Quest Development
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Hi there,i wanted to create my own cutom home environment and try to figure out how to do it properly.I found a tool on Github where you can turn a gltf scene into an apk. but i would like to use Uneal or Unity to have more controll over the outcome.Is there is something like an official guide or documentation on how to do that?
Hi all,I am developing an Unity App. In my project, I want to use the AR camera to track real objects in a virtual environment. Considering that meta does not allow access to the oculus camera, I decided to use an external camera as a cameraAR for Vuforia. Thanks to the external camera, I can use ImageTarget or ModelTarget. I am still left with one problem. When I develop in Unity the virtual environment, I have to tell where the oculus camera (OVRCameraRig) is located versus the cameraAR (Vuforia camera). I would like to have them start overlapping, and when I go into play mode, have the overlapping cameras start in an aligned way. However, Oculus only activates when it is used so this is not possible. Do you have any suggestions? best regards
Hello!The new spatial recognition features in the Meta Quest 3 are truly impressive, especially its ability to identify and map objects like chairs, sofas, and other furniture. Expanding these capabilities to allow users to capture their surroundings and export the data to a PC in formats like FBX, GLB, or even STM would be a game-changer. This functionality would attract a broader audience, extending beyond gamers to include creators, designers, and professionals seeking practical applications for this technology. By embracing this, Meta could tap into an entirely new market segment and significantly enhance the device’s versatility. I hope this will be consider for future improvements!
Ada opsi untuk menonaktifkan Wi-Fi, tetapi mengapa Bluetooth tidak? Saya baca bahwa dulu ada pilihannya, tetapi saya tidak dapat menemukannya di mana pun. Saya harap segera tambahkan/dikembalikan.
What is the memory limit for the Meta Quest 2 app? I tried increasing the memory to check. The app crashed at about 4GB. Is there an official memory limit?
meta quest2のアプリのメモリ上限はどこまででしょうか。一応メモリを増やして確認しました。4GBくらいでアプリがクラッシュしました。正式なメモリ上限はございますでしょうか。
My app is for mixed ages, so I understand I need to use the API to get the age group of the user. But what am I meant to do with that information?The only platform services I use are the leaderboard and getting the username for the leaderboard. I've seen here (Platform Solutions: Unity | Oculus Developers) that an app which is primarily for children under 13 can't use leaderboards. But what about an app for a mixed age group?Do I just simply need to check the age?Do I need to disable the leaderboard if the user under 13?Do I need to close the app if they are under 10?None of this is clear in the docs. Please tell me what is required.
Hello everyone,I hope this message finds you well. I’m reaching out to share some critical issues I’ve encountered with MR apps on Meta Quest 3 using Quest for Business. I’m hoping to gather insights, confirm if others have experienced similar issues, and explore possible solutions.OverviewAfter multiple restarts of a MetaQuest 3 device with Quest for Business installed, I encountered critical issues with MR apps. These problems significantly affect usability and appear to be related to Quest for Business. Below are the details and steps to reproduce the bug. Bug Details1. Bouncing Ball App•The app launches, but walls are not recognized correctly. The ball bounces in unexpected directions instead of interacting with walls accurately.•After launching the app, a space confirmation dialog appears, prompting a rescan. Even after rescanning, the issue persists, and the same behavior occurs if the rescan is skipped.2. PassthroughRelighting App•Object positions and heights are not recogn
I am calling OVRBoundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) and receiving an array of four Vector3 as expected. Since the docs say these are in local space I'm converting them into world space by transforming them by OVRCameraRig.trackerAnchor. This produces different results based on headset:1. Correct on Rift S in Unity Editor (Windows)2. Correct on Quest 3 in a build (Android)3. Incorrect on Quest 3 + usb Link in Unity Editor (Windows)4. Incorrect on Quest 3 + Air Link in Unity Editor (Windows)5. Incorrect on Quest 3 + usb Link in build (Windows) The common denominator seems to be Link. In this case while the actual dimensions seem correct, the OVRCameraRig.trackedAnchor has not been updated. It (and OvrCameraRig, and it's 'TrackingSpace' child) are all at identity. Which places the PlayArea points around where I booted the game, and not where the center of the PlayArea should be.This can be reproduced by creating an empty scene and adding the OVRCameraRig, and
The option to turn off Wi-Fi is there but why not Bluetooth? Read that it used to be a option, but haven't been able to find it buried anywhere. Please add/bring it back!
Hi. I've managed to install and run successfully a small test app. however, I've now built a larger app and went through the same pipeline, while adb install is successful, I don't see the app in library. if I try to uninstall I get: Exception occurred while dumping: (unknown package) what am I missing?
Hello, We are experiencing a major issue with our Meta accounts, and it is severely impacting our business. We can no longer use our account to log in to our headsets, nor our developer account to access our app dashboard. Here is a summary of the issues we are experiencing: Unable to log in to Meta Horizon on smartphone.Unable to use our account on the web.The attempt to reset the password consistently fails.We are receiving error messages (see attached screenshots).We have contacted your support services, but no progress has been made to resolve our issue so far.We have followed all the steps recommended by your services, such as uninstalling the Meta Horizon application or clearing the cache of our browsers. Despite these attempts, the problem persists and no solution has been found. We had to create a new account to report this issue here, as none of the following accounts are working anymore:loic@immergence-studio.comimmergence.metapro@gmail.comSince the outage
I am creating a program for a research study and we need to record the answers that participants give. Since it is not connected to the computer we cannot use the Unity console nor create a text file on the computer. Therefore we need to create a file on the Quest, add to it when needed, and save it so that we can retrieve it when the quest is plugged into a computer. I have tried using Application.persistentDataPath and Application.dataPath but the file is no where to be found in the internal storage of the Quest.
I can't get IAP working.In the developer dashboard:I have created an app done the data privacy checkupactivated IAP on the platform services pagecreated and published a SKU for testingIn unity Imported the Meta XR all-in-one SDK, and verified that platform services is a part of that Set my app ID for both "oculus rift" and "Meta Quest/2/Pro" In my script I have the following void Awake () { try { Core.AsyncInitialize(); #if UNITY_ANDROID && !UNITY_EDITOR IAP.GetViewerPurchases().OnComplete(ViewerPurchasesCallback); #elif UNITY_EDITOR Debug.LogWarning("Running in Unity Editor. Oculus platform initialization is skipped."); #endif } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } }
Hello,We are running an open beta for our app and we can see the users emails who joined (Distribution / Release Channels).I am wondering if contacting them to follow up is allowed? or would I breach any terms?Thank you.Commedia team
I'm trying to join a party with a friend but I don't have any "People" or "Friends" tab in the Social menu. All I have is Events. I don't receive any of his invites either. We just did this a few months ago without any issue.I'm on the Oculus Rift S.
Is there a simple way, without using obsolete or deprecated components or prefabs, to assign a release velocity to a thrown object that differs from the velocity of the hand or controller?
Hello, I am a college student and I am doing some research project on Quest 3. Is it possible to root my Quest 3, so that it will be easy for me to read kernel information then? What I will do is for internal research only.
Hi there. I just cant seam to figure, how i can ensure, that my virtual content is always aligned with the real world scenario. after restarts the orientation of the generated room is sometimes different and sometimes not.With spatial anchors and the prefab spawner i managed to get my items placed but i just cant seam to refine the orientation and scaling of the virtual item to get the positioning in the real world right.
We recently added MRUK to our Quest Unity project specifically for the World Locking. This has achieved what we wanted in keeping things aligned with the real world (on Quest 3) but when we do a reset position using the right controller, the TrackingSpace gets repositioned therefore making the controller prefab not where it's suppose to be. We can't manually adjust the position of the TrackingSpace because MRUK World Locking is adjusting it.Does anyone know how to prevent this from happening? Apparently the Discover app has fixed this based on this post but I am unable to get it to install correctly on my Quest 3. I've dug through their code and couldn't find anything obvious either.Unity 2022.3.1MRTK 2.8.3Oculus XR Plugin 4.2.0Meta XR SDK (including MRUK) 69.0.1Depth API 71.0.0 (Not sure if this was needed)The TrackingSpace is the first child to the OVRCameraRig prefab at which I'm using a slightly modified version of the MRTK-Quest_OVRCameraRig.
Hello,I am developing a driving simulation with an autonomous vehicle where players have the possibility to steer with a Thrustmaster steering wheel while wearing the VR Headset (Quest3) When this steering input is detected I want my hands in VR to grab the steering wheel, at the moment the position is off because the real steering wheel is smallerI tried hand poses and setting the position of the hands but they jump between the steering wheel and the tracked position.I also tried snap interactions but as I understand they only work snapping an object to the hands like a distance grab Is there a way to control the hand position at times where there is steering input so the hands appear to be grabbing the steering wheel in VR? Thanks for reading and potential ideas.
I'm making a test page to see what features devices use. I'm getting this permissions policy errors for 'light-estimation' and 'secondary-views'. Is there something I need to enable to make these work?The permission policy error even comes up in the three js light-estimation example feature: https://threejs.org/examples/#webxr_ar_lightingI'm using a meta quest 3 with version v68 OS
Hi everyone!I’m currently developing a co-op tabletop game for the Meta Quest platform using Unity and C#. The game will support both colocated and remote multiplayer gameplay for 2 to 4 players.I would love to get insights from this community on best practices for structuring C# scripts to manage player performance effectively. Specifically, I’m trying to achieve the following:Individual Player Performance: Ensure that each player joining the game room has their own independent score or performance metrics.Co-op Performance: Track and update a shared team score or performance metric that reflects the group’s collective effort.If anyone has experience with multiplayer game development on the Quest platform or can share resources, tips, or examples for managing player and co-op scoring in Unity, I’d greatly appreciate it.Thanks in advance for your help!
Why are outlined hands tracked in the Quest 3 sometimes smaller than they should be?We have a number of Meta Quest 3 headsets all updated to the latest OS, version 71. I swear this didn’t used to be a problem but in our apps where we’re outlining the user’s hands they’re now significantly smaller than they should be.This didn’t used to be the case and the problem even persists in some OS level menus outside of just our apps. In the first attached screenshot (since I can’t upload a video here) you can see my hand outlines are too small in the Headset Power screen. Leave that menu and they’re back to normal again.This happens in multiple headsets regardless of lighting environment. I have another video in a completely different room playing Meta’s First Hand game where the hand cutout is correct during gameplay but then entering the pause menu they’re super small yet again. A screenshot of that happening is also attached.What in the world is going on here? Is this a new problem introduce
BugDirectly upgrading from Unity 2023.2 to Unity 6000 made both headset and hand tracking not working.ReasonIt seems that Oculus Plug-in is not compatible. VersionsQuest ProWindows 11 23H2 (22631.3593)Unity v6000.0.3f1Oculus Utilities v1.97.0OVRPlugin v1.97.0SDK v1.0.34Meta XR SDK v65XR Plugin Management v4.4.1OpenXR Plugin v1.11.0SolutionUninstall Oculus XR Plugin from Package ManagerCheck OpenXR and Meta XR Feature group in XR Plug-in ManagementAdd an interaction Profiles using Oculus Touch Controller Profile Note that Meta Quest Touch Pro Controller Profile doesn't work.Check the Hand Interaction Poses
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