General VR & MR Development
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Hey all, for all the incredible tech that went into Google Earth VR, I'm always a little disappointed when I just into Street view and realize it's just a 360 projection. Does anybody know of a way to get a stereoscopic view of streets? I heard there was something like VisoPlaces or Rendever, but it seems rather complicated to get up and running o.
Hello,Maybe someone had this problem with metahuman and have found a solution?1. I have a scene that is working on Quest3 build and also in VR Preview mode.2. I've downloaded and added metahuman I've created.3. I've enabled all the necessary plugins and compiled shaders.4. I've dragged downloaded metahuman blueprint into the scene.5. I'm running VR Preview and then Unreal Engine crashes**When i package game for Quest3 and run from device it works.EDIT: I'm using UE 5.3.2 and MetaXR v60Last log entries[2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2[2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1[2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1[2023.12.29-10.11.28:889][277]vr.PixelDensity = "1"[2023.12.29-10.11.28:894][277]PIE: Server logged in[2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds
Hello, I'm having trouble viewing some apps that have been shared with my account via email invitation. The app appears as accepted in the "Preview Apps," but I can't see it in my app library for download. I've tried resetting my Quest 3S to factory settings a couple of times, and I also installed the Meta Horizon app on different smartphones with my account and tried to install the app from there (it appears, but it doesn't install). Even so, I still can't see the app in library. regards..
Hi to everyone, I would like to have some help with this issue, I've been trying to use the Interaction SDK in UE 5.5, but I saw on the page that they changed a couple things, and now even if I follow step by step any tutorial, I can't make the grabbing component work, can someone please assist me?
So, I don't currently have a bluetooth keyboard. No problem I thought I've got a wireless small logitech keyboard with a USB reciever and an adapter. Which works really well... but I'm rather disappointed to find all the layouts for a phyisal keyboard seem to be US? Would it be that much to put UK options?Tried to screenshot the options but it blanked them out..
Can put the world and scripts back to the old version. I am no longer able to modify them, that it is super slow and when we modify them they disappear as if we had deleted them !
Hope I ask this question in the right forum - if not my apologies in advance.With v74 we got the option to pair secondary user profiles on the headset to their respective Horizons app. It works - I can confirm that. However the dev mode toggle seems to be greyed out in the app of the secondary profile (works flawless on the owner profile) eventhough the account is verified as dev.My questions: Is it not possible to have multiple dev mode profiles on the headset? What could be the reason the toggled is greyed out and how can I fix this to allow dev mode on both profiles on my headset.
I have been asked to verify the account but it is not possible as the button „REVIEW ACCOUNT“ is not active. I am not aware of any violation of the rules. I would like to ask you for help. Thank you.
Môj reklamný účet na Faceboku bol zablokovaný. Nie som si vedomá žiadneho porušenia pravidiel. Bola som požiadaná o overenie účtu, ale nie je to možné, pretože tlačidlo "SKONTROLOVAŤ ÚČET" nie je aktívne. Týmto vás chcem požiadať o pomoc.Ďakujem
I understand why the head tracked cursor exists. It's definitely necessary. However, when using the headset to connect to the PC or via APK, usually to watch something or play something that's not explicitly a VR app. That head tracked cursor is annoying in the best of cases, and downright game-breaking when trying to play a game with a gamepad while using the headset as a monitor.Solution: Make it toggle-able. A very simple action to massively improve user experience.
I dont know where else to go and im not a developer.can somebody please help me get in contact with bazooka studios so i cant voice my problem with their game Crowbar Climber.the game wont start and keeps going to a black screen.this is my last reach before i request a full refund on the game.ive tried uninstalling and reinstalling the game but it doesnt work@bazooka studios
I'm unable to register a facebook developer account. It's been a couple weeks now. I get this message:This is because we noticed you are using a device you don't usually use and we need to keep your account safe. We'll allow you to make this change after you've used this device for a while.
So I made a VR animation in Quill.I exported it as an alembic file.Imported it in Unity through an alembic import package.Made a timeline and if I hit play I can see the animation playing and behaving as I would expect (I can also see it with my VR Quest 2 plugged into my Pc).The problem is when I tried to export the .apk form Unity. I just cannot see that file at all.. all the other files that I made from Blender are working, but that alembic one from Quill is not there. Why?Why does it work on unity, on my pc, but doesn't when I export it as an .apk and install it on my Quest 2?
Hello!We are planning a client-server architecture in a project in which an app implements a background service that delivers information to client VR apps. In a standard Android environment this approach is not a problem - my question is whether this approach can also work on the Oculus Go.I hope you can help me with this question. Thank you very much.
I have been trying to connect my headset with my Meta Quest Developer Hub software on PC, and have tried rebooting everything, changing USB cables, and have verified that both my PC and the Quest 3 headset have Bluetooth enabled. I have been unsuccessful and the error message "Connecting to headset via bluetooth has failed. If the issue persists, try restarting Meta Quest Developer Hub and the device. Alternatively, use the Meta Quest mobile app to enable Debug Mode under Developer Settings. Once Debug Mode is enabled, plug in the headset to the computer with a USB cable to complete setup." appears. I have tried connecting my headset to my PC using USB, but Meta Quest Develop Hub doesn't seem to acknowledge this and keeps attempting to connect via Bluetooth.
Much like in ARkit and ARcore, Meta headsets should be able to estimate lighting from different directions especially after scene setup (scene capture). Do not confuse this with passthrough relighting, which is about making virtual shadows of virtual lights appear on the passthrough scene mesh.
Hello, I am trying to get float values from quest3 left/right trigger button.The code I am using is this: float triggerValue = OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, controllerType);I am able to get float values but it won't be increased to value large than 0 until the button is "half press".Then the value suddenly increase to 1 if I keep pressing it. So it's definitely not linear...I wonder if it's possible to change this analog mapping and make it linear?Best
VIDEO LINKI set the transform of two arrow meshes to the Grip Position and Rotation of each hand and recorded this quick video. Is this normal? UPDATE: Get Pointer Pose is looking like it might be usable. Not sure why I can't get finger bone, capsule collision, or palm positions. I'm using the oculus-5.4 branch from github, and started with the MRTemplate project.Using motion controllers is great, and the grip position is in a good place. However, when I use hand tracking, the grip position is down at the wrist, far from where your grip actually is. I am having trouble finding a way to get the position of the hands where the grip should be.I can manipulate the grip position after getting it from the SDK if I'm currently in hand tracking, but it feels like I shouldn't have to do that. Also, I've been trying, and it's not working out so far. I have to use Right Vector for one, Forward Vector for another, and use the Negative of that Vector sometimes depending
I know there is a depth sensor on the quest 3 and I want to use its depth data for further image research, but my MQDH only supports recording video from the binocular camera. 😞 I've checked the documentation for the Depth API, and it seems that the depth information has been encapsulated many times, and I wonder if there is a way to get the depth map or point cloud image directly, thank you very much!!🙏
I've been working with the free assets for some time now an will be putting my own creations into horizon Worlds soon ! Thank you Meta for even creating something that others can build off of/with 🙏 🙌 😊
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.
Hello team,I would like to suggest a better, slightly more permissive license considering the hardware arts, especially the 3D assets, found at https://developers.meta.com/horizon/downloads/package/oculus-controller-art/ .Currently, the Art Attribution License 1.0 allows the assets to be used within a VR game, but restricts redistribution in formats such as GLTF/GLB. As an open-source project, this limitation makes it difficult to share and use the assets within a project, especially in the converted formats that are necessary for efficient integration compared to the legacy FBX files .As these assets are great for both samples projects and in-experience tutorials, a more permissive license would help spread knowledge and adoption.Thank you!
This is a huge ordeal, I have tried to contact, but I have not gotten any response. I thought I could try my luck at the forums, since meta employees sometimes read things here.
Problem with ASW unabled when connected via cable (Link). Can we expect an update to fix bugs that have been reported by a lot of people for several years, and mainly affecting users of flight simulation platforms (X-Plane 11; X-Plane 12; MSFS 2020; MSFS2024; DCS..etc). I use Quest 3 only for flight simulations X-Plane 11/12 and MSFS2020.I use a cable connection.My USB connection bandwidth is around 2.4-2.9.I tried different configurations and settings in Meta Quest Link: 72/80/90 Hz and different settings in OTT, ODT applications, but it didn't help.My computer specifications are more than satisfactory: AMD 9800x3D; RTX 4070Ti Super 16GB; RAM 64GB (6400)... The problem occurs when ASW is blocked (e.g. "Force 45fps, ASW enabled" or "Auto" mode) - then artifacts appear on a clear sky.When AWS is "Disabled" or "Force 45fps, ASW disabled" - the flashing artifacts in the sky do not appear, but then the entire scenery becomes completely blurry - ghosting effect. Unfortun
We NEED to be able to go on our phones in the metaverse while having the headset on. Adding a completely digital phone or screen sharing option would guarantee more engagement with and purchases of your physical and digital products. I want to be able to have a phone in the metaverse no matter what realm or room I'm in so I don't even have to take off my headset.
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