General VR & MR Development
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I have connected to the internet. I can see recent news articles on the browser so I know it’s not a cached version. However I can’t access my games. I click on them, it tries to load then tells me it can’t connect. I try to update the account and it can’t find the accounts. Also can’t connect to the Store. How do I fix this? I’m about ready to firm reboot
Hi for last hour we cannot upload any build and it always says API error 2025-02-05T00:41:28.842Z [DEBUG] Run args: {"appId":"28354413414173428","apkPath":"C:\\Projects\\QuestCam-Studios\\Libraries\\LMNL\\Android\\app\\release\\app-release.aab","channel":"store:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true} 2025-02-05T00:41:28.987Z [DEBUG] Server log: {"app_id":"28354413414173428","client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\te
I am following the meta quest tutorial and I am getting an error trying to import a function.inside GameManager.tsexport const moveGemToCourse = new hz.LocalEvent<{}>('moveGemToCourse'); inside GemController.tsimport {moveGemToCourse} from 'GameManager'; My error message is:[GemController] (2, 8:23) Module '"GameManager"' has no exported member 'moveGemToCourse'. I create a brand new GemController.ts and put the import statement and immeditatley get the error which leads me to believe it is an error in gama manager. Any ideas?
As virtual reality technology continues to advance with devices like the Meta Quest, I can't help but wonder: why hasn't anyone developed an app that can perform an eye exam or determine prescription lens measurements directly within the headset?I understand that accurate vision testing requires specialized medical equipment and falls under strict health regulations. And yes, the eye-tracking in Meta Quest is designed for interaction, not for medical diagnostics. Still, I genuinely hope that one day we’ll see an app that offers at least a basic vision screening or guidance to help users determine their lens specifications in VR.Such an app would be a game changer, especially for users who rely on prescription glasses. Perhaps collaboration between developers and eye care professionals is the step we need to turn this vision into reality.
Hello I'm new to Unity and also new to VR developpment. I have been facing an issue with the meta movement SDK and the Avatar i'm using to follow the movement tracking.I looked up in the documentation and find a troubleshooting saying that when the avatar is collapsing on the floor it is because the tracking of the controller or hand is lost.Is there a way to avoid that?I've been trying the samples of the meta movement SDK and I faced the same issue.I'm using the building block for the camera rig and tracking and for the avatar it has an OVR Body component and an Character Retargeter. In hope anybody can help !
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?
Hi everyone! I'm using the movement SDK in Unity to track the facial expressions of the person wearing the headset (Meta Quest Pro). I saw there are some "features" related to tongue (eg. TongueRetreat), and it made me curious on how these features are measured, since they were added after the other ones (version 60). Are they measured from cameras/similar, or are these features derived from others?
Hello,Who can I reach out to to discuss an amazing idea that would change the world using Meta...
My engine crashes, and I keep getting this message every time I press play using the game mode base and VR pawn I set up following the Interaction SDK for Unreal Engine documentation. Yes, I am using the correct version (71.0.0) for the current UE version I am using for my project(5.4.4). I also enabled the MetaXR plugin and hand tracking in the project settings. I wonder why it's referencing that path in the crash log when there's nothing there, and all of my plugins are in the Unreal Marketplace folder.
I am trying to add to the batting tutorial and I am having issues spawning the ball above the players head. I have implemented a couple different ways but they dont work. They will compile but the collision detection doesnt work. I have recieved errors such as failed to call method 'start' as well as having the code work with error detection but break once the player moves. This is my current code: import * as hz from 'horizon/core';type State = { originalPosition: hz.Vec3}class BallScript extends hz.Component<typeofBallScript> { static propsDefinition = {}; originalPosition!: hz.Vec3; start() { // Listen for ball collisions with the ground. this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnEntityCollision, (collidedWith: hz.Entity, collisionAt: hz.Vec3, normal: hz.Vec3, relativeVelocity: hz.Vec3, localColliderName:string, otherColliderName: string) => {  
I'm getting this at the top of the developer dashboard in Monetization for my app IAPs/add-ons. It says that I have entitlements that aren't being consumed. Is there a way to actually see what entitlements exist that haven't been consumed? Since this would clearly mean a bug in the game or our backend.I did a database scan through all of our users, and did find 6 entitlements that weren't consumed, but the script took hours to run (ping Meta API for every single user, most of whom will be negative) and won't work as we continue to gain users.
Every now and then someone posts a DIY headset project that they've made, some of them are quite impressive. I wonder if anyone has ever removed the lenses from a Quest 3 and then tried to build a custom headset around it? I guess the tricky thing would be finding better screens - regular OLED is too dim, LCD isn't better than regular Q3, and MicroOLED is too expensive / rare / small? Maybe there's a high end LCD + local dimming screen better than QPro / Pimax available somewhere?
Hi,I’m developing an application using Unity and MRUK. However, I’m facing an issue with room scans on the Quest 3.After completing the scans, they randomly collapse after some time, I either lose all of them or the anchors lose their correct positioning.Is there a known solution to this issue?
After the headset updated itself to V76, none of my builds work anymore.Nothing that worked on V74 works now on V76.I've tried so far updating Unity to latest 2022.3 LTSI've tried moving the Meta SDK to V76 in unity.I've tried multiple android API versions.I've tried factory resetting my quest.Simply none of my builds work, I cannot continue working on my game.After the splash screen I just get a black screen, there are no errors in thrown in the debug.
What is the memory limit for the Meta Quest 2 app? I tried increasing the memory to check. The app crashed at about 4GB. Is there an official memory limit?
how many devices can i run in the same session (each device/user would have it's own acct)?
We are experienced Quest developers, and just started out working with devices in Meta Horizon Managed Services Shared Mode.We often use the option to disable the Guardian for development purposes. How is this done in Shared Mode ?
Is it possible test one of the Multiplayer possibilities:- Web-LAN-Colocationwithout Meta Checkup (Meta rejected my Admin confirmation in developer panel).ON REAL Quest 3 devices (not MP testing tools)If "Yes" - point the right workflow of MP testing.
Hi Meta Developer Support,I'm reaching out regarding the AutoDriver system described in your documentation here: https://developers.meta.com/horizon/documentation/unity/ts-autodriver We've been following the guide and batch scripts closely, using a Quest 2 in Developer Mode, but no .autodriver file is ever generated during recording, despite no errors in ADB or logcat.Multiple developers across the community have reported the same issue, which seems to affect all newer firmware versions for Quest 2 (and likely Quest 3/Pro as well). This is blocking our ability to automate E2E testing using on-device input replay - a feature that was core to AutoDriver’s value.Could you confirm:1. Whether AutoDriver is still supported on current Quest 2 OS versions?2. If it’s deprecated or broken, whether there's a timeline for a fix or update?3. Any official workarounds (beyond the XR Simulator)? We would really value clarification on this, or even confirmation that the team is aware of the issue.It's
Every time the direction I look at changes, the front has to change, and when I move to "Joystick", the "front" has to change according to the angle, but it doesn't offset in the game I'm makingI'm making a game through max in cycling74, and I take information from -1 to 1 with angle information I'm looking at and joystick, how do I offset the forward, backward, left, and right movement information depending on the angle?
Meta Ray Ban Accessory Concept Hello people of Meta, I have been following your Meta Ray Ban collaboration and think it's a great idea, something I would have thought of myself. However I read that the battery lasts 4-6 hours. I have an idea that could increase battery life and also make the Meta Ray Ban Sun Glasses a stand alone device, one that does not need to connect or pair with a mobile device or computer, utilising an existing accessory that are common item for sun glasses wearers to use similar to the Meta Ray Ban Sun Glasses Charging Case idea. My idea is to combine the lanyard type sun glasses holders that allow wearers to hang sun glasses around their necks with extra battery, memory within a device that could potentially run IOS or Android Operating Systems. So imagine the lanyard type sun glasses holder, with an attached Wi-Fi and or Bluetooth Flash Drive (I have seen Kingston 1T drives that have a small form factor), loaded with an operating system IOS/ And
I noticed that the OVRBoundary.GetVisible() is being deprecated and this page suggests not using it anymorehttps://developer.oculus.com/documentation/unity/unity-ovrboundary/Is there an alternate function that I can use to get the visibility status of the oculus guardian?
Ok, I'll do my best to explain this ... Imagine a geography teacher who wants to take her class of students to 'Paris' for 30 minutes, all while in the classroom. Teacher has a 'movement jacket on, with sensors' and a 'feeder information' special teacher headset, and each student has their own (or schools) headset. The entire class with teacher has an interactive 'field trip' to Paris, at almost zero cost.This happens because, someone already 'video mapped 'Pairs' as a 360 degree walk or 'drone' tour (the entire class can simply jump over the River Saine) to access Notre Dame or Louvre Gallery. ... and that's just the start of it !Lets up it a bit. Imagine: Meta supplies people 'an up-load meta 'mapping' hat' (a hat with many cameras to include a smart processer box). Now, let's say: I own HMS Victory, a historic battleship. I wear the 'Meta-cam-hat' and record a full walk round tour of my battleship; I now upload the data and hook it to the 'Meta-verse' connection it
I actually posted this on reddit but figured the main VR community maybe interested if they have an Oculus Go.Here is the full video discussion on the whole thing with the full instructions: https://www.youtube.com/embed/cr8f3z4Rs4EEssentially I found out how to change the VR background for the Oculus Go in 2025 since Meta/Facebook broke the oculus go when trying to convert an account from Facebook to meta. It removes the VR background that is cached on the headset and since they don't support the Go anymore, the url for the list of oculus go vr background doesn't exist - so you can only get the black background (which an error due to how meta/facebook break the oculus and sets an int in the user0.db database for the environment_selected key Or the apk:///assets/environment_oculus_bubbles_2560x1440.ktx which is when the user0.db sets the enivronment_selected to blank or null. It really only for technical people but my goal is to: (coped from reddit)Create a github page
"I tried this, and now I’m convinced salt is the new duct tape." https://www.globenewswire.com/news-release/2025/04/17/3063412/0/en/Salt-Trick-For-Men-A-Revolutionary-Leap-in-Men-s-Vitality-with-Nitric-Boost.html
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