Quest Development
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I have a bookshelf that I am trying upload from Blender into my Meta Horizon World:But when I follow the instructions, the png file is a little off:I had to rename the PNG to Material.002_BR.png to upload it, FYI.Any assistance would be appreciated. Thank you in advance.
Not complaining.., at least, I don't think so,.. I think I'm just lost and in need of direction. Oh, and, by the way, I can't believe the amount of nitpicking idiocy on here! Calling the entire thing trash because the box wasn't their favorite color, I mean, Really? That is exaggerating a little, admittedly, but not by much ! Apologies , I digress. I can't find a way to turn up, or come to it even gain access to, the fan speed of my Meta 3 anywhere? I don't think the fan is doing anything, unless I turn it off and force the fans on. But then I can't seem to get it to turn back on with the fans still going at any noticable speed. Maybe they are just very silent, by design, but my eyes get hot, fast, and a migraine is incipient without pausing to cool them off. Headset doesn't feel hot, or even near overheating, but my eyes most definitely are. Please help, if possible? Thanks ahead of time for any assistance with this.
Hello fellow devs,I am trying to detect a punch movement where there is a rotation of the wrist along the duration of the gesture. At the base of the gesture the fist is perpendicular to the floor and at the end it is parallel to the floor. To detect this, I am using the joint rotation active state component. Attached I am also sending the guide picture which is describing me what flexion, extension, radial deviation, ulnar deviation, pronation and supination choices represent. In my case, on the right hand, rotation would be anticlockwise and thus pronation is the correct choice. So I set up the component like this and with all the other velocity / transform / shape components, the rotation of the hand in the way I intend is working. HOWEVER, to test for false positives, I am also doing a rotation in clockwise way (which would be supination) and it is still getting detected. In other words, a positive pronation value such as 90 degrees is detecting both 90 degrees
I've been getting this error when starting Meta Quest Link since v69 OS update. It's happening from multiple computers with multiple headsets. The battery is full. Connecting via USB3 link cable.Restarting the headset/computer can help for a while, but it does come back.
I have been experiencing a persistent issue with Quest calls ever since the v67 update. Prior to this update, I was able to join Quest calls without any problems. However, after the update, the following issues started occurring:1. Initially, I would get kicked out of calls randomly.2. A few days later, I was no longer able to join Quest calls at all. Although I still receive notifications and other features work, every time I try to load into a call, it either:- Kicks me out immediately.- Displays an error message saying, “An error occurred. Please try again in a little while. Steps Taken to Resolve:I’ve tried every troubleshooting method suggested by Support, including:- Resetting my headset.- Performing a factory reset.- Changing WiFi routers.- Checking for WiFi-related issues.- Using a mobile hotspot with a VPN. Unfortunately, none of these solutions have resolved the issue.So,After following all troubleshooting steps, Support informed me that m
So basically you have a browser, and you can choose a setting to have a tab small and floating so if your in a game you can see it, but to interact with it you go to your browser app. You can change the size as you want.I mainly want this because I would love to play my alto saxophone for other people, but due to my poor memory I have alot of trouble memorizing entire songs, and so this would really help me out with seeing the music sheet in order to play for people.I hope you all consider my suggestion, thanks!
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?
I am a META QUEST developer , We have developed a VR game called "Mission Underground" and successfully launched it. A few days ago, we were preparing to update our game, but found that i can not Log in to my developer account, Because i can not get SMS code from my china phone. so how can i log in to my META QUEST developer account and cancle SMS double verification , so i can update our app ? Please help us . Thank you very much. best regards
So I have this small Quest 3 App, basically a penalty shooter, using Passthrough + Depth API + Shadows + Vulkan (as requirement for Depth)For the 3D elements I have the goal, goal keeper gloves on the user controllers, a mascot character that shoots, and behind him a simple "screen" on a simple steel structure, this screen actually just has a couple textures to update the game progress.I also have a couple sound effects.When I launch it on Q3, with OVR settings I can see the power level of GPU&CPU is always at 3.....Also the scene starts with depth api off, there I have 72 fps, if I turn on soft occlusion drops to 30-50 fps....What I dont get is I have another VR game, that has way more 3D elements, textures, interactions, a rig on the user, and CPU pow is at 5 and GPU at 4.....Why am I not getting higher power level on my Mixed Reality little game? here's the settings im using on the MR game, on the VR one its pretty much the same. I will send this MR game to AppLab and
Hello, I am thinking about adding achievements to my game. But from what I see in the documentation, the achievement checker app will be discontinued at the end of the year and the meta itself does not encourage the implemtation of this feature. Will this functionality be completely removed in the future ? Or are there other plans. I'm wondering if I should spend time on this, from what I'm orenting people like this feature.
Hi!We are using the Meta avatars for some projects and now we are researching how to activate the legs on the avatars. On both local and remote we can render fullbody avatars (with legs) perfectly nice but I can't figure out how to animate the legs. In the creation info I have activated Leg IK. Except that I can't find anything more about how to activate the IK.
I just got my new PC streaming to my Quest 3 via Steamlink (after much trouble). As the title suggests, VR comes through nicely, yet absolutely no audio, even if I plug headphones into the Quest. My PC does not show the Quest in audio devices no matter what I do. It DOES show up if I use the Quest App on my PC, which I can get audio through, but I can't use that app at the same time as Steamlink. I haven't found any setting or updated any driver that's made a difference. Why won't audio come through?
I was wondering if it is possible to disable the hand-tracking System Gesture (open palm towards the headset to bring up the Oculus universal menu) for Quest in Unity. This function interferes with my custom hand-tracking UI, as I'm using finger pinching. I tried the Focus Aware setting in the OVR Manager, but it always comes up. My user can switch back to controllers (by picking them up) to activate the Universal Menu if needed. But for my application, the hand UI does not work with the system gesture active. I'm using Unity 2019.4 and the latest Oculus Integration package.
Hi! When clicking in the scene hiearchy I'm unable to "Add Networked Retargeted Character". I'm using Unity Netcode for Gameobjects. I get these two errors:First: Error installing Building Block Networked Retargeted Character: MetaMovementSDK_Utility assembly:<unknown assembly> type:<unknown type> member:(null) UnityEngine.Debug:LogError (object) Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29:MoveNext () (at ./Library/PackageCache/com.meta.xr.sdk.core/Editor/BuildingBlocks/BlockData.cs:133) System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start<Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29> (Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithDependenciesAndCommit>d__29&) Meta.XR.BuildingBlocks.Editor.BlockData:InstallWithDependenciesAndCommit (System.Collections.Generic.List`1<UnityEngine.GameObject>) Meta.XR.BuildingBlocks.Editor.BlockData/<InstallWithD
Hello:I am a META QUEST developer account. We have developed a VR game called "Mission Underground" and successfully launched it. A few days ago, we were preparing to update our game, but found that i can not Log in to my developer account, Because i can not get SMS code from my china phone. so how can i log in to my META QUEST developer account and update our app ? Please help us . Thank you very much.
Hi,my team and I have been able to successfully use the experimental Colocation Building Block in Unity successfully until recently. Some of our headsets have been updated from firmware version v69 to v70 or v71. Since then, the Colocation feature is failing to initialize. When PlatformInit.GetEntitlementInformation gets called, it throws the following error:Failed to retrieve access token: 1 - getAuthToken not supportedThis seems to only affect some headsets that have been updated, on another one it works. Headsets with v69 all seem to work. I tried both Unity Netcode for Gameobjects and Photon Fusion and different users on the headsets which have all been added as test users for the app in the correct release channel in the Meta Developer Dashboard app, the problem persists on the headsets affected. They have also been factory reset - nothing seems to work.Any help would be appreciated. Kind regards,Daniel
Unable to run Unity app with passthrough enable through Quest Link
Common way people circumvent a ban is app sharing. I would like a way to disable this. Also is there an API for requesting hardware identifier of an oculus user?Thank you for any responses.
After updating to v54, my Quest2 no longer shows apps from unknown sources under the "unknown" category。Previously, I could easily access a list of apps from unknown sources by selecting "unknown" from the filter icon in the App library. However, after the v54 update, selecting "unknown" only results in a perpetually loading icon, without displaying the list. Is anyone having the same issue? I would greatly appreciate your advice on how to fix this issue.
I am building an app for Meta Quest 3 and have to map specific locations in an outdoor area ~5 acres.The app will be showing information when the user looks through the AR kit (passthrough) for a particular location.How reliable is to use the virtual anchors for mapping those? My concern is that since it is outdoor the Scene API may not always recognise the surroundings and notify my app. If anyone has experience with similar issue would be more than grateful to share that please.
Hi I'm trying to use the ADB command or Android Intent code as seen here to open the native Quest 3 file browser appadb shell am start -a android.intent.action.VIEW -n com.oculus.vrshell/.MainActivity -d "systemux://file-manager" -e "uri" "/media/"public static void LaunchGalleryApp() { if (Application.platform != RuntimePlatform.Android) { return; } AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaClass uriClass = new AndroidJavaClass("android.net.Uri"); AndroidJavaObject uriData = uriClass.CallStatic<AndroidJavaObject>("parse", "systemux://file-manager"); AndroidJavaObject intent = pack
Hi,My Oculus Quest 2 doesn't power on after software update during Christmas time, the LED also are switched off during charging.I asked also meta support, she send me a Link in order to set my delivery address for replacement. But I'm from Ssitzerland and I can choose only United Kingdom as Country. So the procedure is blocked because of wrong post code in the input field. I send also all serial number and sddress directly to the support team. But so far, no answer received.Here the last communication (in german) with the support team:Hallo Charif Bitte eröffnen Sie wieder den im Betreff erwähnte Support Fall, falls er schon geschlossen wurde. Ich habe ein Problem mit dem von Ihnen versendete Link, um meine Quest 2 zu retournieren (siehe E-Mail unten). Besten Dank. Freundliche GrüsseAntonio Inviato dal mio Galaxy -------- Messaggio originale --------Da: Antonio Carlucci <antonio.carlucci@sunrise.ch>Data: 07/01/25 12:48 (GMT+01
When the player hands are not visible, the character skeleton dismount like a pile of bones.
Has anyone had any luck accessing logs created with a test user account that isn't the device owner? I am working on IAP at the moment and to test purchases, I need to use a test account. This works fine but If I am logged into this other account on my device, no logs are created on the device. This makes it a massive pain to debug as I have no logs that i can read to debug. It seems like only the "Device Owner" account actually saves any application logs.Is there a way to give permission to my test account to behave like my main account? This seems like a really annoying and stupid design decision when you prevent Test accounts from creating logs... What are you supposed to be testing if you have no logging!
We're developing an app in Unity for the Quest 3 that accurately tracks the positions of the controllers. We need to identify the location of the controllers in relation to an object and would like to include fiducial markers on the object for this task. I get the privacy aspect of not allowing camera access to apps, but surely providing anonymous fiducial marker tracking would enable a large new range of applications without jeopardizing privacy. For our app, we would like to be able to track very small fiducials such as <5mm shapes rather than the large QR code printouts, so that we can physically place them on a small object. Anything applicable on the roadmap? We are looking at other headset solutions, but it would be great if we can do it on the Quest 3.
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