Quest Development
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We are developing applications that will not be released on the Meta store. These include utilities and tools for other teams to use, as well as games intended for dedicated contests where users are required to remain within the app (and again... I'm not talking about apps available on the store but apps that our final clients will use in they HQ or physical stores to show off their products).Based on my understanding, many other developers are making similar requests. Is there a possibility to hide the system menus for the 'hand tracking' mode? Additionally, are there plans to introduce a 'kiosk' mode?
Hi there, I'm trying for a few days to have something working on UE4.27 and I'm hitting a wall. I've made a blueprint where i'm able to receive OSC input data from a remote laptop to a UE4.27 app that then triggers an event (for now print something or play a specific audio cue). It works flawlessly on UE4.27 but as soon as I load the project onto the quest and send that same OSC input data it crashes the app on the Quest 2. I tried different ports, data formats but still the same behavior without much logs to learn from which make me wonder if the Quest forbids such incoming IP communication ... could someone confirm whether or not Oculus Quest accepts remote information (regardless of the protocol used). Maybe I'm missing something in the settings somewhere but I couldn't find much information about it. Thanks for your response
There is a need to have "connect" & "subscribe" functionality using mqtt on our oculus native app. We have used M2Mqtt & Mqttnet libraries in our unity c# and developed the test application. It is working as expected in unity on laptop and is able to successfully communicate to mqtt broker with both the libraries.However, after exporting to oculus quest2 none works. M2Mqtt is showing "upLibrary" exception and Mqttnet is showing "Access Denied.. MqttConnectionException". Appreciate some guidance ASAP
I can't log in my facebook profile, when I try to log in facebook try to send me a code on whatsapp or sms but I did get nothing. Every time write me a message "Please try later." Why my profile was closed? Why I can't log in? Please help me because I need to use messenger!
Hello, we've encountered a serious compatibility issue and would appreciate your assistance in resolving it.Problem Description:Meta Quest Link's virtual camera causes third-party applications that use DirectShow to enumerate cameras to crash.Reproduction Steps:1. Install Meta Quest Link2. Launch an application that uses DirectShow to enumerate cameras (such as OBS Studio)3. Delete the camera source in the application4. The application crashesAffected Scope:1. Crash Probability: Nearly 100%2. Affected Applications: All third-party applications that use DirectShow to enumerate cameras3. A large number of our users use Meta Quest Link and have all experienced this issue.4. Well-known applications like OBS Studio are also affected. I've seen users report this issue in the OBS repository.5. This issue severely impacts user experience and product stability.Technical Analysis:The crash occurs when DirectShow enumerates the Meta Quest virtual camera. The IBaseFilter object (the fourth paramet
Hey all,I’m running into something weird with Application SpaceWarp on Quest 3. I set up a clean empty project in Unity 6000.1.6f1 with OpenXR (Meta XR features) and Vulkan only. SpaceWarp works fine there and the performance overlay shows ASW kicking in as expected.But in my main project (same Unity version, same OpenXR/Vulkan settings) , SpaceWarp never activates. Both projects have:Meta XR Space Warp enabledVulkan as the only graphics APISame Project Settings → OpenXR (Application SpaceWarp checked)Same Player/Quality settingsI already checked URP settings, even copied the same and Materials show the XR Motion Vectors Pass still no luck.Any tips for narrowing down what breaks it?Maybe some other package that I have on my main project?Thanks!!!
Hello,I'm new in Horizon Desktop App, started creating few things. I have 2 questions that needs your helps.Is it better to parent+stack everything into a single Asset after I finish building some objects? For performance issues, because my world itemwise only %3 but almost %70 in vertex limits. How can I reduce this vertex usage?I cannot adjust textures. I'm creating one, inserting into my floor, but all the stones on the floor are so big that doesn't look realistic. I want to pattern to repeat itself in a smaller scale.Thank you for your helps
We are experiencing an unexpected and undocumented bug with the SharedSpatialAnchors when having the devices enrolled into Meta Horizon Management System. We've have reached out to MHMS through work.meta.com, though they redirected us to post our problem on this forum instead. The problem: When restarting a device that is enrolled in MHMS the SharedSpatialAnchors of our application no longer works.Our application works as expected on devices not rolled into MHMS, and it also works the first time opening the app after enrolling the device into MHMS. However, when restarting the enrolled device the SharedSpatialAnchors no longer works. This happens for all devices we have attempted to enroll into MHMS, where enrolled devices fail after a restart whereas non-enrolled ones works as expected. The failure we are experiencing is this weird failure when saving the anchors (OVRSpatialAnchor.SaveAsync). The returning OVRAnchor.SaveResult gives FailurePermissionInsufficient, a
I am updating an existing Quest game to use the latest Oculus integration etc. The game runs fine for a minute or so and then the visuals of the game freeze on one frame and the following is repeated on the log. It appears that the game is still running fine in the background because I can hear sounds that suggest that it is running fine, besides the visuals.Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2329) fail 22 Invalid argument Warn Vulkan_Utils Vulkan error: vulkanLoader.vkQueueSubmit(VulkanContext.queue, 0, NULL, fenceToUse): 'VK_ERROR_INITIALIZATION_FAILED'(-3) at arvr/projects/xrruntime/mobile/VrRuntime/Client/VrRuntimeClient/VrRuntimeClient.cpp:2625 Warn Adreno-GSL <log_gpu_snapshot:471>: panel.gpuSnapshotPath is not set.not generating user snapshot Warn Adreno-GSL <ioctl_kgsl_syncobj_create:5290>: (45, 33, 2330) fail 22 Invalid argument
Dear Meta Quest Team,I am writing to inquire about the availability of Ukrainian language support for the Meta Quest 3. As a user of this device, I have noted with regret that Ukrainian is not currently offered as a system language option.I have searched for potential workarounds or solutions to enable Ukrainian language functionality on my device but have been unsuccessful in finding any.Furthermore, as someone studying software development, I would like to express my strong interest in assisting with the development and implementation of Ukrainian language support for the Meta Quest platform. If there are opportunities for user contributions that align with my skills, such as linguistic testing, localization implementation, or providing technical insights, I would be eager to offer my help.I would be grateful if you could provide information on whether there are any plans to include Ukrainian language support in future software updates for the Meta Quest 3. If this feature is under c
Hello all,Is anyone else having trouble with the gaze click action when Input Forwarding from the MQDH Cast utility? I have disabled hand tracking and the controllers as per the documentation. All other input forwarding seems to work (right click-drag to look around, keyboard input, etc) but the gaze click is not working at all..Use case: remote testing of a Meta Quest 3 headset using the Cast utility in Meta Quest Developer Hub (MQDH)Thanks
I wanted to share some insights regarding the passthrough API and object tracking for AR projects.Initially, I thought the passthrough API would provide access to the RGB camera feed for processing with OpenCV. However, it turns out that Meta does not allow access to the RGB feed due to privacy and security concerns. Instead, they handle the processing directly on the Quest device, and applications like Unity or Unreal Engine are not provided access to this video feed.The only viable solution would be to stream the camera feed live from the Quest 3 and process it on that stream, but there may be unforeseen challenges with this approach, so I decided to abandon this direction. If you're planning an image processing project with Quest, I'd recommend being aware of these limitations.*sighs out*EDIT: Passthrough Camera API finally gives permission to access RGB cameras. LinkEDIT: Passthrough Camera API is up for Unity but there is some issues with Unreal. It is possible but there is
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR.In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation.Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.
Is it possible to map for example thumb stick from xbox controller onto quest 3 touch controller? Or maybe emulate input for touch controller.
Hello everyone,I am a developer for a VR game and we've received multiple user reports about a critical issue. Our game appears to be causing the Meta Quest headset to freeze and become completely unresponsive. Below is a user review that describes the problem:"I would give it 5 stars, but it broke my headset. My game froze and I couldn't shut my headset off, press any buttons without them not working, I couldn't even open up to the boot screen. This game is awesome but it breaks your headset. I held my power button for 5 minutes and it did nothing. Eventually my headset restarted and it started working again but I definitely would not recommend playing this game until this issue is fixed. Edit: This is a reply to the developer response. My game froze as I was coming out of the giant room after going through the portal with the key. I could not do anything and if I moved my head, that frame would move around creating a VERY nauseating experience. No buttons worked at all including the
HiI’m developing a unity app that uses an hdmi capture card connected to the quest 3 usb-c port. All was working well until 2 days ago when my quest updated from v74 to v76, and now no matter what permissions I set in my android manifest, access to the connected camera is immediately denied and I am no longer prompted at startup to allow USB Video. This was working until the update to v76. How can I resolve this permission issue? Is this a v76 bug?
Hi all. So recently the oculus store app page has been re-designed. It used to be an all-in-one type page. If you'd like to send the user to your review page you simply sent the user to your app page since everything was there, including the review. With the new design the Review is on a tab on the left-hand side. Previously to send the user to the app store page you could fire an intent with the app id of the desired app. How can this be done now to send them to the review tab? Is there a new parameter that needs to be sent with the intent to open the review tab?This is how the app store page was opened previously, assuming Unity. (This still works but does not send you to the new review tab) void OpenOculusStorePDPAndroid(string targetAppID) { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic&lt;AndroidJavaObject&gt;("currentActivity"); AndroidJavaObject p
Hi!We have almost all the Oculus Data Use Checkup permissions, and we can't tell why we can't create a public matchmaking room any more (We realise it's being discontinued, but our games have used it for a long time) This is the error we get : (error_subcode 1891537)[OculusMatchMaker] Received create matchmaking room Error: [{"error":{"message":"This call accesses the Matchmaking platform feature, which requires certifying through the Oculus Data Use Checkup program. Please visit this page for more detail: https:\/\/developer.oculus.com\/distribute\/publish-data-use\/. If you have already completed a Data Use Checkup, please ensure that all compliance issues are resolved by visiting the Compliance Dashboard: https:\/\/developer.oculus.com\/resources\/publish-compliance-dashboard\/.","type":"OCApiException","code":10,"error_data":{},"error_subcode":1891537,"fbtrace_id":"A2Tbh26mzIjIhIoO0Q8isJl"}}] It seems to indicate we need new permissions but we have a-lot and can't see any
Why did Switch View option disappeared and instead we have useless Theatre Mode that allow only one window to be curved at the same time. Flat screens are horrible in vr, who came up with this change? Or add ALL windows to be allowed in Theatre Mode and each be curved/flat and positioned wherever we want. Currently it's horrible.
BonjourLa disposition azerty est indisponible pour clavier bluetooth logitech MX Keys S. Et ne me redite pas qu il ne fait pas partie de la liste des clavier pris en charge car vous annoncez que seul le Logitech MX Keys universel (graphite). Hors cette dénomination ne correspond à rien. (Je vous laisse vérifier sur le site de logitech)C est quand même pas normal quand 20224 un groupe comme meta ne soit pas capable de permettre la prise en charge de l azerty sur les claviers.Il faut arrêter d emmerder le monde avec le clavier qwerty. Sachant que tous les systèmes d exploitations prennent en charge les autres disposition sans qu on soit obligé de quémander sur un forum.Rembourser ou laisser vos ingenieurs bosser pour la prose en charge des autres dispositions.
Hello.We have a project on unreal 5.5.0 for quest 3 and our save system is working and we have cloud backup enabled on dashboard. But when we uninstall the game and reinstall it we seem to lose all the saves.Am I missing some configuration?Thanks for the help.
Hello, Meta Quest Developers!I'm reaching out to you because my Applab submission has been rejected due to an issue with the "App Metadata," but I wasn't told specifically what the issue was.I have recently have gotten the game from a friend who told me everything being good, I'm a little confused on what needs to be changed in order to get it released.If you could clarify what I need to change, or how I can resolve this, I would greatly appreciate any feedback given that I have a community of over 60,000 users who are waiting to play the game again!Best regards,Protogen
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.
I'm getting errors analyzing captures, and after a day spent debugging, it seems to have started with the latest headset update. An untouched project that previously had no problems has the error now after the headset update.There seems to be an error caused by format incompatibility with the trace_processor_shell version (v46.0) and the Core SDK 70+ which causes the python script to crash? (Don't ask me the details, I'm just a tech artist trying to get frames benchmarks here).I'm running the following:Unity 6.1 and 6.2 on Windows 11Quest Pro (updated to v79.1029 on Aug 25, the date the error started appearing)Here is the error text: MetricAPI: 68AE8CCB.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexi
I have created a VR application using Oculus Quest in Unity and I am in the process of creating an app on an Android tablet. I am interested in managing (running/stopping different Unity scenes or tasks within a Unity scene using Oculus Quest) from the tablet. So I need to control the application on my tablet, Oculus VR tasks/scenes. Any help or advice would be very appreciated.
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