General VR & MR Development
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when i look up info on this many say something like this."Can you play the Meta Quest 3 while charging?"ok what if i just want to run the Quest 3 hooked / Linked to my PC.say it is 100% charged, but my battery life keeps going down. WHY?i have seen info on making sure the USB C ports are having the right power output to it. (drivers updated and all)yet it still can not run on the Optical link cable with out draining the battery. this is the one thing, that is a hard No for me. (no happy with this)if asked how do i like the quest 3. and have shown this to many friends but this problem is a Big one.16 foot link cable should at least power it with out draining the battery.i can see maybe charging and playing at the same time being a problem. but you should be able to leave it plugged in and even if it slow charges the headset you can still play as long as it is plugged in. i had seen where you have said you are working on a problem with this. so are we still waiting for a fix? a
All of this morning I'm getting "Entitlement check failed" intermittently and in the MQDH I'm seeing "not published" and published turning on and off randomly? Any idea how and why this is occuring? Thanks
Hi, I'm developing a VR app, that will now have MR scenes available. I added the OVRSceneManager to my scene, assigned the plane and volume prefabs, scanned my room, yet no meshing or prefabs are instantiated in my scene. And with verbose logging I am getting this message:"Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad."Even though I did scan my room successfully. All the documentation I am reading is outdated, and under my OVRManager component, I have Anchor Support enabled. I see Meta's documentation online saying you need to enable Scene Support in the dropdown, but I don't see it appear in my Quest Features....How can I get my scene model to load and mesh correctly?Thank you!
I have enabled 2FA and I'm still not verified.Tried entering Mastercard info, no go. Tried SMS, it doesn't send message.I live in Slovenia, EU.
Hello , I am not able to login to the MQDH using my oculus login inside my organization.The error seems really bad. Attached.IS there a way to configure the proxy for MQDH?login-error-behind-proxyThanks to reply soon !Regards
Hello, I need to talk about using Quest3 for education purposes. I'm the IT guy in a public high school and we bought 5 headsets as a starter. I'm having a few problems on securing the device and the UI. We want to buy more headsets but I will wait before these issues are fixed. We need a somewhat controlled environnement for students. We want them to give them access to only specific apps and games and be able to block them from downloading any games that they want. Because we don't see what they do in VR, we don't want them do to somehting completly different than what they are supposed to do and download and play Population One for example. The only way I was able to do it is creating child accounts but now all social features are not available so they can't be in a VR experience together so that is not a viable option. If I could have the option to put a **bleep** on the store that would literraly fix most of my problems. 
I really want to try microOLED but the options are BSB no IPD adjustment. AVP is 3.5k with a locked system : D Currently quest 3 is the only good option that also has a reasonable weight. Meta bring microOLED+passthrough. BSB put IPD adjustment ffs. Samsung bring open alternative for AVP.
Couldn't find the answer on the internet for some reason. All I could find is how to download them or some shallow thing about how they are two images for each eye. I used to hate VR videos because I had been watching the improperly. Not sure what it's called, but it was essentially just a projection of the video in a sphere around you, so things up close would look massive and it was overall just terrible. Then I learned you needed a dedicated VR Player, and the result was much better. It really felt like I was there. But how does this work? In a game, things feel real because when you move your head around, there's parallax from which you gather a sense of depth, but in a prerecorded video, the video player has no idea, right? When I was moving my head around in the VR Player I obviously couldn't see any noticeable parallax, but the VR Player almost "simulated it" well enough to where it felt real. Does it have depth data or just use some sort of algorithm?
Hi everybodyIs a tool which function correctly on Q2 and Q3 will systematically function on Quest Pro please. It's about a project on the way for applab. The particularity is that only hand-tracking is used...Thks by advance for your interest, Serge / France
Im using SteamVR in a quest pro (the steamvr menu system look fantastic now) and have noticed in the middle of the screen is a round selecting tool that highlights things when I look at them https://mobdro.bio/ . Its not eye tracked, its just centre of your view. I just cant for the life of me work out how to SELECT (click?) I look/aim at a game in my library, it highlights but then I have no way to SELECT and so I have to fumble around for my controller to point and click. Has anyone worked out how to click? I tried blinking, pressing the volume up/down, pinching fingers. Many thanks as it would be much cooler to just use this gaze selector thats clearly built for this purpose right?
I am planning to submit a game for App Lab in the future but I was wondering if you can have 1 uploaded at a time or multiple.
Hi, I've created an event-based notification for my meta quest app, belonging to the Social Category, and targeted it to the Ratings & Review page. Based on the details mentioned here, my understanding is that the notification will not be sent once the user has posted a review. But in my case, even after posting a review, a new notification is displayed in my feed when I trigger the event via the app. Am I missing something here?
I’d like to spark a discussion on a potential feature that could significantly enhance our experience with VR applications like Netflix or Amazon Prime on the Quest 3. Currently, engaging with real-world tasks while immersed in full VR applications disrupts the viewing experience. For instance, if you’re watching a movie and need to grab a glass of water, you’re faced with two options: either double-tap the headset to activate passthrough or walk out of your play area boundaries. Both actions, unfortunately, pause your movie, pulling you out of the immersive experience. Imagine if future software updates introduced a passthrough option that activates when we step outside a predefined boundary while still allowing the movie to play. This feature would let viewers seamlessly interact with their physical environment without missing a beat of their film—imagine walking to the kitchen to grab some popcorn while still being able to watch your movie through a passthrough view. 
I need help creating a game for the meta quest store I want to know what programming language and tools can be used to develop a game for meta quest and do I need to pay for online servers or is there a free option I can use for the game
I’ve been trying to do the admin verification since 2023 November but I never had any luck it keeps rejecting and sends a notification to fast no matter what I do does anyone know how to solve this problem?
Hello all,I follow the documentation: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/When i have to install the driver, it is wrote that i need to right click on the .inf file and select 'install', but there is no 'install' menu.I work on windows 10, x64 and with an oculus goCould you give me some helpBest regards
We have an oculus game on the store that allows users to import their personal assets (picture, video, music), and a web portal for users to upload/manage those assets. We want our users to be able to login to that portal using their Oculus account. The docs for Account Linking in the Oculus Developer dashboard reference a url to start the SSO workflow that turns out to be 404: https://auth.oculus.com/sso/?redirect_uri=https://someloginuri.com/oa&organization_id=1234567812345678 We thought that because Oculus accounts have now been merged into Facebook/Meta accounts, we may be able to use a classic FB login to authenticate our users, but this doesn't give us access to their Oculus user id, and the FB OAuth tokens are considered invalid by the Oculus Graph API. What is the up-to-date flow to authenticate oculus users on our website using their Oculus/FB/Meta account?
mrproman.3368 my access development issue for Hand tracking
Hello,I created an app under Quest (Store) when it should of actually been App Lab. This app is still in Alpha. How can I move this application to App Lab without creating a new application? I'd like to keep the same name, but I'm unable to do so trying to create an new app as App Lab.
Hello!I have added IAP to my meta quest game but when I check out my payment transfers every payment gets converted to USD.The problem is that I don't live in the US, I live in Europe so the money is completly worthless.So can somebody please tell me how to convert the payments from USD to EUR?
Hello everyoneI'd like to attach two usb cameras to my quest 3 and turn it into a binocular.Actually I want the passthrough feature, just with better cameras.My software project could be boiled down to a single line of code:quest_display.draw(camera.getframe()); The cameras come with an android usb driver. So I hope, I'll be able to eventually connect them.However, I'm totally lost in the quest development environment.As I don't need any kind of 3d calculation or VR user interaction, I left Unity and Unreal aside, and downloaded Android Studio and Mobile SDK. https://developer.oculus.com/documentation/native/android/book-intro/However, after days of trying, I find the provided sample code is terribly outdated. Nothing compiles and I'm not even sure, if it is compatible with quest 3, as only quest 2 and pro are ever mentionned.So, please advise me, where to get a simple hello world sample code, that actually runs on the quest 3, and where I can finally place my 'one' line of c
As the title says.I've been developing a game for the Quest 2 for over a year now and since yesterday, MQDH suddenly stopped finding my Quest 2. Literally from one moment to the other. It just lost connection and it never found the Quest again. If I start the Oculus program on my PC, the Quest is detected just fine.I have tried different cables, restarted y PC and the Quest a few times - nothing helps. I wanted to check if developer's mode is still on, so I tried linking the Quest with my Oculus app on my phone. But even more weirdness happens there. The app tells me it has found a Quest 2 and asks me to enter the 5 digit code. I enter the code I find under System -> Info, then after a while it tells me it can't find the headset. The thing is, if I start the process (on my phone) to link the Quest, it tells me it has found a Quest 2 - even when the headset is off.Now the Quest 2 and the Meta Quest Developer's Hub are not on the same account - but they never were. So that's not (part
its may firstime to create this account..i need some one to guide me how to learn more about this..
We are developers from China who want to publish an app on Quest. However, during the Organization Verification operation, Verify Business followed the prompts to upload the business license and phone number proof associated with the business, but we were unable to pass the review.
Hi guys, I'm new to the world of oculus. I just recently customised a gesture and want to generate a cube from a gesture. I do it once to generate it, but how do I get the real-time position of my hand? I'm kind of stuck!
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