General VR & MR Development
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Hi, Two tickets were opened here :https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1171644and herehttps://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/m-p/1171979But I was asked to post this here.To resume :On Q2, Qpro and Q3 (v62, v63) when the authorize WiFi debugging through adb prompt shows up, the Quest will first enter a black screen state. Then, we must click the home button on the right controller to make this window show. If I do not click the home button, it will remain in a black screen state.USB debugging prompt had same problem on v62 but it has been fixed on v63 thank to the new look/UI of the prompt. But the wireless debugging prompt have not been updated and still run into this problem.To fix the problem, Meta developers should update the wireless debugging prompt to the new look/UI.
does web Browser in VR support render using user’s custom renderBuffer as the eyeBuffer of the XR device?Thanks!
I have successfully set up and verified a webhook endpoint as described in the docs, but upon receiving Event Notification requests, I am stuck at the step of validating the payload. The documentation says the process is as follows (source):We sign all Event Notification payloads with a SHA256 signature and include the signature in the request's X-Hub-Signature-256 header, preceded with sha256=. You don't have to validate the payload, but you should.To validate the payload:Generate a SHA256 signature using the payload and your app's App Secret.Compare your signature to the signature in the X-Hub-Signature-256 header (everything after sha256=). If the signatures match, the payload is genuine. However, in my implementation I cannot get the comparison/verification to work. This is the code (node.js) that I'm using to verify the signatures:function verifyPayload(secret, payload, signature) { const hmac = crypto.c
I'm interested in how to make a VR short similar to "Dear Angelica." DA was done in Quill (and it sounds like Quill was created for it originally), but that's about all I know about the process. I'm still unfamiliar with Quill, but I didn't see a way to export brush strokes in a similar way to DA. I noticed an Unreal Engine logo in the credits, but I'm unsure if that was used to produce VR experience or just the 3DOF video version.Does anyone have any guidance or a direction to point me in? My goal is to draw a few scenes, and have those scenes "draw in" similarly to Dear Angelica.
Hi everyone,After struggling with the issue of the "liquid or debris found" error message when using the link cable for development and pushing builds, I thought I'd share a couple of workarounds that seem to work some of the time until Meta issues a fix for this.1) Try a different port on your computer, maybe a different type of port.I had the error pop up nearly 100% of the time I plugged in my cable when I was using a USB type C 3.2 port on my computer. When I switched to using a USB 3.2 type A port with an adapter, I am experiencing the issue much less. I am yet to use this for an extended period of time but I'll provide an update on how frequently the error pops up later.2) Use ADB over Wifi.If you can get your headset connected at least once, it may be worth the time to get the Meta Quest Developer Hub and try using ADB over Wifi.I believe you have to connect the headset over cable once before you can use this feature but it may save you some time down the line. Of course, t
Hello! I can't seem to verify my account to become a developer. I have tried adding an authenticator (which adds successfully) and adding a phone number (verification text never comes through, tried on Chrome and Edge). Either way when I attempt to access 'My Apps' or 'Create an Organization' it brings me back to the 'Verify Your Oculus Developer Account' screen.
I don’t care for actual VR use, I literally just want a face mounted display that I can hook up my xbox or PlayStation to and relax in theater mode. Regular “2D” games, not VR. I guess decent quality, refresh rate, and focus would be important. As long as I can play it while it’s charging. I basically wanna play any of my games, but through a headset so I can get that immersive theater experience. I am not interested in streaming games to the headset, just direct HDMI connection I am struggling to find good info on this anywhere. Any suggestions for a headset that would work for this, and doesn’t cost a total arm and leg? Maybe something less than $400?
I tried to upload a new build for my app through the Meta Quest Devloper Hub. All the previous versions are in Release Channel Production (App Lab), but when I select this during the upload and then submit, I get the error message that this channel does not exist. Why? It's there in the app overview page and I can select it from the dropdown during the submit.What's going wrong?Thanks.
Is there a way to load two stereo fields into the left and right monitor of your Metaquest 3?An SKD or something similar would help. I am currently using the OpenGL library to output the stereo fields via 3D monitors (BenQ) and shutter glasses. Thanks a lot and kind regardsGerhard
I’m looking for team based games with an active player base. A lot of the multiplayer games available on Steam are dead but I’m craving an experience where you have to work together & communicate. I’m not interested in VRChat or Population One, but anything else is fair game. I like shooters as a whole but I’m not limited to just that genre. I’m also not really interested in 1-on-1 games like Eleven Table Tennis or Walkabout Mini Golf, I’m more so looking to play with a group of people.
I am currently working on the very first implementation for my research project. I want to sync my photos taken on oculus to the cloud and access those photos through python on my PC. I am assuming that the syncing part is taken care of automatically but is there a documentation/website I can reference for retrieving the photos on the cloud?
Hi, I'm prototyping with the new Meta Avatars system and am using the SampleAvatarEntity script to instantiate fake avatars. I'd like to replay head pose, controller states, and/or hand states (positions) in order to drive these avatars from pre-recorded data in my scene. Using SampleInputManager (included with the avatar examples) as a starting point, I assumed all I had to do was provide my own InputTrackingDelegate, InputControlDelegate, and (for hand tracking), HandTrackingDelegate. I started with this, feeding in fake controller inputs and marking the controllers as active but it has absolutely no effect. The avatar spawns in t-pose and does nothing. public class ReplayAvatarInputManager : OvrAvatarInputManager { protected void Awake() { } private void Start() { if (BodyTracking != null) { BodyTracking.InputTrackingDelegate = new ReplayInputTrackingDelegate(); BodyTracking.InputControlDelegate = new SampleIn
I try to connect MQDH to my Quest 2. It says to enable developer mode i have to create an organization and enable 2f-autchI enabled 2f-auth via Google AuthenticatorI tried to create a developer account according to https://developer.oculus.com/resources/publish-account-management-intro/1. Open the Select Organization menu and then select Create.But can't because the field in Developer Dashboard (https://developer.oculus.com/manage/verify/) is grayed out?
Hi,I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss.How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc.Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable?So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3). Nothing
When I got my first VR headset, it was the meta quest 2, and having pretty much no experience with VR, I expected the FoV to be as big as the human eye's FoV. When I put the headset on, I felt a huge disappointment, as I looked at a screen with black bars around it, basically wide binoculars. It really takes away the immersion for me, and I haven't touched my VR headset in about a year. Are there any VR headsets that come close to the human eye's FoV? Are these VR headsets any good?
Sorry, I really tried to find it myself, but I am not sure. It is called Space Discovery, but I don't know if I can use it to track what room user is in the app. So is it possible to create an app where user move between rooms and things happen in them? Thank you.
Hello. I am creating a VR application that simulates a visual search task. People are required to "walk along" a linear path. The "walking" is simulated, rather than real walking. Meaning that the person is sitting down and only moves forward along the path with the controller. However, when I tested the experiment, it started to make me feel a little sick and I am not prone to motion sickness. I need help figuring out how to minimize this feeling as much as possible. Can you please give me any suggestion that you have? Thank you!!
This was a lot of fun last year. This time around there's more of an MR focus (submissions need to have at least one MR capability, like Passthrough, Spatial Anchors, Scene, Mesh, Depth) as well as one Presence SDK feature (Interaction SDK, Movement SDK, Voice SDK, or Audio SDK) Beyond that, it's up to your imagination within some pretty broad categories: Casual or Social Gaming (e.g. a lightweight or multi-player gaming experience) Hobbies, Interests & Skill-Building (e.g. new applications that help enhance your hobbies in MR, like learning a new instrument) Utility & Design Experiences (e.g. using MR to solve problems in the world around you, or decorate or design your space) It's essentially a game jam but with some great prizes (money, headsets). Well worth entering. Mar 25 – May 13, 2024https://metaquesthackathon.devpost.com/
We need your help! Our old app is no longer under production and is no longer for sale, and must be removed from app lab. We are no longer in contact with the devs who coded this app and have a brand new team of devs. The new team has created a much better app with a ground-breaking technology that we wish to add to app lab. What are the steps we need to take as the owner-producers? Many thanks for any and all help
Hello,I have Meta Quest 3 and I would like to stream gameplay footage from the headset online wirelessly. Most often, it will involve games like Pavlov Shack, Walkabout Mini Golf, and similar. Currently, I have tested streaming using MQDH Beta Cast 2.0, but the stream often lags and the image is fragmented. Is there any optimal setting for the best possible transmission?Currently, I have tested the following settings: adb shell " setprop debug.oculus.capture.bitrate 30000000 && setprop debug.oculus.capture.fps 30 && setprop debug.oculus.capture.width 1920 && setprop debug.oculus.capture.height 1080 && setprop debug.oculus.cpuLevel 4 && setprop debug.oculus.gpuLevel 4 && setprop debug.oculus.foveation.level 0 && setprop debug.oculus.screenCaptureEye 1 && setprop debug.oculus.refreshRate 90 && setprop debug.oculus.fullRateCapture 1 && setprop debug.oculus.textureWidth 1680 && setprop d
Hi. I recently had to reset my phone and lost my access to my Authenticator app which could generate codes to log into Meta. Now when I try to log in at auth.meta.com I am asked to input the code from my authenticator app. which I no longer have.I urgently need to fix this issue but, like many people, there are some extremely frustrating roadblocks, namely: • In order to even email you on this forum I've had to set up ANOTHER Meta account. See my username? That's simply because you can only email support if you're logged in, which I can't do because... well you get the picture. I hope you can see how frustrating that is. • Beyond this forum there is simply no information whatsoever about how to reinstate a lost 2FA account. I saved some 8 digit reset codes when I set it up, but there are no instructions on these mysterious codes, where to input them, or what to do with them. • Any suggestions to "visit support" end up in a round-robin of frustration with no actual inform
I have updated Meta Avatars SDK to v24.0. I did change to the new AvatarSdkManagerMeta prefab containing the the new MetaAvatarShaderManager. The MetaAvatarShaderManager references the two MetaShaderConfiguration.asset and MetaShaderConfigurationVertex.asset.Everything looks nice and works well in Unity Editor and in Meta XR Simulator - avatars renders as intended.But when building apk I get two errors:"Shader error in 'Avatar/Meta': "UNITY_INSTANCING_PROCEDURAL_FUNC must be defined." and Shader error in 'Avatar/Meta': redefinition of 'UnityDisplayOrientationPreTransform'"The apk builds but avatars is not rendered on HMD.
Hello,I'm on this link trying to register but the text never gets sent. I tried using mobile webpage, and tried incognito as well. I also made sure my VPN is not on if that matters. And I have triple checked the phone number.Let me know if this is the wrong place to post this kind of question also. Thank you!
Me and Our Team has some problem about account.It's very similar to this case : https://communityforums.atmeta.com/t5/Get-Help/Timeout-when-resolving-device-scoped-access-token/m-p/1034267I developing with Meta Quest2 and I use recent OSThese are the lists I've done.Quest2 FactoryReset(Twice)Mobile App(Data Clear & Cellphone restart)Router restartCheck my Account(My account in Meta)This is my CompanionService dumpsys------------------------ BEGIN SERVER STATE ------------------------------------------------ BEGIN COMPANION STATE ------------------------Battery Level: 100Charging: trueFast Charging: falseWifi enabled: trueWifi configured: trueWifi connected: trueWifi server reachable: trueWifi IP address:Wifi device name:Controller primary configured: trueController primary connected: trueController secondary configured: trueController secondary connected: falseController other configured: falseController other connected: falseOTA available: falseOTA ready: falseHMD Update perc
I logged onto the Meta Developer Website And went to my game and it gave me this Requirement and I cant find a Fix. Action RequiredAssessment StatusComplete important compliance item for your app.Upcoming enforcementAn upcoming enforcement is not yet affecting your apps (see below for details), but it should be resolved as soon as possible as it may disrupt user access to your apps.Store removal6 days leftActiveDue to non-compliance with one or more sections of the DDUP, your app will be removed from Quest (App Lab). This enforcement will remain in place until you have completed your compliance requirement.
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