General VR & MR Development
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Can we get some more r&b and please plenty of Chris Brown packs for beat saber I promise I’ll buy every Chris Brown song yall add
I have been using Oculus Spatializer Unity (v47.0) in Unity (2021.3.29f1) to create reverberation based on the geometry of the game environment.It seems that there are a number of inconsistencies and behaviors I cannot explain:1) When a source changes from visible to non visible (i.e the direct sound becomes occluded) the direct sound remains. Toggling Spatialization enabled resets it to as expected, after a while though it returns to the direct component being included again.2) A different attenuation curve when reflections are enabled compared to when they are disabled. The former begins as a 1 / r releationship but shows a sharp roll off after around 2.3m.The first point in particular means I cannot use the Oculus Spatializer for my project. Therefore, I had a look at using the Meta XR Audio SDK (v55.0) instead as it is newer and seems to be a replacement for the Oculus Spatializer. However, as far as I can find it does not include the same geometry based acoustic renderi
I'm writing this as a developer that talked to your representatives at GDC this year in San Fransisco. As a developer that currently has a game on your store.Why did we not show up under new releases? It's been a week and no one can search for us using the search terms we provided or the categories we entered. Other games last week and this week were posted but we can't be found unless someone types in our name specifically. We virtually don't exist on the store.We geared months of development work towards releasing on the quest store after talking to reps at GDC where we were told we would get some time in the new releases section, that people would be able to find our game. We have an open ticket where we just keep getting the same response. The internal team has it. Nothing helpful, nothing for us to do to help fix a problem if there is one, to tell us if there is something we missed or to actually fix the issue. Our posts here are ignored.If there is something we need to
I need some help regarding if there as anyway to get rid of the lag and some graphical issues in the quest 3 Air Link when running unity. My wifi isn' the strongest, but it can run quest games and apps fine. Is a link cable for quest link a better option?
Feature Request:A big problem with driving especially during sunrise, sunset and night driving is the driver being blinded by harsh incoming lights. These can be distracting or dangerous. The Orion prototype is well positioned with its external cameras and eye tracking to measure environmental glare and generate pixels to block some of the incoming light. Imagine being able to put on a pair of Orion glasses prior to driving a car on winding, two-lane roads at night time. Other drivers intermittently strain your night vision as you are looking for animals along the side of the road. With this feature in place, the Orion glasses could significantly dampen the incoming light allowing you to maintain your concentration on the road. Similarly, I believe there is a large opportunity providing context-dependent, information on demand. This could be a heads up display of maps while driving to searching for similar parts in a mechanics workshop or even providing interactive training
I have a game that released Thursday morning, but it isn't showing up on the "Latest Releases" page. None of the categories or search terms that we submitted in the metadata section are working. The only way people can get to our game is if they search the title directly. This is absolutely destroying the release of our game, is there anyone I can talk to, or is there something that needs to be done to get the game displaying in the proper areas?Thanks!
I want to change Opacity for times like working out, I need to see my hands or anything behind the screen please. Have ability to adjust the Window transparency for at least the Browser.
Hi, I am a developer and am wondering how to disable the controllers being shown when using the Building Blocks in Unity. Can I use the Controller Tracking Building Block but hide the Quest controllers? I'm also using Networked Avatars, and want to pick up things using the avatar's hands, and not see the controller in the avatar's hands. Is this possible? It seems that documentation is really lacking when it comes to developing for the Quest. Hell, there's one small page on Building Blocks (https://developers.meta.com/horizon/documentation/unity/bb-overview) that isn't much of a deep dive at all. Am I missing something? Is there a page that has more detailed documentation? After spending quite some time on these forums, google, and YouTube it seems like a lot of others have questions too. Thanks.
I installed Meta quest dev hub after I reset my PC. After that, mqdh has been stuck at installing latest cli for days. Can someone please help? I have tried to reinstall mqdh but it didn't fix it.
Whenever i do PCVR (it's better) with Ghosts Of Tabor (not just this game it disconnects with other games) the link connection just crashes whenever i load into a game or even if i just start the game. I tried other games and apps too, i've checked my laptop for any errors. Whenever i plug in my Quest 2 to my laptop it says "This USB hub is problematic", i've checked that i've got nothing wrong with my Quest, my laptop nor my link cable. How do i fix this random error i just got out of the blue?
Hi,Whatever the Meta Quest version 1, 2 & 3, whatever the node or device, on Unreal Engine 5.4.4 and on Unity 2021 to 6000, the requested acceleration is (0, 0, 0) and the requested angular acceleration is (0, 0, 0).In Unity, these (0, 0, 0) vectors are obtained using the TryGetFeatureValue(CommonUsages.deviceAcceleration, out deviceAcceleration) and TryGetFeatureValue(CommonUsages.deviceAngularAcceleration, out deviceAngularAcceleration) methods (but also using OpenXR)In UnrealEngine, they are obtained using the GetRawDeviceData in a blueprints.The bug has 100% repeatabilty and is very easy to reproduceConsequently:There is no way to get the acceleration for the Meta QuestThe problem is neither Unity nor UnrealEngine nor OpenXR --> is has to be a Meta bug
If I swipe left far, back, swipe right far, forward I’m trying to view Twitter/X while on the treadmill.
Soapstone Comedy Store has major problems. Anybody can suspend & mute your account, even if you block them. This is called harassment! Comedy stores are supposed to be for "COMEDY." This isn't a game, games are fun. Every time I enter the comedy store, I get suspended (without reason). These types of people shouldn't be in or around a comedy store. Even if a person is blocked, this still happens. Why am I even in the same room with a blocked player? Why do you give people like this any control? Why are liars allowed to kick & suspend my account? Will this ever be fixed?
Hi, The black box driver estimating the handler position and velocity using, it seems, a Kalmann and an inertial filters, obtains degraded results as compared what it obtained before. More precisely, if the handler comes from outside the FOV of the tracking cameras and enters this FOV, the velocity is completely irrelevant (sometimes pointing rearward while the handler is moved forward for one or even several frames). His is easy to reproduce by printing the angle between velocity and the player camera direction, and by moving (slowly or quickly) from behind the head to in front of the head. Before throwing objects was a real pain in VR before (example : throwing objects in SuperHot VR). Either the object was falling on the floor, or the throwing direction was wrong up to 90°. Now it is worse, since the error is random up to 180°. You would have 2 ways of solving this : 1) Going back to the previous velocity and position engine, and stop modifying it (how can we expect a developed game
If Meta Support sees this post, I wanted to request for them to please bring back the ability to use the expand view feature while using within an application. The new update removes the ability to switch to expanded view while using an application so I am stuck using the smaller screen size. The new expand view, is only limited to using with the home environment area and not within apps, it is also not compatible with bluetooth controllers like the previous expand view feature was. The previous expand view could be used in applications and with a bluetooth xbox controller which allowed me to use the expand view meta browser within applications to play xbox game pass cloud gaming.To reiterate, the new expand view can’t expand the screen within applications, nor can it be used with a bluetooth controller even in the home environment. I use the Skybox VR Video Player app in combination with the Meta Quest Link app to be able to complete work on my MacBook Pro or play
I can see the relationships between Reports and Dashboards?
After searching, our game has a torrent with the most recent version out (as well as previous versions). It's disheartening to see that recently we had a huge spike in daily active users over 3 days, with only a fraction of actual sales reported from Meta. Third party analytics and Meta analytics both show many users, but few sales.We have typical entitlement checks set up on app start and on scene loads. These seem to have been circumvented in the hacked apk. Fusion server checks show no new users accessing Multiplayer functionality over this period of time, so it doesn't look like hackers are accessing multiplayer mode, which users connect to after the initial start up of the game in a separate mode.Any thoughts on a more robust solution for entitlement hacks in single player mode? Is there a solution that others are using that is more fool proof?Our game can be found here: https://www.meta.com/en-gb/experiences/on-target-vr-darts/4034169883289562/Thank you in advance for any su
I'm trying to join this beta through preview apps and I have pictures but what happens is I click the link, it says congratulations, but never appears on headset or in my preview apps, and customer support wasn't being very helpful despite the game devs saying they should be able to help
We are just getting to the point of being able to release a game. We have a build for the Meta III and the Pro, and a build for the II. How do I get both versions approved as it will only let me submit one version at a time. I'm worried that if I get approval for the Meta III version and set a release date 10 days out, then submit and get approval for the meta II version it will overwrite the Meta III version. Also, I've looked everywhere and I can't find any information on patching and updating a game once it is released. Do you just keep submitting for review or is there a different process.Any insight as to how to ensure that we have both versions available for users and what the update cycle looks like after release would be extremely helpful.
In spite of the fact that I have been making efforts to devise a solution, I have not yet made significant progress in this endeavor. In a virtual reality setting (similar to Facebook places), would it be possible for me to physically transfer a file from my computer to a friend's computer and then have him save it to his own computer?This feature is comparable to the photo-sharing options offered by Facebook Spaces; however, it additionally supplies the recipient with the ability to save the file to their own local device. Your point of view is quite important.
I've made 2D animations and games with Macromedia/Adobe Flash for a while, but I'm not experienced with 3D. I want to see if you can make anything Rift-compatible. Flash can be run on any computer, so you don't need a decent one. I don't have my Rift yet, so please try a few things. The bottom left number is meant to be the PD, but it's actually a variable that determines screen object spacing. Then that is divided by a larger variable if it is far away. Do the red ball and mountains appear close or far away? If so, how close and far away? Please tell me your PD and number setting so I can make it more precise. Please let me know if there aren't enough to judge.
Is it possible to set the headset sensor to automatically trigger an app/experience?
Hi,I am unable to test IAPs.I have followed this guidehttps://developers.meta.com/horizon/documentation/unity/ps-iap-testMy organisation is verified, I have a test user, which can be granted test add-ons. And I can consume them using the API on my server. However, I have tried multiple times to buy a subscription through the horizon mobile app, logged in as the test user. I used the card details provided in the documentation above, and also added the cards using the test user menu "manage test cards" modal.I always get the same message, in the test menu and in the mobile app purchase.Not sure what to try next.
We have an app in the store and are trying to sideload a new version for a demo. It is saying we can't pirate the app. It is our app. When I uninstall it through the app store and side load it it does not show up in the installed app list. What can I do to fix this?We have some errors on the app store version and are trying to see if we have fixed it. We also have a presentation today and need to run the new version ASAP
Hi,We recently released our "SetVr Xl-Unleashed" application in the Meta App lab.We are selling this application at 19.99$.When our users from the US region tried to purchase this application, their Purchase failed. They tried 3-4 times but every time, the same result. Please see the attached images for reference.App link -https://www.meta.com/experiences/7497491080333401/?require_login=true&utm_source=developer.oculus.com&utm_medium=oculusredirect
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