General VR & MR Development
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I would love if at the native Operating System level, if the Meta Quest could support alternate locomotion solutions. Take the Kat Walk C2 (which yes, I do have one), if it could network directly to it via their Kat Nexus, you could then go controller free using hand tracking, and free walk in infinite space with your legs. The Kat Walk and your legs would now replace the thumbsticks.But open that up for ALL alternate locomotion solutions devices. Toggle the option “on”, then pick your type of alternate locomotion; in my case, an omnidirectional treadmill/slidemill, but other solutions as well. VR shoes where you march in place, and others. But whatever your locomotion solution, it would either replace or augment your controllers, and now all games natively are replacing my thumb sticks.It’s just a thought…
Hi,Posted this earlier in the general Forum and discovered this may be a better place for help.I'm attempting to Upload a build to my Alpha Channel via the Meta Quest Developer Hub but it keeps failing.Below is the Error message:Error: An unexpected error occurred{"cliErrorType":"UNEXPECTED_ERROR","cliErrorMessage":"File or directory 'D:\\**\\' was not included into executable at compilation stage. Please recompile adding it as asset or script."I'm assuming this means I need to add the Directory and or filepath to the assets within my Unity Project but I'm not finding much in the way of how to actually do so. Please let me know if anyone has any ideas of how to do so or if you've encountered this error and found a solution.Below is a screenshot of the error message. The App is developed for PC and the build is for the Rift S. Once this is all good I plan on making a Quest Build as well.Best regards,
Despite my efforts, I'm encountering an issue with my quest app where it fails to reflect updated content from Addressables after the initial run. Upon investigation, it seems like the app is pulling assets from a local cache even after I've updated the content on my server.To test this, I deleted the catalogs and bundles from the server and reran the app, confirming my suspicion – the assets were still loading, indicating the Addressable system was indeed relying on a local cache.I am doing addressable groups-> build ->"Update a previous build".Here's what I've already tried:Ensuring 'Build remote catalog' is enabled in the settings.Disabling 'Use Asset Bundle cache' from the group settings.Confirming that the group settings allow changes post-release.Despite these steps, the app persists in loading from the local cache rather than fetching the updated content. Any insights or suggestions on resolving this issue would be greatly appreciated.P.S: with the same configurations and
Hello, I have tried several ways for the past few days to create a Facebook developer account. I've tried on different machines, different browsers, android, etc... But each time I get to the step where I'm asked to verify my email, I get an error "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.", and it's urgent for me to create dev Account , can You please do something.
I am looking to make a universal remote kind of app with quest 3. My idea is to control devices connected to the same wifi network like AC, TV, and any other smart applicances. I dont have any idea about if meta has allowed access to those things. Any insight on this would be helpful.
I was wondering if there is official line art for the Touch Controllers that we can use inside our menu to show the button configuration for the game. If so, where would we download the line art?
I'm checking the memory usage of the app I'm developing. I think QUEST2's RAM (Random Access memory) is 6GB, but is there a limit to the amount of RAM that can be used by the app? Also, is there a recommended amount of RAM usage? The app I'm developing crashed when it exceeded 4GB of memory usage. Looking at this, it seems that there is no limit on RAM usage, and that the RAM that is left over after the OS and other uses of the Quest 2(maybe around 2GB) are taken into account can be used, but is this correct?
HelloI cannot connect Quest 2 to Meta developer Hub app 3.1.1 (Windows).I have installed the oculus-adb-driver-2.0 from the Oculus siteI enabled Developer modeI am trying different USB ports and cables but it does not work. The headset appears briefly (for around 2 seconds) in Device manager in MDH, but then a red message is shown - "Failed to refresh users on device [my device id]" and it disappears again. What troubleshooting step have you attempted?I reinstalled MDH app on my Windows 10I did factory reset of the headsetWhat USB cables have you attempted to use?I tried using the usb-A to usb-c cable which I use for Oculus link (Oculus link is working ok) and various other usb-A to usb-C cables, which I have at home Any suggestions?
Too many of these games require me to shoot things, even racing! For crying outloud, why cant I JUST RACE? Nascar drivers don't go around making laps shooting at other drivers or coins. And when it comes to a lot of the shooting games, WHY 2 HANDS FOR EVERYTHING? That's not realistic. When I fire handguns in real life, it's only 1 gun; not a handgun in each hand or a handgun in 1 hand and a shotgun in the other. For me, it takes the REALISM out of it. It's like you think every gunfight should be fought to dubstep.Cant you just keep some games simple and realistic to actual life???
Hello All, I submitted app on app lab. After released app, get response from oculus that Changes requested and can not pass VRC.Quest.Functional.6 (App must only include Quest HMDs and controllers...) Anyone have an idea how can pass this VRC.Quest.Functional.6 requirements?
Hey all,I am planning to learn Meta quest app development using Unity. I have a quest 3 and an Asus Duo UX8406 laptop. The problem is that my laptop only has Intel arc graphics. I think quest link requires NVIDIA or AMD graphics. Since I only have a laptop, I'll have to get a eGPU setup for this. There are not a lot of options in India. I did find an affordable eGPU that has an RX 7600M XT. But I have been reading that quest link does not support RX 7000 series. Has anyone tried to get RX 7000 mobile GPU to work with quest link ? What are my options here ?
Hi all. I finally got Eye tracking to work on my unity project (after updating my developer account on the phone app). Now I'm rendering the gaze rays from my eyes and testing eye independence and vergence. In all of my testings the vergence is nearly constant, regardless of whether I'm focusing on an object one inch or many feet away. However, gaze rays should be nearly parallel when focusing on very far away objects, and almost 90 degrees from each other when focusing on very close objects. That doesn't happen at all. The two rays are correct in that they both point in the direction my eyes were looking, but it seems Meta is not using each eye's data independently to determine the eye object rotation even though that's what the gaze script implies to be doing.My hypothesis is the algorithm uses something like a cyclops eye gaze calculation and then points both eyes towards a pre-established focal point on the cyclops ray. If that's the case then that's a problem b
Hi everyone,I’m looking for advice or insights if possible to create an app for the Meta Quest 3 that could either:1. Scan QR codes to trigger specific actions, or2. Recognize specific objects (for example a flower) by feeding the app pre-stored images of that flower, and then displaying related information (e.g., the flower’s name).I found that direct access to the Quest 3 cameras is currently restricted. Does anyone know of a workaround for enabling these features? For example:* Could an external device read QR codes and send the data to the Quest 3 app?* Does the Quest 3 reads NFC tags or anything similar?* Is it possible to process external images (e.g., via a paired phone or PC) and relay actions to the Quest 3?Alternatively, I’m curious about GPS tracking for location-based experiences. For instance, when the user reaches specific coordinates, the app would display relevant information or trigger an event.Has anyone experimented with similar ideas, or do you know if there are exi
I'm currently using Quest 3 v62 (now v63) and Unity 2022.3.10f1.Working on a random spawn mechanic in the MR environment where objects can spawn on the ceiling. The feature worked fine when I tested it on Unity Playtest, but once I built it on the standalone Q3 (or simply hooked it up with a quest link), the scene could no longer be implemented. The room setup does indicate that I have my tables and walls, but there's no ceiling. I presume the Spatial data didn't transfer properly (I did write a script to grant permission to Q3 for spatial data, and clicked the Permission Requests On Startup)I have no idea where it all went south. Any ideas?
hi all, using Win 11 PC with VR Quest 3S. I downloaded Meta Quest Dev Hub on the PC and installed it fine. I verified my account. I toggled on developer mode in the head set. I plugged the USB into the PC and the headset prompted me to accept the connection/terms. I did so, then I could see that the headset was indeed connected within the hub. Great! However I come back one day later and now I cannot connect the headset anymore. I go through the same steps: I tried removing the headset from "devices" in the hub, then adding it fresh. It finds the 3S, connects successfully, then when I plug the cable into the headset I hear the bell sound in the headset but there is no prompt for accepting the connection/terms. The headset does not appear in the devices section of the hub. I have tried reinstalling the hub, toggling on/off dev mode in the headset, etc. any help is appreciated
I have multiple Quests currently in use for the development of an MR application, and I noticed something odd.One of the quests is always having trouble with receiving the sent spatial data, and that's why we looked into the settings. And to our surprise, one of the quests has a different settings text in the Device permissions: It looks similar, but it is definitely not the same. The OS-version (and the other versions) are the same on both devices.Anyone has an idea why?Best regardsFlorian Buchholz
General VR development involves creating immersive experiences for various platforms. Here's an overview:*Key Concepts*1. *Virtual Environment (VE)*: A digital simulation of a real or imaginary world.2. *Head-Mounted Display (HMD)*: Devices like Oculus, Vive, or PlayStation VR.3. *Controllers*: Hand-tracking devices for interaction.4. *Tracking Systems*: Positional tracking, rotational tracking, and eye tracking.5. *Content Creation*: 3D modeling, texturing, lighting, and animation.*Development Platforms*1. *Unity*: Popular game engine for VR development.2. *Unreal Engine*: Powerful engine for high-performance VR experiences.3. *A-Frame*: Open-source framework for building VR experiences with HTML.4. *WebXR*: API for creating web-based VR experiences.*Programming Languages*1. *C#*: Used with Unity.2. *C++*: Used with Unreal Engine.3. *JavaScript*: Used with A-Frame and WebXR.4. *Python*: Used for scripting and automation.*VR Devices*1. *PC-based VR*: Oculus Rift, HTC Vive.2. *Standalon
I have this pretty old .ovrscene file for an app for quest, and I know that its a converted FBX file, but I was wondering if anyone on this forum knows a way to turn it back into an FBX? Thank you.
While working with Speakatoo’s API, I’m unsure about the proper format for including the API key in the request headers.Can someone provide clarity on how the API key should be structured or formatted? Are there any examples or specific conventions to follow to ensure successful authentication? Your insights would be greatly appreciated!
Whats the best engine to start VR game making and game makinh in general as a beginner?
This is maybe a Room Scanning bug. Some ghost old previous anchors zones (artwork, door, ..) previousily placed still active. I try all to stop this annoying and unwanted previous anchors. Resetting the previous scan, try diferent space configuration but this old anchors are perpetualy added to the new anchors and breack all possible experience in mixte reality mode in a same space.How to rid of this kind of problem on this headset? Is this a cloud connection with some saved anchors?Thanks for some help! 😉Happy Holliday 4 the Community..=
I have no other errors besides this one when I upload my build to the alpha production stage. The error says this: FAIL_FORBIDDEN_PERMISSION The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.READ_PHONE_STATE Please remove the following permissions and upload your application binary again. The log says this: 2024-08-03T21:58:36.097Z [DEBUG] Run args: {"appId":"26165759013071717","apkPath":"C:\\Users\\rcper\\OneDrive\\Desktop\\Gorilla Flag First Version\\First Version.apk","channel":"ALPHA:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true}2024-08-03T21:58:36.367Z [DEBUG] Server log: {"app_id":"26165759013071717","client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._
Virtual events are changing the way we connect, and Oculus VR offers the perfect platform for creating truly immersive experiences. But, let’s be honest—setting up and managing these events isn’t always straightforward.One big challenge is organizing everything smoothly—choosing the right VR tools, creating interactive environments, and managing participants effectively.Check it: https://worldavatrpro.com/Have you hosted a VR event with Oculus? What worked well for you, and what didn’t? Let’s share ideas and make VR gatherings even better!
I reported an issue with the Finical report, and funnel report data mismatch. It was advised to me to just use the Finacial reports. However, since the date I got feedback from support, I have received 0 Finical reports. Despite sales posted multiple days, and purchasing the product myself with another account.I am attempting to get the numbers for this month so I can determine what to work on next with my app with no luck. Any help would be appreciated.
In the financial report section, none of my games are shown as sold, but in the funnel section, they are shown as sold. How can I reach the most accurate data?
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