General VR & MR Development
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Hello there,I'm writing you because, together with a group of PhD and Master's students at my university, we are exploring the development of new mobile or web-based applications that can interface with the Meta Ray-Ban or Aria smart glasses via SDK.Our goal is to test our own vision-language models (VLLMs) accessing directly the raw data streams—specifically video and audio—from the glasses and providing contextualized responses through the device’s built-in speakers using our own LLMs.We are particularly interested in whether it is possible to develop a mobile app or even getting access through a web browser that can:Collect and transmit raw sensor data (video/audio)Send processed responses back to the glassesUse Bluetooth or an Android mobile app (possibly via XRCore or Unity) as the communication bridgeIf this is feasible, could you kindly advise:Which smart glasses model(s) you recommend for this type of development. We want to buy some few glasses to start withWhat plugins, SDKs,
Hi guys,i like to align the rotation of the guardian grid ( before defining the boundarys) to the real world.We are using the Meta Quest 3 together with Autodesk VRED 2026 with Camera Passthrough.The center of the guardian is set when i start the boundaries calibration, right ?How is it possible to influence the rotation of this initial boundary recognizition?When is the rotation value defined ?I like to precisely rotate the guardian grid to reduce the need of rotating my virtual content to align with the real world.I like to align the grid with the wall of my room.Best regards,Philipp
Hello, I'm looking to create a multi-user, large-scale, location-based (offline) game and have a few questions:1. Is there a way to disable system-level gestures to prevent players from accidentally exiting the application and returning to the home screen during gameplay?2. Is there a method for scanning a large physical space (approximately 10x10 meters) to generate a persistent and shareable map file?3. Is it possible to enable or provide some control API? We need an interface that allows a central controller to remotely start and stop the application on all devices, as well as manage the installation and updating of game content.
Dear Meta Community/Support Team,My name is AS33, I am a Strategic Designer and Independent Developer.I am currently researching innovation modules that may be relevant to several Meta teams, including but not limited to Meta Horizon, Generative AI, LLaMA, and Experimental Interface Research.I am seeking guidance on the following:1. What department, contact, or channel is best for submitting innovation proposals or partnership ideas?2. Is there a dedicated team within Meta (e.g. Horizon Labs, Research, R&D, Co-Design, etc.) that reviews early-stage concept proposals from external independent authors?3. Are there any internal innovation or consulting programs (e.g. Co-design Program, Meta Open Research, Meta Quest Creators Hub) that are currently accepting new participants or promising collaborations?I am particularly interested in hybrid models where I can contribute not as a permanent team member, but as an external signal architect, designer, or creative collaborator.My goa
Hi everyone,I'm currently experimenting with ways to integrate conversational AI (like ChatGPT) into VR environments to enhance user onboarding, contextual help, or dynamic NPC interactions. I’m working with Unity and targeting Quest 2/3.My goal isn’t to run the model locally, but to connect to external APIs (e.g., OpenAI) via secure HTTPS requests — ideally triggered by user input or voice in immersive menus.I’d love to hear from other devs:Have you tested anything similar in a VR context?What are your thoughts on latency and user flow when connecting to external services in VR?Any advice on best practices for handling text responses (display, formatting, user focus)?Are there any sample projects or SDKs that play well with Meta Quest platforms for this use case?This is still a prototype phase for me, but I believe natural language interaction could really improve the way users explore VR content — especially for onboarding or educational apps.Looking forward to your insights!
Why the heck is Intel Arc not supported?? I want a refund, I want to give back my Quest 2 as the App doesn´t support Intel Arc!! Meta, we NEED Intel Arc GPU support, NOW!!! 😠Just give us the **bleep** support for Intel GPUs and Im happy! OK??
Hi, I'm developing a VR game where we need to track the position of one of the Meta Quest 3 controllers, even when it's not actively held by the user.The problem is that the controller needs to be active (i.e., awake and tracked) for us to get its position. However, it seems the controller won’t activate until the user physically interacts with it — by wiggling or pressing a button.For our use case, this is not ideal. We want the controller to become active automatically when the headset starts up, without requiring any user interaction.Is there any way to wake or activate the controller programmatically — without the user needing to move or press anything on it?
Hello, I'm after a bit of information about who I should try contacting regarding making VR less GPU wasteful for my particular situation.I'm blind in my right eye so I was hoping that there could be a driver level option maybe that would allow users to say "hey, as much as I'd love 2 working eyes, it would be real nice if I can just render a black image to the right eye and benefit from better FPS in the left".I get that stereoscopic is better, given the choice, but for me it's not a choice I have so I may as well benefit from improved frame rates or better image quality. I was born blind in one eye so I've had plenty of time getting used to lack of depth perception, however, I can still take visual cues from surrounding environment on a virtual race track to know when to out brake you :wink: Back on track though (pun intended), would it be a driver level (pun unintended) development, or maybe SteamVR? Something where we do not have to rely on every game studio to provide it as an opt
Is there a way to get an accurate spec of the FOV of the tracking cameras, relative to the player's centerline?In our app we want to render a full-body avatar of the player to be viewed by other players. But there could be times where the hands go out of the tracking camera's view and for that we want to compensate with our own mechanism. We need to get this number for our algos. (the FOV relative to the player's centerline, not the intrinsic FOV of the cameras themselves as they are also positioned at an angle from the player.)
I am using Meta Quest 3 as a learning tool for students and would like to create a unique environment based on real places. That would give the students the opportunity to experience new and sometimes intimidating environments and situations beforehand. I realized when making a new space that it would have been fantastic to be able to export the mesh of the space to Unreal Engine. Currently that is not possible which is a pity. I think that Meta Quest would find a much broader audience with that possibility. Hope that will be possible soon 🙂
so this is a idea the meta support team gave me after reaching out for a headset for development, they said the meta socials were the best platform to ask so I’m taking my shot here!Hello, so to keep this short and simple I am a 18 year old Vr game developer, I have a project I can no longer continue since a life event that forced me to sadly leave a lot of things behind including my “Vive Pro with knuckles”I haven’t been able to continue this project for about 5months now and sadly enough money is to tight to issue a plausible reason to purchase a Vr headset at this time so I’m asking around to see if anyone could help a solo game developer.I can provide any and all proof of the game and even provide a demo build if needed to show the honesty in what I’m saying here.game insight “It’s a extensive VR physics game with a custom urp renderer made with deep thought to cater to VR visual’s all built in unity.
I have an important development idea and I would like to discuss it with you.
Hello! We are currently testing the Quest 3 RGB Cameras, and we need the exact location of the camera sensors. In my current research, theres no specification on that. Is there any way to get this information? Same goes for the origin of the whole headset.Have a nice day,Moritz
How do I get in touch with Meta for Developers to let them know I cannot register or verify my developer account? I go to https://developers.facebook.com/ and click "Get Started" at the top right, the page https://developers.facebook.com/async/registration/dialog/?src=default opens up. When I enter my number and click the "Send Verification SMS", this error message appears "Sorry, a temporary error has occurred. Please try again in a little while." The link to verify your account by adding a credit card is a broken link (https://www.facebook.com/help/contact/2041379502754172). Please help me resolve and get a developer account. Kind regards
When playing PCVR games, I use the Meta Quest browser extensively. I also use spreadsheets and Docs too. What is frustrating for me is the lack of;1. a control key on the Meta default keyboard making copy/paste irksome.2. direction arrow keys, which would make text editing so much easier.Meta, please consider adding these simple QOL improvements.(I also use a Bluetooth mouse, which alleviates these issues somewhat. Nevertheless, I feel these small improvements could make a big difference to my everyday use of the Quest 3).
I have been following the documentation found here -> Meta Developers it works amazingly for accounts in the organisation, but gives me the following error for those who aren't:Unsupported post request. Object with ID '660449250483406' does not exist, cannot be loaded due to missing permissions, or does not support this operationI've seen another organisation have linking for members who aren't apart of the organisation, I reached out but they said they couldn't tell me how they did it. Any help is welcomed, I really want to get this to work!Thanks,Clash.
Hello,This is regarding my Meta Quest 3. I'm trying to learn a new dance choreography. While practicing the steps, I rotate and take small steps in circles. Unfortunately, the video remains fixed in passthrough. I need it to be pinned to one side of the AR field of view, so I can see my surroundings while still following the dance instructor.This feature is essential for me, as having a fixed screen defeats the purpose of AR on any Quest device. I already have fixed screens : my monitor, TV, tablet, phone, etc.I also need my hands to be free, so holding the screen virtually with the controllers doesn't work. It’s not a practical solution : I could just use my phone or tablet for that.I'm wondering why this hasn’t been implemented yet. I’ve owned the Quest 1, 2, and 3, and this option is still missing.Thank you.
Hi everyone.I'm planning to use a Meta HMD, probably the Quest Pro, together with an Arduino Uno. The Quest will run a VR application made in Unity and the Arduino will control custom hardware used for input / output. Normally, I would just connect the Arduino to the PC running the Unity application via USB, but since the Quest Pro will run the application directly on the HMD, that won't be possible.I was wondering if there was any way to establish a serial (or some other type of) connection between the Arduino and the HMD. Wireless connections (e.g. via Wi-Fi or Bluetooth) are pretty much off the table, because latency should be kept as low as possible (about ~10ms max).Has anyone done this before? Any help would be much appreciated! Thanks in advance!Max
Hello! For my project I want to add ray cast to OVR eye gaze and log down the gameobject my eyes are lookin at.But I have a problem with Ray cast. Now I added a RayInteractor and set its origin to OVR eye gaze object (which i set tracking mode to be head space). The ray is rotating in the way I expected, but its origin is always in world center. If i change the eye gaze object to be world space or tracking space, the origin of ray would be my eye position instead of world center; but the ray would disappear or go out of vision after my head rotate to an angle > 45 degrees.Another thing is, how can I retrive the interactable that my eye gaze is colliding with?
Hello everyone. I created a test user in the Developer Panel and was trying to add the user as a new profile in my Quest 2 so I could test my game internally. I tried adding a new profile directly through Quest, but it sends a confirmation code to the email, so that doesn't work. I then tried following the paths explained here: https://communityforums.atmeta.com/t5/General-VR-MR-Development/Email-verification-sent-to-test-account/m-p/1253773 but I can't add a new profile in MQDH, because every time I enter the screen, it says “Bluetooth is not ready” and I can't click on the button. I'm not sure what to do to fix this problem. I'm connected to my Quest via cable (on a Windows 10 PC) and I can start the game from the MQDH. I've already reinstalled MQDH, restarted my PC and Quest and also tried connecting the Quest to my phone and, although it worked, the message didn't go away. Does anyone have any idea how I can solve this?The image above is what is shown when I hover ov
After creating multiple test accounts and using these to test our games for over a year, we are suddenly facing a strange process that we cannot figure out how to solve.When you as a developer create test accounts, you can set the prefix, password and pin. Before you could always sign into an account by inputting a code in meta.com/device The issue now is that when you try to add another profile, a test account in this case, it send a link the user needs to confirm. How are we supposed to accept a link sent to a test email?
Hello. I am very happy with the dissolving of app lab and our games being moved to the store. However, even though my apps have been updated and key words added, they still can only be found by entering the full name of the game. What's going on?
Hello guys, I am not sure if that is the right place to ask or to get guidance, I am a fresh meat here with Oculus. I was wondering if there are any codebases or examples for using WEB technology for VR (React) + Raspberry Pi (Node (JavaScript) + Python Back-End) for Meta Quest 2. I saw a lot of code for C# and other native languages. Maybe there is some sort of wrapper with it e.g like Cordova is for hybrid mobile apps? I am a bit in a limbo now where to start (started checking UnityEngine etc., but I want very optimal solution). I work with A.I. technology where visual is limited and only reason it is used is to show camera view with addons on top like with AR. Maybe anyone can guide me or interested to know more what we are doing and can help? P.S. I would be happy to open public REPO for collaborators where we can work on that if more people want to make it. Possible to make mini-framework for it. Key features focus on roadmap:- Initial setup- Coding standards, confi
I've set up a webhook to listen for in-app purchases, but it does not seem to work with test users. Is this by design, or some kind of error? If by design, it would be incredibly useful to have test user purchases also trigger the webhook. I couldn't find any documentation on the topic.
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