General VR & MR Development
Recently active
hello folks,I am particularly interested in the technical aspects of your Meta's Metaverse platform integration, and I would like to inquire about the 2 features:• It is possible to connect/ recall Web-Views (iFrames) in metaverse scenes? The underlying aim is to be able to open a navigable window on browser pages while remaining within the metaverse.• If I am expected to use a private or custom pre-existing login system, can it be integrated?Thank you in advance for your time and support!Filippo
I'm having a hard time creating a particle-to-particle collision. I have two particles named Foam and Fire. The Foam particle will put out the fire whenever it collides. How can I do this? I cannot figure it out if my issues are in the module of each particle. I have a script and I think it is correct. Please someone help me...
Hi All,Now, I want to ask you all a question. I am NOT a developer however, I want to learn how to build apps for Meta Quest.I am a teacher who is getting into VR (for my class) and I want to teach students how to build/programme for their VR. If I get it right, I will secure funding for more headsets as I need to show what can be done by building apps for Meta. If I get it wrong, then tools down.So as a complete beginner, not just in terms of Meta but also programming, where can I or what do I need to learn to build something simple (sounds like a game show - "Build Something Simple"), in Meta for the Meta Quest I have. I have a Meta Quest 3.Can anyone advise?Kind regardsN
laptop get stuck by just loading half the screen and It also not open's in my oculus 3 headset!
I want to show panel in front of user face. But when i try get OVRManager.profile.eyeHeight i've get about 1.65. How i understand it's some default value for standing position
I have an Arc A770 and the most recent Oculus software update has code that actively prevents connecting via link cable and air link because the GPU is "not supported" (it did before the update). My day job is a VR developer, my headset no longer connects to the PC, and I have several VR projects that are on indefinite hold because of this. This is a massive issue for me and anyone else (gamer or developer) who has an Arc GPU so I don't know why this was considered a good idea.
We have a product using threejs and aframe. One of the features lets you redirect to a non xr site. For this we call `xrSession.end()` to end the xr and redirect to the new page. This did work up until recently. Now whenever `xrSession.end()` is called the user finds themself with a minimized browser.I belive this is due to the recent update of the Oculus Browser. Is there something I need to think about before calling `xrSession.end()` or might this be a new bug introduced by accident?
On the documentation for subscriptions here, there is a link when talking about Entitlement checks. It says:Don’t show customers a subscription plan as IAP if they already purchased it from the PDP. Your app should do an entitlement check to determine if the user is already a subscriber before offering specific plans for sale in the app. For more information on user entitlement checking, see Verify the User.That link on verify user is not working. Does anyone have the information on that page? Or the correct link? This piece of information is huge for checking the subscription at the start of the game.
After the update I get this error when opening Unreal Engine (4.27), the error goes away when I go back to the previous version
PS D:\OpenXR-SDK-Source-main\build\win64> cmake -G "Visual Studio 17 2022" -A x64 ..\..-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.22631.-- Enabling OpenGL support-- Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR)-- Could NOT find JsonCpp (missing: JsonCpp_INCLUDE_DIR JsonCpp_LIBRARY)D:/ovr_openxr_mobile_sdk_62.0/OpenXR/Libs/Android//-- Enabling OpenGL support in hello_xr, loader_test, and conformance, if configured-- Could NOT find glslc, using precompiled .spv files-- OpenXR 1.0.34-- Configuring doneCMake Error at src/tests/c_compile_test/CMakeLists.txt:30 (add_executable):Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" butthe target was not found. Perhaps a find_package() call is missing for anIMPORTED target, or an ALIAS target is missing?i tried to log ANDROID_ABI but no value How can I fix it?
We have time left before a data policy use checkup needed to be updated. We filled out the change and submitted it, well it instantly FAILED is and the submission due date now says DECEMBER 1970!.Our users CANNOT properly login right now because of this. Is there any way to get emergency help from Oculus? Obviously they had a glitch in their system since the revoke action date suddenly changed to 1970! This is incredibly frustrating. is there anything that can be done??
We have an app that works fine on quest 2.On quest 3 we have sync issues.The featuer is recording audio along with existing audio (and it syncs it that playback plays back same as recording) what could be different about quest 3 in this regard? Thank for any clue , cheers
Does my app need to work on Quest 2 in order to be approved in the App store? I'd like to just build for Quest 3 and Pros only.
HiI was curious, I am developing large museum style application that is a mixed bag of features and scenes that make up the main application.However the app itself will be an evolving system where additional scenes and exisiting scenes will be updated over time. A growing musuem with the initial foundation and performant functioning scenes.Due to the fact I have a large content base of assets developed over the past 8 years I would like to showcase some "work in progress" demo scenes etc. that are not yet optimised for full production. These scenes would not be deemed as part of the running application but merely snippets. Some of the demo WIP scenes may drop below 70 fps (50 fps on average) however they still perform without any serious visual impact therefore I think worth showing.Will such demo content render the whole application as unacceptable to App Lab due to potential frame reduction etc.? Is there a possibility to add a disclaimer to such specific demo scenes whilst inditcati
HiI am developing my app to run on Quest 3. I cannot guarantee it runs on earlier versions (Q1 or Q2) but I don't understand the logic. If a developer has to make the app work on older headsets then what is the point if it cannot benefit from the later models processing power?What I mean to say is this feels restrictive that an indie developer has to produce apps that run and meet VRC checks on older systems and not be able to benefit from the later tech performance.Is this dictacted by app lab submissions? If so then it seems hardly worthwhile using App Lab?I was hoping it could be classed as Quest 3 Only during submission?Could someone please clarify/Thank you!
I've been experimenting a bit with PWAs and tried to build and install one on my Quest. I notice some posts here with questions (about failures when following the docs) and I'm guessing the same will happen to me. So far I've tried several utilities and while the PWA runs locally or from the website I've been unable to build an .apk.I have little interest in building for a "store" I just need to get something running so I can test things out. Frankly I'm very surprised that PWA development on the Quest isn't finding a bigger niche. It seems plainly obvious that lots of utilities are needed to make working/playing in VR more like working/playing on a PC. I don't mean seeing a PC screen in VR. People won't be sitting in front of their PC all the time.So if anyone has any advice, pointers to tutorials or documentation "that works" or would like to chat about this please post a reply.
Hello there!I have looked around for quite a while but I couldn't find an answer. There are similar topics but they are old or unresolved... Sorry for bothering you again with this...What is the maximum resolution for a 360 spherical equirectangular image for being properly loaded and viewed in a Quest 3? 2:1 8192? 12k? more?I am referring to simple spherical panoramas, monoscopic... digital architectural renders in my case.Should I load them to the internal storage of the Quest 3 as jpg, png, or another format?Is the native Quest 3 viewer a good way to watch them or does it compress the files?If so, can anyone suggest an alternative app?Thank you in advance guys... Have a nice day everyoneFilippo
I'm currently working on developing an app for the Oculus Quest platform and I'm interested in understanding the process and requirements for deploying it on the Oculus Quest Store. Could someone please provide insights into the following:What are the technical requirements and guidelines that apps need to meet in order to be accepted on the Oculus Quest Store?Are there any specific content guidelines or restrictions that developers need to adhere to when submitting an app?Can you walk me through the general process of submitting an app for review and deployment on the Oculus Quest Store?Are there any common pitfalls or challenges that developers face during the app submission process, and how can they be avoided?Any additional tips, best practices, or resources related to deploying apps on the Oculus Quest Store would be greatly appreciated.
I created a bot to play music in my world. I first tried my not-so-great desktop with 8G RAM and oculus desktop yet horizon runs fine. I can travel to worlds without a problem. My issue was that my music buffered too much with my desktop so then I installed it on my Lenovo X1 gaming laptop 64g RAM and all the bells and whistles but no dice! Horizon loads up just fine but I cant travel to any worlds. I have installed and uninstalled, updated both, set to English and cant get it to work. I even linked my Quest Pro to the laptop. It handled the graphics just fine and still it wont travel from the laptop horizon. Is there any help anyone can provide me with? Ive asked a few key people in the Metaverse and no luck yet.. Sad little DJ Bot
I was reading this tutorial https://developer.oculus.com/documentation/native/xrsim-native/It seems like the setup progress has changed quite a bit from when the documentation is written. I try to find more resources on it but on youtube it really only have tutorials for the unity setup. I managed to install the Meta XR Simulator, but can't find resources on how to launch it or any resources that I can read up on will be appreciated
hello everyone, I have one question related to the meta-store policy: I have built one application in Unity, and I want to upload it to the Meta Store. My application contains: using my application, users download many other applications and install them in Oculus. I have some doubts Can meta store approve my application?
The packaging and the product itself do not give the impression of being counterfeit, so I cannot definitively say that the item is not original. Therefore, the discussion will revolve around its incompatibility with the Oculus Quest 3 from a technical standpoint. When the fan, along with the included mask, is installed on the glasses, the glasses start to freeze terribly and completely stop working. Since I did not expect such an effect from a device developed by Meta for its own product, I initially attributed the problem to the glasses. WARNING: the glasses never (not once) froze before installing the magnetic overlay and fan with magnetic mount. Resetting to factory settings through the BIOS menu (power button + volume-) did not solve the problem. Without removing this mask, I barely managed (on the 4th attempt to reflash the glasses). After finally managing to install a new firmware, the glasses worked incorrectly (froze, constantly switched between VR/MR modes, did not recognize
Question about the Oculus Go, I have a injury and I really can't play meta Oculus 2 or do the thing with the three the hand gestures, due to my shoulder, can you guys create a metaquest go that incorporates you know that one controller, you could also have hand gestures implied into it and you can also use it to compete with the Apple vision pro without the extra edit you know motherboard features. Here's an example. If the company better you know to make something similar even compete with Apple but it doesn't have to have the same amount of power ratio because you're really just using it as a bridge for your computer and you know for people who are just you know trying to just get into the scene and not trying to be you know serious metaquest user.
I am currently working on a retro, ps1/SNES style VR looter shooter (R/EclipseOfCivilization if interested.) and am curious if I should sketch from godot to UE5. I am very early in development, barely made any gameplay, aside from modeling and grabable guns in godot.
Hi,I managed to use both hand tracking and passthrough with new Unity2021.2.5, OculusXR plugin 1.11.0, XR Plugin Management 4.2.0. 🙂But the hands are smaller then my own hands. OVR Custom Skelteon script with update root scale seams to do nothing.Is there a way to have the hands the same size, like we have in quest home environment.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.