Quest Development
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Hey guys,I am wondering if everyone is seeing roughly what I am seeing for Reach, Unique Clicks, etc.If there are millions of headsets, why are the "Reach" numbers reported in "Funnel Analytics" so low for a 28-day span?I'm seeing average Reach = 4500 users.My guesses:The vast majority of people are not using their headsets.People don't know how to search for apps.People aren't searching for apps. They play what they already have or spend time somewhere else.People search for apps, but Search has been broken for awhile, and is just now starting to work a bit.Something else?
Hi there!My application has been reviewed (AppLab). And it's Approved. But I haven't set a release date yet.Now I want to upload a new version of the build for release, also i want to change description, link to webpage, .... How to do this? Because I can't create a new "submission" and I can't change the current one
I am curious but I notice lots of headsets still use black and white cameras alongside a color camera. I was wondering if there was a reason behind this. Perhaps tracking is better or perhaps can only be done with those black and white cameras. If so, I wonder why that may be.
Hi everyone, I have a problem regarding my built app becoming lagging after enabling passthrough in airlink, because I needed the depth api and passthrough mode. When I run the app when disabling passthrough in airlink, my app will run smoothly. I used the oculus debug tool and I will see that my compositor latency is very high when passthrough is being turned on. Any solution for this situation? I have connected my PC using ethernet cable and used a dedicated 5GHz router for my quest 3.
It would be really cool to be able to export the models and textures made while 3d scanning environments using the quest 3. This would allow us to import the scans into a 3d modelling program like blender, to be able to set them up for use in another VR game or experience. In a way it would be helping expand the content available in the metaverse by allowing users to get creative, even if the 3d model isn't particularly high detail, users could add in missing detail via a 3d modelling program. We could also add extra detail by modifying the textures, normal maps, height maps ect. I would love to be able to make a map out of my gaming room for use in a social VR game! People used to make maps in CounterStrike years ago called RAT maps, where they would model an environment where the player was tiny playing in a massive ( to them). Having this feature available would make is much more accessible to create fun content like that. Progress is good ^_
Hello all, I am trying to get some traction on this so we can finally do AR with quest 2 without that annoying Guardian.Please please let power user disable guardian when in Passthrough, there is no danger for us since we can see everything around us.Power users matter and you should help us enjoy your product, not put barrers in our way. Thank you
I recently submitted my Meta Business Manager account for verification, but the status has been "In Review" for over 5 business days now. I still haven’t received any notification of approval or denial, and this extended waiting time is starting to impact my business activities.Has anyone else experienced similar delays? What’s the typical timeframe for verification? Also, is there any way to expedite the process? I’d really appreciate any insights or shared experiences from the community. Thank you!
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk.Unity version: 2022.3.44f1I’m using oculus quest 3.Thanks
I’m trying to spawn a Cube as spatial anchor. But after spawning it drifts if I move physically. I’m add OVRSpatialAnchor after instantiating like this, _cube.AddComponent<OVRSpatialAnchor>(); Please correct me if I have to check something on the build settings or some Oculus settings in Unity. Thanks guys!
So my Quest 3 headset is basically bricked right now. When I boot up I’m on the horizon feeds menu but just a loading circle on a gray background. On the universal menu I can see my app icons and the horizon feed icon has a loading circle on it as well, as if it was updating. I can’t interact with the universal menu at all, and even when I power off the headset, I can’t interact with the power off menu and need to continue holding power to shut it off. Does anyone know what can be done?? I also can’t switch to hand tracking
I am working on a MR Mini Golf game using the MRUK and just now saw that you can utilize multiple rooms in your MR games. So I was wondering first off, is there anything I have to enable to allow players to travel between rooms while using my application. The secondly can I move a golfball with a rigidbody into another room while I am still in the first one? I could use a collider to disable collision between the global mesh, wall, and the ball, to allow the object to pass through the rooms. Or I could capture the velocity direction of the ball on a collider and respawn it in the next room with the same velocity and direction, but the second room would still need to be loaded while I am not in it. So what I’m asking is, is it possible to have more than one rooms active, or just to make sure the room the golf ball is in is loaded (idk if the room the player is in needs to be loaded too, but it would be nice if possible). If you answer, please don’t forget to answer my first question als
I used side quest and MQDH to disable the proxy sensor and now my meta quest app gives me an error when trying to enable dev mode after it disabled its self. I’ve searched through a lot of online stuff but it all requires you to use you headset which I can’t do without dev mode so there’s kind of a loop there and it doesn’t seem fixable unless I get my sensor fixed unless there’s some other way like forcing adb or anything anyone else can think of if it seems like it can’t get fixed I’ll go and get my headset fixed and try to figure something out from there.
I submitted my rift app for review by the Meta Quest Store Review Team. The current status is showing that the app is crashing on starting but in my store it is working completely fine. The exact message is "TEST BLOCKER - The app crashes after launching, preventing further testing". They haven't provided the reason behind the crashing of the app. Is there a way to contact them so that I can figure out why the app is crashing on their testing system. Thanks in advance!!.
Is there possible, also with adb command, to permanently enable Do Not Disturb or to disable the "controller not found" popup notification? For a museal purpose i need to run my developed application without any controller and without hand tracking. All the app feature is controlled by UDP messages sended by another device and is essential that no other interaction is possible. Sorry for my english not so good...
Hello Meta Team,I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones.Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as:Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes.Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through a
How cool would it be to have a Virtual camera that could follow you in a 3rd person view. so instead of streaming and seeing your Shakey POV, you could stream and see a third person view of yourself like a virtual selfie camera or drone?
Hello,Iam trying to build example from oculus_mobile_sdk on my oculus quest 3, gradle sync is okay, but problem is with project configuration, where android app wants module, which I don't have. Or is there any alternatives except Unity and Unreal Engine ? Thank you !
I have been trying to enable developer mode on my new to me quest 3. Previously my friend loaned me his original quest one and it worked perfectly there. I have verified all fields for my user account fields even added a credit card even though I didn’t want too. so under account.Add credit card :white_heavy_check_mark:set up text message two-factorquthorization:white_heavy_check_mark:add mobile number :white_heavy_check_mark:under organizationat top says verified. I did admin verification and that also has :white_heavy_check_mark: Any help is appreciated. Already chatter to one rep that sent me to developers I think and they said they don’t deal with that issue.
I'm using the Meta URP fork for ASW support (Unity 2022.3). I also have functionality in my game for taking an instant photo onto a RenderTexture. However when I do this the images I get seem to be showing the motion vectors and nothing else. Its definitely due to the fork as identical setup (Vulkan / Standalone build) worked perfectly before the switch over. PCVR / DX11 works fine either way. Is there any way to strip the motion data out of these or a way to force that particular camera to not do the motion vector pass? Also reported here with images: https://github.com/Oculus-VR/Unity-Graphics/issues/34
Hello, So I have a working project with the new version 13, when I tick "Enable Physics Capsules" in OVR Skeleton script, inside the OVRHandPrefab, the capsules behave wired.So, as soon as the hands are detected, the capsules appear basically at the tip of the selected fingers (this, through the InteractableToolsSDKDriver, and the InteractableToolsCreator script), but as soon as I move my fingers, the position of the capsules remain the same, it doesnt update the position in relation to the finger, but it travels with the whole hand. I wonder if there is a bug regarding the attached parent?Then, if I hide the hands, as soon as they appear again the capsules appear in the correct position of the finger tip, just to stay there again when the finger moves.I am guessing this is not the desired behavior, right?Thank you!
Hi, I am a high school junior writing a meta quest app using native meta spacial SDK. I would like to draw a path kind of simulating where my entity can move around in 3D space. An example is showing path of a rocket in space.Since the path can be dynamic, not sure if creating a GLTF is an option and instead thinking I will have to do this in Koltin (Java) using either meta SDK or Android SDK. Appreciate any guidance.
Next time a top-tier headset is made, i dont want to have to regret not serendipitously swapping out my current one with another headset a little over a year and 3/4ths later. the side usbc port is sunken in because there was nothing to brace it to the housing and no other device that i’ve ever used since 2020 has had that issue. no spills on the headset, just gentle plugging and unplugging, and falling asleep with it on by accident here and there. I’ve used my headset almost every day since i bought it in 2023 and im so sad that its my most recent purchase of an every day use item and the first thing to fail significantly.not sure what to suggest about the controllers other than please make it harder for them to get things like dead skin from getting inside of the controller and sell replaceable magnets for the sticks on the site but also make the controllers modular. please account for this in the next installment of a top-tier headset packages
Why no stereo audio capture on Quest 3? Is it perhaps because aliens have infiltrated the company and are writing software that combines the two channels for some twisted plot to destroy the galaxy? Its the only explanation MetaStoreHelpStream #0:0[0x1](eng): Audio: aac (LC) (mp4a / 0x6134706D), 48000 Hz, mono, fltp, 64 kb/s (default)
The more updates that come to the quest especially with the new quest 3s, the more it’s becoming a primary device. Not “for a couple hours” or “every few days”. I’m talking more than phone usage daily. I’m picking up the 3s to watch tv, browse the internet, gaming was in the bag from day one, the updated panels albeit a little similar to the Vision Pro are almost flawless to use for media. Any app you want that’s not on the store you can get just sideload. It’s starting to become convenient. idk. We’ll see.
A while back my oculus quest 2 stopped working only showing a black screen and when I go into the meta horizon app I find nothing wrong so I try the trouble shoot menu and it says my quest is locked, I click on my profile in the meta website, it says I haven’t done anything wrong, I try to reach support but I can’t because my serial number doesn’t show any results for my quest, I just need help so that I can reset this garbage sell it and buy something that is actually useful.
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