Quest Development
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Hi community,I add an LUT for my passthrough and I need to adjust "blend" value of this LUT into a script but I don't found how to change this value in code, while animator seems to be able to access it. How can I change the blend value into code ? I don't found the answer in documentation, I just found that this value is named lutWeight in OVR library. but it's not exposed value.For now I make the transition with an animator, but it's not very flexible. thx you all for future answers !
Hello!So basically, I have started to make an own game similar to Echo VR. But I have a bit of backstory first.I downloaded and played echo vr for the first time this year. It seemed like a very fun game. I played a few games, and got the hang of it. Everything was nice until my little brother told me that echo is shutting down in August this year (in just three days when I am writing this).Of course that was a sad thing to hear. It is a very fun game. I continued to play now and then, but I knew that I wouldn't be able to continue for so long.Now, I happen to be a dude interested in programming. I don't need to go into too much detail, but I have recently programmed a bit in the game engine godot. So I thought, why not take inspiration from echo vr and make my own game in godot? And so, I started developing it. Now, I am a single person (with the help of my brothers though), so I obviously won't be able to make a super fancy game. But, my goal is to make a fully playable game similar
the handtracking works perfectly fine when open palms are facing the headset. but stops immediately when grabbing or rotating the hands. However the Oculus button still shows up and handtracking works normal when pausing the app.I'm switching between OVRCameraRigs by instantiating two prefabs. both have handtracking and controller tracking enabled. The first one I've set up myself and the second one is from the vuplex webviev example scene for the quest.After switching back from the vuplex-OVRCameraRig to mine and loading out the scene with vuplex components the tracking fails and switching back to controllers isn't detected either.At this point I unload everything and make sure that all persistant objects are destroyed, before loading the first scene non-asynch. But the issue still persists. I've also removed the OVRManager from all OVRCameraRigs and added an OVRManager to an empty gameObject that is initiated in the first scene.
Hi, I am currently developing an app that plays 180-degree 8K high-definition VR videos. Although there have been no changes in our code, we’ve noticed that video playback stuttering has become more frequent recently. Could it be possible that any changes made in the latest OS updates (V67 or V68) might be affecting this issue? Thank you.
I've had a Quest 2 for a bit now and am thinking about upgrading to the Quest 3. How big of a jump would the Quest 3 be and would it be a worthwhile pickup. How much difference is there between the pancake lenses and the older lenses that other headsets use? Also how is the resolution compared to something like the Quest 2, Index or PSVR2? Would anyone recommend picking up the Quest 3?
I am using unity, and I want to launch the reporting modal (the same thing that shows when you press the oculus button, and press report abuse.) How can i do this?
hi ! i want buy game but i cant with this error : Feature unavailableYour request could not be completed. This feature is currently not available to you. Please try again later.I tried from different devices , my phone , headset and pc. But my purchase was not completed
For the next Quest headset, please make the hardware for the microphone and speakers better.Most VR enthusiasts are also social VR users so having a quality microphone and audio listening experience is highly valued.As a Quest 3 user myself, I have had experiences with a Valve Index so I know that the internals can fit a great microphone and that audio solutions exist where audio sounds amazing.To be frank, if the hardware is compelling enough spending $1000+ is not a hard sell and I hope the PRO versions take this into account.
We can now have shadow on passthrough thanks to the PassthroughRelighting example in the MRUK, however, the shadow casted on the room mesh is very pixelated. I have tried to increase the shadow quality, resolution, adjust the bias etc but nothing seems to make any changes to the pixelated shadow. Does anyone know what can be done to improve the shadow quality on passthrough? Thanks!
Had after a VRC update stick drift when i use Virtual Desktop with SteamVR easy something what i can fix in SteamVR no problem. But today when i started my Quest 3 and started VRChat in Virtual Desktop Y Button had delay and acted like input lag now it does not Work anymore on my left Controller. Even more strange is that Button on the Left Controller that work in Virtual Desktop like the Trigger,Y and X Button will not work in the MetaOS or Quest3 System. (tested it in Standalone VRChat and other games) I did repair my Controller and Factory reset it still same issue and my Quest 3 is only a few month in use less than 5 month. 😞 If anyone knows what problem I have pls let me know. 🙂 and have a Good Morning/Day or Night
hi, as a final user i can use the developer hub? or is intended for real org's only? i want record my gameplay and cant do it with any app, the recordings FOV on the quest 3 is too near and make bad videos, in dev mode people said you can make it 16:9 cinematic and use both eyes instead of only one... just wondering if i can use it as a final user... i dont knnow how to make app,etc hahah, thanks.
Hey All, I've been trying to get the Oculus Spectator mode (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) working, but I can't even get the example scene to work. The switch between first-person view and spectator view does nothing for the 'cast view'. I've tried with multiple unity versions, oculus SDK versions, cast devices, and HMD's (Quest 1 and 2).Development build is off and experimental features are on, am I forgetting something? Has anyone ever made this work? And if so; how?Thanks in advance!
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I'm trying to call the attestation api (graph.oculus.com/platform-integrity) but this is the response im recieving {"data": [{"message": "invalid request"}]}
Is there a way to trigger the OS Screenshot (similar to the "Take picture" button or the "home menu + pull trigger" shortcut) from code?I'm using Unity and my guess is that it is not exposed through Meta's API, but maybe there is a way to launch the android process somehow?
I don't know if this behavior is expected or if I'm doing something wrong or missing an option somewhere. My issue is that my game appears to be lower resolution when running from the Quest 2 as a built application than when I run the same game in the same headset from the Unity editor. Text, for example, becomes super blurry by comparison when I run the game from the build on the headset as opposed to looking crisp when run from the editor. It's significantly blurrier than the text in the Oculus Dashboard even when the game text might actually be larger on screen. Does anyone know of any settings I should be looking into or options I might have overlooked? Any help would be greatly appreciated, thanks! Edit: I've discovered that games don't run at full resolution by default on the Quest, and the effect can be offset by manually increasing the render resolution. In Unity this can be done by manually setting the XR resolution withXRSettings.eyeTextureResolutionScale = whatever mult
Hello, For my game, Arcade, I would like to detect if the user is currently playing with the latest version of the game.Do you know if there is a way to achieve this?Cheers.
Hello!I want to make a shader that renders greyscale depth of a game object. Therefore, when a player watch a cube with that shader, the cube will change its color based on the distance between the player and the cube. Like a picture below but just one object with this texture. I am not very good at HLSL. How should I do that?
Posting here as it has to do with Quest devices with developer mode/usb debugging enabled to sideload files.When sideloading videos to a Quest device, a video is not accessible to apps like Meta Quest TV or others (Skybox, Play'a, etc) until after the device is restarted. Further, files/images, are not accessible on the Meta Quest Files app as well initially after sideloading. The only resolution is to restart the device to make the files appear.Device details:Device: Quest 3Quest OS version: 68.0.0.596.362System version: 50111700065800510Device: Quest ProQuest OS version (PTC): 69.0.0.303.335System version: 50436710027900330 I'm able to replicate this on Quest Pro and 2 as well.
i'm using the quest 3 to development now ,but after install my Apk, the game often lose the controller ,I tried changed the tracking to high,controller pose alignment=grip(This method obvious reduce this problem but it's still happen).I use hand tracking version to B2.Enabled Openxr Eyestracking and Openxr hand tracking.then i tried changed the XR API to epic native Openxr with vendor extensions,still not working ,does anyone stuggled with this problem?plllllllllllllllllllllllls hellllllllllllllp meeeeeeeeeeeeeeeeeeeee
Hello together.I'm experimenting with a training app in MR with the Quest 3. I use an authoring app for this, I'm not a real programmer who can write code... 🙈My problem is, I want to project a real sized helicopter onto an empty landing pad or into the hanger in MR. However, the limitation of the range of motion is so small that I cannot walk around the entire helicopter or move far away to position the helicopter correctly as a 3D object (because for this, i have to stand outside of the "box" of the helicopter). I need space of around of 100m².I found instructions on how to deactivate the field limitations (boundary) in developer mode, but this option seems no longer available (developer mode is active). Is there any way to deactivate the field limit on Quest 3?
Our dev team are trying to integrated "Invite to App" feature functionality into our application, but they have noticed that they are no longer receiving callbacks, which was working fine in the previous version.Destination was created, user age group confirmed (13+), build uploaded, and data use checkup are active. Cannot figure out what's wrong.Could anyone please provide some insight into why this might be happening?
We wanted to release our game to the Meta Quest Store, but we didn't know the rendering frame rate requirements on different quest devices。please help us,thank you!
For example:1 Apps must maintain a rendering rate of at least 60 fps. for a Meta Quest app, how many rendering rates(fps) at least are required on quest2 and quest3? 2 Interactive applications must use a refresh rate of 72 Hz, 80 Hz, 90 Hz, or 120 Hz. (120 Hz not available on all devices)What's the difference between the refresh rate and the fps here ?Is it the same meaning?
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