General VR & MR Development
Recently active
Hello Support and everyone,We tried to complete the Organization Verification process by uploading new legal document, we selected contact method as "Email". However, it always gives error message "There was a problem saving your changes. Please wait a few minutes and try again."Is that any way to make it work please? Thank you.
When I try to do the admin verification for uploading my game onto applab it gives the error message in the photo or it says " To prevent any misuse, we limit how often you can do certain things on Facebook. Please try again later."
I am using WebXR to develop a VR experience that allows the user to walk into a room and interact with it. However, the glasses detect the application as if it were augmented reality and therefore, The Oculus Quest 2 changes to AR mode in the process, making the application unusable. The project is being developed in Unity 2021.3.2 and using the Simple-WebXR package for Web deployment, along with the Mixed Reality Toolkit (MRTK). It has to be an Oculus Quest 2 problem, because it also affects similar projects I developed with WebXR, older projects worked correctly, and they break too. I experimented this problem in all of them. I will show you images of how the application it should look like in VR and another one that shows the AR mode error. My Oculus Quest 2 Version is: 47421700667400000 Is there a mode switch for VR/AR that I'm missing? Is it related to the most recent update or the version of the oculus quest 2 that I have? I need urgent help
How about doing some research into some of the VR anime like the original dot hack series and then also Sword Art Online and the Gun Gale series I think if the VR world was you know more like that that would be cool I just can't find any games to interact with enough I mean honestly there's only two games I honestly play and one I only play as a warm-up I played pistol whip to warm up and then I jump into population one other than that I don't play Nothing Else and population one's not a big thing but it's the only one that seems to be the most exciting and Interactive but I think population one has two small of a world or need to set it up to where you can play one game for hours instead of you know 15 minutes and I'll eliminate the restrictive zones just have a full open world where people can just continually run around or you know set up camp so that way the game can be played for hours you know where you've got a hunting fine people instead of everybody getting pushed into a small
Ever since our Quest 2s have started updating to v39, our applications are no longer able to find their device's serial numbers. This is breaking a lot of our work by preventing us to properly communicate with our backend. We previously used the following code in Unity to get the serial number, but this code now returns "unknown". AndroidJavaObject jo = new AndroidJavaObject("android.os.Build");string serialNumber = jo.GetStatic<string>("SERIAL"); Is there anyone else experiencing this problem that might know a solution? It would be very helpful if Oculus Support could provide us with information if they know what might be causing this.
Is it possible to get the Serial Number of the Headset through Code ?? I want to do thing using the Headset Serial Number with Backend data
I'm very new to Meta Quest development, so please let me know if this is the wrong place.I'm trying to stream video data to my Meta Quest 3, but the Meta Quest Browser keeps throwing a PIPELINE_ERROR_DECODE error whenever I feed it data via SourceBuffer.appendBuffer(). I know this is an issue specifically with Meta Quest Browser as I've tested this code in Chrome/Firefox/Edge on Linux and Windows and they all correctly display the video. It is only when I open this HTML file in the Meta Quest Browser that there is an issue displaying the video.The code below reproduces the error described above:https://gist.github.com/BFergerson/808cc4c9c5eba9e0efc05033a431ced2<!DOCTYPE html> <html> <head> <title>IE delay repro</title> </head> <body> <video id="app" width="160" height="90"></video><br> <button onclick="video.play()">Play!</button> <div id="time"></div> <script type="text/javascript"> var c
I was aware that access to the front camera was limited on Quest 2. Does Quest 3 have the same limitation? If Quest 3 allows developers to utilize the front camera, would anyone share tutorials on CV projects using the front camera? Many thanks
I play PCVR cable lin (Oculus3) and use the Oculus debug tool/Tray tool. Everything in this tool works except the FOV setting. I tried reinstalling everything, all possible settings change, and nothing, also in steamVR. Does anyone have a similar experience or solution?
Hi there,Since Meta Quest Developer Hub for Windows fixed non-English Windows can't use cast 2.0.I found the cast stream always get laggy or heavy frame skip at 8 or 9 minutes after cast started, tried all options but no help.I guess it maybe something wrong with Dev Hub or my PC Spec, cuz when I stop the cast and restart again immediately, it goes OK another 8 or 9 mins, seems not a problem on Quest2.BTW, I found no such problem with cable. Quest2 128GBWindows 10 (Traditional Chinese)i7-6700KGTX108016GB ramAsus RT-AX1800
we have a small team building medical training for doctors in hospital question: after building the XR scene with unity/openxr, what is the best practice to integrate XR program with online course platform? is openEdx a good online education platform for delivering XR program?please help
we are building a XR medical training program for doctor with a few software developers, having unity experience. 1) should I choose between Native openXR or Unity? 2) any advantage of using native openXR on meta quest 3 device? we do need to integrate LLM with wit.ai for conversation please advise.
So if we get a failed purchase callback how are we supposed to know if the person was charged? Because we assumed if it was a failed callback that meant that the person was not charged. However we did get a failed callback and then got contacted by the person saying they didn't get the item (we handle giving the item in the successful callback) They were able to provide a receipt showing that they were charged. So how are we supposed to know if a failed callback actually charged a person? I'm assuming if the card is declined it would be a failed callback as well?
I'm wondering if I'm missing something or if the UX is just really terrible. When I paid my Quest 2 to a PS5 controller it seems I'm unable to use either my hands or the quest 2 controllers to actually navigate through the quest. At the same time within the Quest OS I'm unable to use the bluetooth controller to actually navigate menus. As a result, the only thing I'm aware that I can do is turn off or otherwise unpair the bluetooth controller (again PS5 / playstation 5 in my case) at which point I can control the quest with my hands / native controllers again. Am I missing something? It's clear the Quest is still tracking my hands, it's just not actually using it for inputs at all? Thanks for any help!!
I am trying to set up a static 3rd party avatar with a custom hand pose. Using the CustomHandPose example scene, I was able to get the hand pose I wanted, but if I try it out in VR, it mirrors my movements and I want it to be static. However, if I turn off the body tracking, it goes back into T-pose. Is there a way I can just change the arm position to be vertically parallel with the body without it mirroring my movements?
Just curious what your future plans are for 360 Video Developers like me. I have hundreds of thousands of watch time on your platform, but you keep expecting content for free. Pico pays me for content, YouTube pays me for content, but I am thousands of dollars in the hole with you from ads, Oculus Launch, and other issues. Are you ever going to value us as creators and help us like Pico or YouTube? Your response would be greatly appreciated so I can know if I will continue to upload to your platform and what I will tell other 360 developers, or if I will delete my channel from your platform. Shauna from VRGetawaysUsing VR Headsets to Transport you on Adventures to Beautiful Places.肖纳历险记 shaunasadventures1@gmail.comWebsite ShaunasAdventures.com or www.vrgetaway.orghttps://creator.oculus.com/community/109816967492217/YouTube Linkhttps://www.youtube.com/@VRGetaway
Speakatoo API functions correctly in POSTMAN, but it's not working when integrated elsewhere. What could be the issue?
Hi, I am trying to measure the device's power draw in mW while running an XR app. The OVR metrics tool provides:Battery Current Now: This is the instantaneous current drawn from the battery in milliamps. When I tried logging this metric from the OVR metrics tool I got values that were either 0 or 9999, the value remained at 0 for more than 10 seconds at multiple intervals. May I know if this is fine? and can you help me better understand its output?The tool also reports Power current which also varies between 0 and around 65. May I know how this metric is different from Battery Current Now? Additionally, the tool reports power voltage and power wattage. I referred to this link but the explanation of the metrics was not clear. Can you help me better understand the output of these parameters?May I know if there is another source or tool through which I can access this information like VrApi logs or through adb commands?The image below contains the graphs for each parameter
Hi all!I am a PhD student at the Technological University Dublin. I am using the Meta Quest 2 to run the experiment that involves pairing the Meta Quest 2 HMD and EEG headset. The issue is that I need to know the exact time between the event happening in Unity and being detected by the LabStreamingLayer and the image changes on my Meta Quest 2 screen with high precision. Due to the specifics of the EEG signal I am working with the answer should be precise up to the millisecond. Is there some known number or should I measure it myself using photosensors, etc?Thank you
Hello. Im trying to run the sample project of https://developer.oculus.com/downloads/package/meta-xr-mr-utility-kit-unreal/ Mixed reality. but when i build on Visual Studio i get this error;Severity Code Description Project File Line Suppression StateError MSB3073 The command ""C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat" MRUtilityKitSampleEditor Win64 Development -Project="D:\UNREAL\Sample\MRUtilityKitSample.uproject" -WaitMutex -FromMsBuild" exited with code 6. MRUtilityKitSample C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44does anyone know what can i do?
Dear All,I tried to record inputs using AutoDriver as mentioned in the following link :https://developer.oculus.com/documentation/native/android/ts-autodriver/I used batch files in the following link:https://developer.oculus.com/downloads/package/autodriver-batch-files/I ran RecordAutoDriverInputs.bat and recorded netflix activity but the *.autodriver file was not created with the following error:adb: error: failed to stat remote object '/sdcard/Android/data/com.netflix.ninja.vr/AutoDriver/default.autodriver': No such file or directoryPlease help me solve this problem.The entire script I used is :-------- Script Start -----------------set TEST_NAME=MyFirstRecordingset TEST_CLASS=com.netflix.ninja.vrset TEST_ACTIVITY=oculus.Vr2dShellset TEST_SECONDS=30 echo offsetlocal enabledelayedexpansion :: Setup system and device variables.if "%ADB%"=="" set ADB=adb.exe%ADB% help > nulif "%ERRORLEVEL%" NEQ "0" goto AdbNotFound set DEVICE=if not "%1"=="" s
I am trying to enable Developer Mode on my Meta Quest 3 and am running into a problem while following 2 different official developer docs:Setup Development Environment & Headset doc; andEnable Developer Mode docI can confirm that I have logged in dashboard.meta.com using my normal Facebook account, I've created an "Org" and verified my credit card. I've enabled developer mode from inside the Headset Settings on the Meta Quest app on my phone.Both documents now want me to do the exact same thing: put on my headset, and then go to Settings >> System >> Developer. And from there, they want me to turn on the USB Dialog Connection option.The problem is, when I go to Settings >> System >> Developer, I only see these options: As you can see, no mention of a "USB Dialog Connection" option. There is only a "USB Link Auto-Connect" option, but that's already enabled. Can anyone spot where I'm going awry? Am I in th
Hi, I am trying to create an additional release channel for one of our apps and I get an error. I've opened a ticked with Meta dev support team but apparently they can't help. Anyone has any ideas why this is happening/ how it can be fixed? (error attached)
I am trying to upload a new build of my game through the Meta Quest Developer Hub. I am uploading it to a private release channel for alpha testing. I am getting a number of errors after multiple attempts with a different error each time. I get upload failed errors sometimes showing Processing Error please try again later, API error, or ECONNRESET Network error. I've tried looking at the log files but Im not experienced enough to know what to do. It is strange because I havent had these issues before, I've uploaded multiple builds with the most recent being a little over a week ago. I am using unity 2021, the most recent version of MQDH, and am attempting to upload an apk and single OBB file (2.2 GB). I have tried copying the adb files associated with my unity project and pasting them into the "Meta Quest Developer\resources\bin" file path. I've also tried changing the MQDH ADB file path to match the unity version in the file path "C:\Program Files\Unity\Hub\Editor\2021.3.15
Hi all, my question is maybe simple, but i need to be sure i won't get surprise on developing local multiplayer experience. How many VR headset can be used in the same room, keeping in mind area divisions, and the minimun space required per each?There is some limitation?Anyone have tried it before? The project involve into 6/8 concurrent players o less if we had no player on designed area spot.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.