo video with a user interface for navigation and interaction.We have reviewed the application packaging requirements and noted the stipulation under VRC.Quest.Packaging, which states that "APK files must be less than 1 GB in size, but can be accompanied by multiple expansion files up to 4 GB each." Given the nature of our application, the original file size is approximately 25 GB. Even with compression techniques, we could reduce it to around 15 GB, but this still significantly exceeds the size limits outlined.We have observed that several VR games available on the store are approximately 7 GB in size. We would like to inquire whether the size limit of 1 GB for APK files and 4 GB for expansion files is a strict requirement or if there are exceptions for certain types of content such as VR movies. Additionally, are there alternative methods or recommendations for applications like ours that inherently require l
How can I obtain a real-world scanned house for VR experience on Oculus VR devices, and does anyone within the Meta community have prior experience or insights to share regarding this process?
My goal is to view 360 spherical JPEGs (equirectangular) on the Quest 3. I have tried DLNA and USB to make the JPEGs on my MacBook accessible to the Quest 3.DNLAI performed the steps in Meta's doc, "Connect to a DLNA or home streaming server with your Meta Quest". I installed the FireStream UPnP/DLNA server on my MacBook Pro M1 (running Sonora 14.4.1). Afterwards, Windows Media Player on a Windows 10 PC sees and can access files on this DLNA server. The Meta doc referenced is rather cryptic saying only, "Select the Media Server you'd like to connect to.", which the reader must presume is when using their Gallery app because it's mentioned near the start of the doc. Since that app does not exist in the current Quest, I searched and found that it has been replaced by their TV app. Selecting "Your Media" in that app leads to it eventually saying that no media files are present.USBI then followed the instructions in Meta's "View your own 360 videos and photos on a Meta Quest 2 headset" doc
Passthrough still won't works (black screen) if HDR is enabled in the render pipeline asset settings,so I must build the project with HDR disabled.How can I activate HDR when the passthrough stage is done to get post processing effects on ?Actually I can successfully tick from script the HDR option, but it is not activating post processing effects at runtime. // This ticks the checkbox while running on editor, but no effects at runtime on the headset. var urpAsset = (UniversalRenderPipelineAsset)GraphicsSettings.renderPipelineAsset; urpAsset.supportsHDR = true;
Hi. I can't receive the verification code through message for validation of developer account. This is although I have tried different numbers and have waited more than one day. I am in Portugal and using a Portuguese phone number. Any help would be welcome!
Can we get some clarification on the performance regressions in Android Nougat?
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I cannot re-build OculusWorldDemo due to missing PCSDK_Logging.lib in VS2017, the error message is as follows."Error LNK1104 cannot open file 'D:\OVR1.37\.build\bin\msvc-v141-Win32-Debug\PCSDK_Logging.lib' OculusWorldDemo D:\OVR1.37\Samples\OculusWorldDemo\Projects\Windows\VS2017\LINK 1" Your help will be very appreciated.REgards,Joseph
Hi - I would like to use my Quest 3 to view my desktop at home, but when I am not my home network. I can do the same on my home network using 'Virtual Desktop' App, however I wish to do the same when I am away from home using my shop internet connection. is this possible? I am not planning to play a game, rather some light work like read my office emails. thanks
I'm wondering if I can author a 2D app like the Gallery, Browser, or Store that runs inside the VR shell home, rather than as full 3D immersive app. I'm not really sure what to call this other than a "panel", so I don't know how to search for documentation or tutorials.Any help, even just an official name for these, would be very appreciated. If they aren't available on consumer Quests, can this be done on Oculus for Business devices?
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