General VR & MR Development
Recently active
Zu
Hello! I have now contacted 3 different chats/emails at Meta who have redirected me/haven't been able to help. I am in the last few months of my masters program and have to get an APK from Unity onto my headset ASAP for my thesis! I have a Quest 2 Headset that is updated with the most recent software (just updated it again today– Feb 7th– #49.0.0.186…). I cannot turn developer mode on via my phone app and I cannot connect my Quest 2 to my mac or my PC to the MQDH desktop app (it won't recognize it...and it won't get recognized on SideQuest either). My Quest 2 won't show up as a device on any of these methods, and therefore I can't offload my Unity APKs. I see in forums that this was a major issue starting in December, but that there was a "solution" that was a software update for the Quest 2...wondering if there's a different solution or the issue still isn't fixed or how to go about this? This was the forum I already read and it didn't really answer what was going on and how
The vr headset is the best
I am trying to build a VR application using the native oculus sdk provided by meta in Vulkan. I am facing an issue with textures in the application. The Textures are flickering(more like jittering) at the edges. The jittering is more prominent inside the VR. Any idea what might be the reason behind it? Furthermore I have already implemented mimapping for the textures and multisampling is also implemented. If any more details are required please let me know. Here is the link to the refenrence video.Flickering can be observed in the flower pot in the video.
Hi, We have some functionality in our application that is only supported in v49. We are able to determine the users System Version number (associated with the specific update) but are trying to determine which Version corresponds. Does anyone have access to a conversion table that lists all System Version numbers and the corresponding Version? Thanks
If you are using Airlink, you are unable to read proper boundary info. ie. what runtime provides you (doesn't matter if you use OpenXR or Oculus SDK) is incorrect.Here's a video of me recording three cases https://youtu.be/0RAaA14LYusAnd copied the description from the video about parts/cases:Recorded on Quest, the game uses VRAPI (OpenXR gives the same result but with VRAPI I am able to render the actual boundary)Recorded on PC, Quest 2 is connected via Airlink, the game uses Oculus SDK. Note that there is an offset for the play area centre here.Recorder on PC, Quest 2 is connected via Airlink, the game uses OpenXR. Note there's no offset and I am standing closer to the apparent play area centre. I also moved my arms behind me to show where the boundary ends.The most interesting bit here is that Oculus SDK (2) read boundary points properly but still provides incorrect play area info. It almost encloses the whole play area (GetBoundaryDimensions can accept values for boundaryType, I us
Hi All, I recently deployed my first app on App Lab. It was over-priced and now we desire a price change. Does anyone know the correct process for this? I've read "send an email to support" with some specific info. Done. Was told to "Create a New App" and list the relevant price date in your REVIEWER NOTES. Done but haven't heard and the approval is stalled. Can anyone help a first-timer with how to get this done? Thanks a lot. Mark
I've submitted my app on the 2nd Jan for approval for the App Lab. Has anybody also experienced these delays? It should be approved within two weeks as far as I know. In the meantime I've imroved the app already and could directly submit a new version. For comparison Google takes about an hour to approve an Android app and Apple a day roughly. Why does that take that long? Meta team, can this not at least be sped up for the App Lab (as the name suggests it's a lab) so that rapid development is possible? After all it's not even on your store.
How do we request old-school Nintendo and Arcade games be added to the platform? I understand licenses have to be purchased. However, I am not a child, and I'm not too fond of sports, killer solider, dead, or racing cars. I would love games to play from the GOLEN AGE of arcade games. I want the original games, not some rip-off version of the actual games. I have listed a few games. I am pretty sure there are many more I can name, but for now, here is my wishlist. Pac-ManDonkey KongZeldaPokemonSpace InvadersCrash Bandakoo
Hi All, I am using DistanceGrab sample scene from Oculus Integration version 42.0. After the cube is grabbed and the player moves, there is a jitter of the grabbed object (video attached). How can I resolve this? There was a similar post earlier, but that didn't solve my issue: https://forums.oculusvr.com/t5/Quest-Development/Moving-Grabbed-Objects-jitter-Unity/td-p/814552/page/2 Thanks,Arihant
i love my computer
Hello, I am using the OVR Player controller with OVR Hands, tracked by the device controller, not by the hand tracking system.As next step, I add the new meta avatar below the OVR Player controller (exactly below the TrackingSpace transform), keeping the OVR Hands logic, because I need to interact with other objects. However, the OVR Hand hand model is not synced (does not overlap) the meta avatar hand. Is there a way to fix, fine tune, that issue? I cannot use the hand tracking system, I need to use the device controller for tracking hand rotation and position, but replacing the controller model with hand one.Thanks in advanced for any help.
oculus quest 2 homes have immersive skyboxes. I am making a game in VR with Unity is it possible to make it?how can I start?
1 - Why do I have to create a Nintento Mii mandatorily before just getting to the basic menus, I'm not 12.2 - Where is my library I built when Oculus was good? Or is that just.... "gone for my benefit of experience?"3 - Is Oculus Lounge still a thing, do I have a cool customizable home that feels warm and inviting and has a few mini games to reacclimate to VR, or is Home just that endless, empty, soulless void now?4 - Have you guys considered building a help + support system UI for ease of use by humans, or..... ?
Can anyone share insight into the internal cameras - do they only collect positional data?
Hi. We are creating a game on Unity, but we also have a website for this game, I am looking for an opportunity to implement authorization via Oculus on the site. Can you suggest possible libraries for NODE.js or React that allow you to do this?
Adding my support for RAD and echo VR. THE game I play, but also a community that’s actually working in the metaverse. We’re all sad to see it go, and hope you let us know what’s coming next
Hey, Im blank56 aka domie. I've played Echo Arena for 3+ years and have made so many memories and friends on this game, it still is growing and the community is stronger then ever so why shut it down? There are many ways to make more profit off of it including making it pay to play. Echo Arena has been a part of many trailers for headsets and items for META and to shut it down while the community is at its strongest feels like a betrayal. Echo Arena has given a safe space to so many people and has made so many of us feel important. At absolute minimum allow private hosting. #SaveEcho #FightForEcho
I'm getting the above error while trying to connect to MQDH but I was abble to successfully connect with meta quest app. Kindly help me with this!
Hello,I have a problem — I had submitted my app 2 months ago, but I have not received any feedback too long. And most sudden fact that many of tickets have met silence from the support team after transferring to Oculus Start team. Did you ever met something like that? How you solved this? The looses occurred...
Such as the post's subject title. I am new to quest developer, recently I got my quest pro, and I would like to output the fisheye preview with pose data at the same time. May I know if that is possible? What API do I need to focus on? What platform do I need to base on, unity or native? Thank you!
Hi guys,I'm trying to pair the controllers to the Quest Pro HSE1DevKit but it's proving impossible.Also, I tried to sideload new firmware to the controllers but I can't because they are unauthorized.adb: sideload connection failed: device unauthorized.This adb server's $ADB_VENDOR_KEYS is not setAny suggestion on what to do?Cheers
Is there a way for the App's server to fetch Quest user ID based on the access token? The flow looks like this1. Client calls the backend with access token.2. Backend calls Quest API to fetch user ID, base on the access token.We don't want the client to directly send the user ID, because we want to make sure the caller can verify itself based on access tokens.
Hello everyone, I am very new to all this, and hope you guys can help me out. The issue is: I am trying to setup the "Quest" with the MRC software and I am receiving an error when I hit "Calibrate Your Camera". The error is as follows "Quest Connection Error, There was a problem connecting to the headset. Make sure the device is connected on the same Wifi network as this computer and to make sure that the Mixed Reality Calibration app is running and try again". The strange part is this is after it has connected to the quest and is showing a device found with a green light next to it and the IP. What I have tried: So far I have reinstalled the app on the quest, cycled the power a few times, and have noticed whenever I got back to the quest while in MRC it gives me a "Tracking Lost" error and doesn't recognize the controllers. This then forces me to hard boot to quest to get it functioning again. If you have any suggestions or advice please let me know.
I'm having trouble inserting models into home. The error is not in the model, because I have already inserted it into home. It gives me the error "check the model for GLTF validation errors and try again later". I get the same error when inserting the template home. Does anyone know if there's a validation failure?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.