Quest Development
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Hello, setting ovrManager.isInsightPassthroughEnabled = true works great and turns passthrough on, and setting it to false turns it off. but doing it over and over again, my app crashes at some point (sometimes on the first try sometimes on the tenth). I'm building with unity and I have no problems when trying the feature in playmode over a link cable. However the problem occurs when I build and run on the quest 2. any idea or pointers?
I have just received the email from Meta saying I should be updating my metadata for my game, including updating the search keyword, but the developer webpage does not allow app lab apps to add keywords. Any other app lab developer also run into that issue?
Hello fellow developers,I wanted to bring attention to an important issue that I’ve encountered since the merging of the stores, which I believe might be affecting more than just my app. After releasing an update to my app with the new metadata, I noticed a sharp decline in searchability—users can now only find my app by searching the exact name, whereas previously relevant keywords worked well in the search.I've been in communication with Meta's Developer Support team, who have acknowledged the issue and are working on it internally. However, I felt it was important to raise this in the community because this may be affecting other developers, particularly those who rely on searchability for discoverability and revenue.Here’s the situation:Only exact-name searches return my app in search results, despite all keywords being properly entered and compliant with guidelines.This issue arose immediately following the 5th August launch of the Meta Horizon Store.Meta is aware of the problem b
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Hello. I have 6 Oculus Quest 2 headsets and ı am trying to connect them all together in one Meta Horizon application. I faced with a problem when ı am trying to connect them to my app. I connect them but when ı enable developer mode and send them my own apk they disappears. How can ı fix this problem . I need to see all my 6 headsets online and reachable when ı am open the meta horizon application.
오큘러스2를 사용하는 자pc에서는 분할이 2개로 분할되서 고개돌릴때마다 움직이는 데에 오큘러스에서는 화면에 고정됩니다.도움말
Hello there,I have a few questions regarding recording videos on Oculus Quest 3.In the headset itself, there is no "both eyes" option. It's available in Meta Quest Developer Hub PC app, however. Can I somehow set it on the headset itself so when I start "Record Video" from Camera app, it would record both eyes?When I set "both eyes" in developer hub, there's no option to record audio. What's the deal here? How can I record both eyes and audio?The video with both eyes has images slanted, which I think also cuts away some of the image. What's the deal with that, why make it slanted? Can I set side-by-side without rotated images?4. when recording on the headset, mic has agressive noise suppression, making environment sounds completely cut off. Can I turn this off?
Think about how useful it would be if meta would add the ability to anchor a window fixed to your display, this way you can move around your VR space and have windows follow you without needing to grab and keep ahold of them, this would allow for users to enjoy watching media content and interact with their room while using this device, currently, it is impossible to be able to move around your room and clean while watching a video unless you are willing to work around the house with one hand w, please meta, make this feature for us, I have been waiting years for it.
Has anyone encountered this problem? Why does an error occur when editing data and clicking Save?An Error Occurred!Send messageQuery error: An error occurred while executing the query.Error Code1675030Trace IDB/KoOEQWTQS,How to solve this problem?
Hello everyone,We are currently realising a VR app in Unity for an exhibition in a museum (Meta Quest 3). In order to make the interaction as easy as possible for the visitors, we do not use navigation and only gaze-based interaction with a small set of interaction elements. The whole application has already been tested and even inexperienced users quickly get to grips with it.As no controllers and no hand tracking are used, users do not have the option of opening the menu. Now to my questions, I have seen that Oculus for Business is being discontinued, hence the question - is there any experience with a kiosk mode and is there any documentation on this? And the second question, can I start an app via a network interface and ADB using a hardware button, for example?Thank you very much
Hi,I would like to assign two materials to the global mesh. Unfortunately, Effect Mesh allows to assign one only.Is there a way to do it via code in Unity? Anyone willing to point me in the right direction? Newbie here 😥Carlo
Hi I'm making a liver/driving handle interaction I want to add constraints such that it reduce the motion of grabbable object (need to add larger force to move the liver) Is there any inbuilt way in which i can achieve this ? I went through "https://developer.oculus.com/documentation/unity/unity-isdk-grabbable/#one-grab-transformers" it adds only specific angle/axis limits. Thanks in advance.Big_Flex
I try to develop application in quest 3 using unity engine, but when I use system keyboard in oculus it just work for virtual keyboard. When I click input field the virtual keyboard shows up, but when I try to type with my bluetooth keyboard that connected to my quest, it won't work for typing any more. any help?
Hi guys, I’ve been trying to debug unity with meta quest play mode without any luck. I’ve followed the instruction at the webpage https://developers.meta.com/horizon/documentation/native/android/mobile-passthrough-over-link/but still after setting up the link and entering play mode within the app the world around me appears black. Is anyone able to help me?My project has an XR origin correctly set up and all the game objects needed to make it work, If I deploy the build inside the meta quest it works just great but with link I don’t have passthrough. I need it to debug some AR feature that I can't test inside the editor, can anyone give me an hand?
Hi is the Meta XR Simulator supported on Mac OS? Thank you,Andy
From Meta XR Core SDK v63, the "Changes to OVRPlugin detected" dialog appears even without any plugin changes. I discovered that OculusProjectConfig.asset contains hashes of the plugin's FULL PATH from v63. This means that simply moving the project or sharing it among team members triggers a false "Restart Unity" dialog.From OVRPluginInfoOpenXR.cs: string md5Win64Actual = GetFileChecksum(Path.GetFullPath(PluginRelPathWin64)); string md5AndroidActual = GetFileChecksum(Path.GetFullPath(PluginRelPathAndroid)); v62: private static string GetFileChecksum(string filePath) { using var md5 = new MD5CryptoServiceProvider(); byte[] buffer = md5.ComputeHash(File.ReadAllBytes(filePath)); return string.Join(null, buffer.Select(b => b.ToString("x2"))); } v63: private static string GetFileChecksum(string filePath) { using var md5 = new MD5CryptoServiceProvider(); byte[] buffer = md5.ComputeHash(File.ReadAllBytes(filePath)); byte[] pathBuffer =
Whenever I set fixed foveation rendering level based on how it's described in this article: https://developers.meta.com/horizon/documentation/unity/unity-fixed-foveated-rendering, I can see in the meta quest developer hub performance analyzer that the level gets set for a single frame before resetting to 0. I even tried setting the level every single frame in the Update() function, and I made sure dynamic foveation was disabled, but it still fluctuates between 0 and the level I set (picture below)... Has anyone successfully permanently set fixed foveated rendering levels here?
I've only had my Oculus 2 a few months and have used it minimally but have played Poker VR (NOT Pokerstars VR aka Vegas infinate) a lot. One day, it just would not go past the loading screen...that is, the screen that shows the two controllers with the word "Loading..." under it. I've spent hours troubleshooting...changing all kinds of settings. Yes, I have uninstalled and reinstalled several times. Prior to today, the game hung as described above BUT I could kind of tell I was in the lobby because I heard the sound when I opened the in-game menu...I just couldn't see it.The other day, I learned how to clear the cache. I tried several variations like clearing during the game loading and with game uninstalled. The only difference now is when I am stuck on the load screen, I can also hear the music.I finally had enough and did a factory reset. Installed Poker VR and the same issue. Tried changing the WiFi connection as one suggested and tried a random Avatar as another suggested. The Wif
The new "3 tiny screens" layout on my Quest 2 is awful for me personally and I'd like to be able to go back to the previous layout mode. Instead of having my big home screen, I now have a tiny version sitting very close to my face (if I reach out with a controller, my hand goes right through the screen). Text is small and hard to read (I'm old - it happens), and if I need to enter data with the virtual keyboard I have to contort my wrist (with carpal tunnel) at extreme angles to type rather than the gentler pointing I could do with the large keyboard that was farther away. Sure, I can make any given screen larger for a brief while, but there's no way to make it stick. Some people may love the new layout (although I can't imagine why) but please give the rest of us the ability to select the old layout. This unwanted change has really damaged my Quest experience.
Hi guys, could someone help me? I'm making an online game. When testing on quest2, it was found that on the V35 system, it can be connected through the Internet (TCP protocol). However, on the V56 system, it cannot be connected through the Internet (TCP protocol). The error message "Client Recv: failed to connect to ip=34.86.33.208 port=9000 reason=System.Net.Sockets.SocketException (0x80004005): Access denied" will appear. Is it because I set something wrong? Could you share a similar experience? Thank you so much.
I'm developing an application in VR where I want to display content in 2 languages in English and in Arabic. What would be the standard of developing such application. 1) I can put up a toggle button on each panel where I'm showing some description to convert text to English or Arabic.2) I can get the default language of device if its Arabic then I can only show the text in Arabic and vice versa.How to know the default Language of device if I have to opt second option?
I would love the ability to cast from a supervised (child) account. My child loves being able to use her own profile, however she sometimes needs help or wants to let her friends and family watch her play. Please add this feature!
Premise: We are developing a game and have uploaded an apk to the Release Channel.Assume that the Release Channel package name is: com.package.xxxWe have a development package during development, assuming that the package name is com.package.xxx.dev 1. Create a new Meta account and join our Release Channel through the invitation link. Now you can download our Release Channel version of the application and start it normally. Everything seems to be fine 2. I want to use this account to join our development group and install our developer version of the apk. At this time, the developer version of the apk will fail to login anyway 3. I tried to move the account out of the Release Channel, out of the Developer Group, and then add it to the Developer Group, and even restored the Quest to factory settings, but I couldn't login to the developer version of the apk normally.
I am using the Meta XR Interaction SDK in a Unity mixed reality app. I have cube setup with a SnapInteractor and aa snap point with a SnapInteractable. I have code running for the "When Select" event with an InteractableUnityEventWrapper, but I need to reference the Interactor that has been snapped to the Interactable. I don't see a way to do this in the documentation. What am I missing / is there a reliable work around if it is not officially supported?Thanks
Hello,Due to the other SDKs we currently use, we can't go down to target version 32.The APK build I get works great with Quest 2 if I install it via the developer hub, but there's no way to push it to any release channel.Is there any way to force a build with target SDK version 34 to a release channel?
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