Quest Development
Recently active
Hi everyone,I have 3 "Quest 3" devices all connected to the same account. Is there a way to cast each of these devices to 3 separate phones or PCs at the same time?I’m looking to mirror the gameplay of all three headsets onto different devices simultaneously, but I’m not sure if that’s possible with them being on the same account.Any help or advice would be appreciated! Thanks!
Hello,I'm developing a multiplayer VR game for Quest and Windows PCVR. Unity 2023.2.19, XR Plug-in is set to OpenXR, latest XR plugins, and Meta XR Platform SDK 68.0.0.I've only pieced together loose information online to make this system for grabbing and displaying the player's Oculus/Meta/Account username, but I need help because it's not working. I'm going this route because I don't want to add moderation and check for unique usernames if Meta already has these systems. I made sure that the Meta XR Platform SDK was in my project which is the only Meta package I have: Meta XR Platform SDK | Integration | Unity Asset StoreIt builds and runs fine, it authenticates successfully thanks to the instructions from here: https://developer.oculus.com/documentation/unity/ps-entitlement-check/try{ Core.AsyncInitialize(appID); //Their docs had "Platform.Core.AsyncInitialize(appID), but their example only had ()" Entitlements.IsUserEntitledToApplication().OnComplete(Entitlemen
Asking because I currently have a quest 2, planning to get a quest 3. But I've seen a couple lens reviews talking about certain issues I don't have on the quest 2.. • Yellow/redish gradient on the outer sides of the lenses • Mura (don't really know how to explain this one) • Virtuality looking more "flat" and not as 3D as, say the quest 2 or rift S. • black lines on the innards of the headset (maybe an IPD issue?) • you can see the middle/breakoff of each lens (like a black space) Will be using this for wired PCVR. Thanks
I'm working on a Unity experience that aligns a prebuilt virtual scene with a known physical space.Is there a way to programmatically force a calibration/centering of the headset position, and then to prevent the user from recentering themselves and instantly breaking the physical/virtual seam.
I don't know if im doing anything wrong. I need answers ASAP so if anyone could help me, it would be much appreciated!
Hi, I am new to using the SDK and I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real hand compared to if I was holding a lighter object, I have looked for multiple solutions but I have not been able to achieve anything yet, I appreciate any help!
Hey so I have a Meta Quest 3. Since day one it's constantly disconnected from the internet even though I have 1gig up/down with a wifi 6e router. More recently it began having issues using airlink and cable link to my PC. Occasionally I get on and can't get it to connect to the PC, as it can't be found, even with the physical link cable. And then more recently I began having issues with playing games on the PC. I'll get connected on airlink, and start up vrchat (generally what I play). And I'll have this issue where the left eye has frame ghosting (where I can see the previous frame as a blur over the new frame) and my fps is choppy as hell (10fps maybe). And even when I get to a spot where the fps is good, if I bring up the quest menu (meta button) it will just kill my fps to 1-2 and flicker the screen making it virtually unusable. I'll also get weird artifacts that display on the left eye. I believe I have a pretty decent PC for what I'm asking (RTX 2080, Ryzen 9 5950x, 32GB 3600MHz
Hi, I'm making a local multiplayer app for meta quest 3 and I'm using meta avatars. The movements of the avatars are doing well on the conection host/client. But if I'm with 3 players in the room, the client players are able to see the movements of the host avatar, but the other client avatar stay fixed in the "T" position with the open arms and the movements dont update. Any solution?
My Quest 3 headset.. in the oculus app on my phone, "Headset settings" is greyed outand I can't put the device into developer mode. Note it used to work. I can't connect this headset to adb or MQDH anymore either.The settings on the quest itself show developer mode 'enabled', but apparently it's not.I'm at this form from this post (same issue) https://communityforums.atmeta.com/t5/Get-Help/Headset-settings-greyed-out-mobile-app/td-p/1070584How can I fix this? Thanks
Hello. I do not manage to launch Meta XR Simulator in the new 68.0.0 version of the SDK. I use the same project and build settings that work correctly in versions 59.0.0 - 66.0.0, where the simulator functions properly. I set "Oculus" option for both PC and Android in "XR plug-in Management". I set "Meta XR Simulator" to "Activate". I tried launching both with and without synthetic environments, but the Simulator window does not show up. Does anybody have the same issue?
Hi,guys. I have made a Quest VR apk that is able to install and play on quest3, then i tried to upload apk to MQHD for revview, nomatter i use MQDH , Oculus Platform Utility or unity plugin, There are always say "The build you were trying to upload has failed, spawn EPERM". my organization is verified in MQDH, I use unity 2022.3.2f1c1 to make apk , then use VPN called "ASTAR" to upload apk to MQHD 4.9, is the VPN problem ? or anything else , please help, i am looking forward to hear from you. thank a lot. below is the error on my laptop .below is the error on my PC .below is the error in unity .
Headset shows locked (quest2)
I'm trying to use a multicast dns library (zeroconf protocol) to register the quest 3 device in the local network.I've tried the following methods in Unity:Importing this library: https://github.com/jdomnitz/net-mdns; seems to work on the editor when hitting the play button, but not when building the app on the quest 3.So I thought maybe it was that the library not being compatible with Android, so I implemented this other library as a java plugin: https://github.com/jmdns/jmdns.This plugin seems to execute correctly looking the logcat, but it wont publish the service even though I don't get any errors, using this code:public void startService(String serviceType, String serviceName, int port, String serviceDescription) { try { InetAddress address = InetAddress.getLocalHost(); jmDNS = JmDNS.create(address); ServiceInfo serviceInfo = ServiceInfo.create(serviceType, serviceName, port, serviceDescription); jmDNS.registerService(serviceInfo);
We are developing a game that utilizes room scan data from Quest 3. Since the depth sensor of Quest 3 is essential, we intend not to support other devices in the store. However, I'm not sure where to set this preference. Should we simply select only RoomScale in the Supported Player Modes? Currently, all options are selected.
Our application creates a XR cubemap layer and applies textures to it.The cubemap layer is the usual type XR_TYPE_COMPOSITION_LAYER_CUBE_KHR.The 6 textures are loaded from KTX files and use the GL_COMPRESSED_SRGB8_ETC2 format.Starting with v69, this method for creating the environment around the user stopped working and our UI elements just float inside a black empty space.This functionality broke also on our *published* version of the application, so it was probably not caused by a bug on our end. Everything worked fine on v68 and it broke on v69,We have been investigating this issue for several days and it seems that the problem is specifically triggered by the combination of compressed textures and a cubemap layer.Some additional observations:Textures with format GL_COMPRESSED_SRGB8_ETC2 or GL_COMPRESSED_RGB8_ETC2 do not work.Using PNG files for the cubemap does work (GL_RGBA8).Disabling layers also works.Loading other textures with the same formats works (we do it for the controlle
How can I get if the user is playing on a quest 2 or a quest 3 in a unity script? I have Platform SDK installed if that matters.
I'm working on a cross-platform VR/PC/mobile application, and I'm considering using the Meta Avatars SDK to implement user avatars. For non-VR users, I would use avatar presets. Does the Avatars SDK require being built on a VR platform?
[edit] ignore this, can't delete the post so editing - something else causing a slowdown that's beyond GPU or CPU usage
[Unreal engine 5.2]I need to only one anchor to 5 of quest 3withouth using cloud, can i share the local anchor? If it's possible, can you inform me the way?
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs.So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes?Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of
Hi Everyone,We have an experience in which multiple people HAD been able to slowly walk through an orchestra as the sound changed. Worked very nicely for a large public.BUT: we had been using Space Sense to give people a sense of the others in the environment (which was being monitored), but it seems to have disappeared or failed last year. Sometimes one sees a bit purple throughput, like a ball of tumbleweed, but basically it's not working. This was essential to our mode of presentation. Does anyone have any idea 1) what happened to space sense or 2) what is the most simple, robust replacement? Am I missing something simple?
Current SituationCurrently, panoramas on Meta Quest are displayed against a plain background, which doesn't take advantage of the device's mixed reality capabilities.Proposed ImprovementI suggest implementing a new viewing mode for panoramas that combines passthrough technology with the wall-locking feature seen in YouTube VR's mixed reality environment option.Key Features Passthrough Integration* Allow users to view panoramas with the real-world environment visible in the background using the Quest's passthrough technology. Wall-Locking Option Implement a feature similar to YouTube VR's mixed reality mode, where users can "lock" the panorama display to walls or surfaces in their physical space.Flexible Viewing Give users the option to switch between the current plain background mode and this new mixed reality mode.Adjustable Opacity: Allow users to adjust the opacity of the passthrough background to find their ideal balance between the panorama and their real environment.Ben
I have a simple script that plays an audio clip when the OnPointerEnter event fires and stops when the OnPointerExit event is firedIf I hover over and then off of a UI element, like a toggle or button, the audio plays / stops as expectedIf I pull the controller trigger while hovering over UI and release, the OnPointerExit & OnPointerEnter events fire, even though I never moved the pointer from the UIThis only occurs when in VR, not in a desktop scene, and is feels like a bugUnity 2022.3.20f1Meta SDK v62
The app is a media player hosting 5 360 videos. The submission fail is for VRC Content 2. (App metadata must match the app’s in-app content). I'm not sure why though and there is no other feedback on the submission. Might it be that they consider the cover art to be not representative of the 360 video? I'd rather not redisign everything if possible. Is there any way to get more specific feedback from the reviewer?Thanks, ian
Hello community,I'm currently work on a Demo for mixed reality. For my demo I need space setup / room setup being setup correctly to work fine for occlusion but I don't found in documentation how to force room setup to be done before launch the app, verify space setup is present, or force to launch space setup from app like the Meta Demo "space encounters" do.There is any method to do this ? Or documentation ?Thanks you all for future answers.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.