General VR & MR Development
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Can Meta Avatar's Material, called to the OVR SDK, be accessed by code during runtime and modified?I tried to modify it, but the property of Material is not modified.What I want to modify is the Base Color or Rim Light settings.
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I have a script that handles IAP purchasesThe button works when I press it, the SKU is set the "menu" and so is an item in meta named "menu".there is also an item named "menu" in playfab and in unity and in the "special items" section.After the purchase is complete, the user does not receive the item, after hours of waiting aswell.```using UnityEngine;using System.Collections;using System.Collections.Generic;using Oculus.Platform;using Oculus.Platform.Models;using PlayFab;using PlayFab.ClientModels; public class IAPChimp : MonoBehaviour{ [SerializeField] private Playfablogin playfablogin; public string SKU; public int Amount; public Material normal; public Material pressed; public AudioSource sfx; private Renderer render; private void Awake() { render = GetComponent<Renderer>();
My tracking has gotten significantly worse over the past 2 days for the Quest 3, I keep my controllers directly in front of the headset, but barely any movement causes it to screw up. I have great conditions, full batteries for both controllers, really good lighting, no sunlight, etc. I’m not sure how to improve the tracking past that. It’s gotten so bad to the point where I can’t full-combo even one song on BeatSaber, or I can’t get one good vertical or tag in Gorilla Tag. So any ideas would be much appreciated https://vidmate.onl/.
So my organization has recently had a Rift app moved to us from another org. In the move EVERYONE lost access to the "All platform services" page with the following error message:"Due to the application constraint settings for your role(s), you do not have permission to manage platform services for the application grouping this app belongs to. To resolve, please have the Administrator of your organization grant access to all of the apps in the grouping."The issue is that I'm admin in my org and the org owner gets the same message.Has anyone else experienced this and managed to solve it?
Crossplatform project (Quest2 standalone, iOs, Win, macOS).MetaSDK features used in Quest2 standalone only but present in scenes.Built successful before Meta60.0 upgrade from Oculus 57.0 Building Builds/OSX/XYZ.app/Contents/PlugIns/MetaXRAudioUnity.bundle/Contents/Info.plist failed with output:System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/P
Looking for instruction for new Oculus Quest Meta XR SDK (All-in-One) how to add a hand model instead of a controller model. For classic game mod: control of hands using a controller (press the grip - your hand clenches into a fist, etc). YouTube is full of videos on how to do this using XR Integration tool kit, but no similar instruction for Meta XR Sdk. Unity Engine
Hi all, I was hoping someone could help with a link or explanation of how you go about getting an App published onto the Oculus Store rather than just the lab? The FAQ section has a section about 'Store Submission FAQs' but it doesn't really tell you how. The 'Create an App Page' is the closest I can find which makes it look like unless you are an 'Approved Oculus Quest Store developers' you wont have the option to create content for the Oculus Store? I suppose my question is have I understood this right, and if so, how do you become approved? Many thanks Phil
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the posi
I have a couple of test accounts created more than year ago. Now these accounts have to be migrated to meta accounts, but to do that i have to login (with facebook), but don't know the passwords anymore. Have already tried a lot of passwords (giving up on that), working with app, ODH, etc. Password forgotten option also doesn't work because of of no access to (unknown) mailbox of the @tfbnw.net account.Is there anyway to reset passwords of these accounts?Or otherwise a simple migrate without logging in?
When I was trying to package my project for unreal engine 5.3, it says that the oculus subsystem plugin is depreciated.
Sorry I am new is this area, andI would like to offer two ways for users to log in for the VR app: using Facebook account or through a custom login with a PIN or password, again I'm new to this and would appreciate any advice or resources/ reference on how to set up both login options. Thanks in advance!
Hello all, This week I started my first project in Unity that uses VR for a university project. I was given a quick guide on how to set everything up, and it said to download the SteamVR plugin (the program was already installed), the XR plugin and the HTC plugin, as we're using HTC Vive. It seems to be working, as I can launch the scene in VR and the controllers are tracked. What I don't understand is how the data flows from the scene to the VR and viceversa. I have looked at some tutorials on interactions and in the code I call the SteamVR object, so I guess that's the bridge between the headset and Unity but if someone could give a more detailed explanation I'd really appreciate it
We have developed a VR(Quest 2 and 3) application along with a custom companion app that controls it wirelessly from a mobile device. I'm curious if I need to upload the VR app to the Oculus Store. If so, how does Oculus verify and test the connection between the VR app and its companion APK running on a mobile device?How do they able to check the fps counter and all if the app can only logged in through the custom companion app only?Is there any separate procedure for this and how do we approach meta explaining this issue?
Hi, i want to activate developer Mode on my meta quest 3. To create an organization i have to verify my account. If i add my Creditcard, it says "verification successful " for a second and then it asks me to verify again and my cc Details are gone. The other 2 options to verify are a Phone number, or 2 step verification, which i enabled both - still not working. Im trying for a few days already, anybody got a solution? Thanks
Even though i have verified my profile, i am unable to enable the developer mode on the Oculus application. adeveloper DeveloperZ
Hi,Unity 22.3.15f1Quest 3 up to dateMeta XR sdk 63.0I put The OVR CameraRig building block in a scene, and it works fine. but as my app is meant to be stationary (based on 360 videos), I selected "eye level" as a tracking origin type, and unchecked the "Use Position Tracking" checkbox. Although the controllers are displayed correctly in Unity, they appear completely distorted in the HMD.I even tried to put the Tracked Pose Driver script set to "Rotation Only" on theCenterEyeAnchor, but it doesn't change anything.Browsing the forums, this isn't a new problem. Did anyone found a solution ?
I posted the screen record of it in Reddit because I can't post the screen record/video of it here Can anyone help me?
I want to use Oculus/Quest Link directly for development and keep my headset on for some time. Since it always disconnects for different reasons I have to restart Quest Link quite often. Is there any way to start the DesktopView of my PC directly on starting Quest Link? It's very annoying to always activate it manually.Also, why is there no handtracking in Quest Link? You changed the name, activate the features!
As of my last update in January 2022, Meta (formerly Facebook) provides APIs and SDKs for integrating Meta Community features into websites. These tools allow developers to access Meta's social graph, authentication mechanisms, and other functionalities. However, it's essential to check Meta's developer documentation or their developer portal for the most up-to-date information on available APIs and SDKs, as the platform's features and offerings may have evolved since my last update.Here is the link to my website: www.goldxtradetector.com
Do you know if there is a solution when your organization's name is already taken?Other than changing the name of course..
I've been exploring the capabilities of various VR systems and their approaches to tracking accuracy and user interaction. Specifically, I've been intrigued by the Quest 3's use of controllers with built-in cameras, primarily aimed at navigating and interacting within the virtual environment. However, this got me thinking about the potential for these cameras to be utilized not just for their intended purpose, but also for enhancing hand tracking capabilities, similar to how the Valve Index leverages its base stations for precise tracking.Given that the Quest 3 controllers are already equipped with cameras, has there been any consideration or experimental development towards using these controllers as a sort of "mobile base station"? Essentially, this would not replace the standard tracking functionalities but could potentially offer developers and users an optional, more precise tracking method when needed.I understand that the primary function of these cameras is not for tracking in
Hi,Could someone please explain the LocomotionExamples scene in greater detail? The specific problem that I am having is that I want to allow my players to teleport anywhere in the environment. According to this link, I just need to copy over the NavMeshHotspotWalkable and HotspotVoidFloor objects over to my scene and teleport should work. I also copied the rig from the example scene to my project. In my scene, teleport appears as if it is going to work, however, anywhere I try to teleport in my scene has a red "X" and I am not allowed to teleport. Any ideas?Big_FlexI saw on another post that you work on the Interaction SDK team. Any ideas why this is happening? I'd appreciate any help 🙂
HI all. I hope someone can assist. I often use the image stabilisation and a few other settings which I'd like to have as the default once mirror loads. I have tried the --loadsettings in the command line, however there is no settings file saved after saving my preferred settings in the app. Opening the file to amend settings in notepad also has no joy.
Our users cannot redeem the Product Keys created from the developer dashboard: https://developer.oculus.com/manage/applications/[appid]/oculus-keys/ The previously working process was to visit page: https://secure.oculus.com/redeem-code/ and enter their product key. Now the field will not accept the full product key which is 5 groups of 5 alphanumeric characters plus 4 dashes (29 chars). The input field has a max-length of 25 so the product key gets cut off and is rejected for being invalid.
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