Quest Development
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I am currently experimenting with the Oculus Quest implementation package and Unity. I have some questions regarding the following points: All my game and data retrieval methods run on Android on my Quest 3. I would like to find out during gameplay which devices are connected to the USB-C port (the only port it has) and also via Bluetooth. By devices, I mainly mean batteries and haptic suits. For example, I want to know which batteries are being used when they are connected to my quest headset, and in case a user connects a haptic suit to the Quest 3, I also want to know in-game which haptic suit is being used.
We are making the game Iron Rebellion for Meta Quest. We were under the impression that as the store merged with app lab we would remain in early access, yet there is no option for this in our app meta data as the documentation suggests. We want to be marked as early access, any help with this is greatly appreciated!
Hi I'm a game developer for the meta quest store and I made a game with IAP and idk how or when ill get my payout I've filled out all payment details and its been over 30 days so idk what's happening can someone please tell me.
ChatGPT is a large-scale language model developed by OpenAI, and can generate natural dialogue with humans. It supports Japanese and is free to use, so it has attracted a lot of attention. In this article, we will introduce what you can do with the Japanese free version of ChatGPT, along with specific dialogue examples. Chatgpt is free, secure and available at: https://chatgptjp.ai/ What you can do with ChatGPTChatGPT can perform a variety of tasks thanks to its high language processing capabilities. Text generation: Writing sentences, translation, summarization, code generation, etc.Question answering: Fact checking, knowledge search, explanationCreative expression: Poetry generation, story writing, script writingLanguage learning: Vocabulary learning, grammar check, conversation practiceSpecific dialogue examples1. Text generationWriting:"Plan your summer vacation trip.""I'm having trouble with my programming assignment. I want you to write me some simple code."Transla
FL studio should be available for the meta headsets standalone it would be a great addition to the apps that are on the headset. Not the mobile version the actual full app which would need porting over from pc but it should be possible and would bring alot of producers over onto the meta platform you should work with image line the FL software developers to make this happen.
@ links to membersHi MetaQuest developers! Have you been able to add keywords tags (metadata) to your app since moving from the AppLab to the horizon store? In the Meta Horizon email we received, they say we should be able to do it once on the store but this is not the case for me. Thanks in advance for your invaluable input.
Will you ever look into allowing users to create custom Heads-up Displays for the Passthrough feature? I think something cool, since Meta partnered with Microsoft for the Game Pass, would be to include some HUD displays/themes from some Microsoft games(Like Halo) in the Passthrough. It would be awesome to have a Halo helmet display in Passthrough when playing passthrough games, and such.
Hello,I have some questions regarding the "Meta Keys" distribution option:How long do keys last for? Can they be infinite?When a user has gained access to the app with a key, do they always stay updated to the latest build on the production channel?For a keys-only app, is it possible to push minor updates without needing the app to be reviewed each time?Is it possible to see which Meta account redeemed which key?Is it possible to revoke a key?Thank you so much for your help!
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool.We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again.Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can
I have tried a few different events in VR now (I'm stuck using standalone for now but will upgrade soon) but I'm not sold on any of the event spaces. For comedy, concerts, etc. I love attending in VR, but the actual getting there seems wayyyyy harder than it needs to be for most events I find. Which apps have you used to attend events and which ones do you like the most?
Why the example of network-loopback as same as the mirror one? When I moved my right hand,the mirror moved right side hand(its left hand), and the network-loopback avatar shuold moves his right hand too, but now his behaivor looks like mirror.... (Does it make sense? sorry for my poor English...)Sample screenshot of the “developer.oculus.com/documentation”Me: right handHe: right handActually in unity sdk's Sample screenshot :Me:right handHe:left handHelp me!!!!!please!!!!
I've tried everything to get it disabled permanently but meta quest developer hub doesn't seem to do anything when you try to toggle it off, it just seems to error out and stay enabled.
So, I love skateboarding games and skating in real life, But iv tried two separate skating games and one was VR skater SL, not bad by any means but very limited. Grindpunk, I talked to the dev he was supper sweet and gave me early access, But it ended sadly I cannot play the game anymore, But it also felt really stiff (Its still early testing so im not saying its bad because of that) But I really want a VR skating game I play PCVR and Standalone so if anyone knows any games let me know please <3<3
If there are bones on the left and right shoulders of your character model skeleton, except for the arms. It will cause the arms to become like a snake, bending left and right, and these extra bones will continue to rotate around the neck, which is very crazy. I have no choice but to transfer the parents of these additional bones to the Chest bones.
Hi. I'm x-posting here because the 'Genera' forum has tons of spam and doesn't seem to get any activity.I have an app in app lab that's never been released in app lab, i.e. there's no builds in the Production (App Lab) release channel and Release Status is "Not Released". I have other channels I'm using for dev and testing and beta users.Do I have to do anything for the coming App Lab transition to the Store? I have had my business verified and my admin verification is pending.If I look in the App Manager in the Overview section (see below), the 'Remove app listing' button/option is greyed out, and hovering over it says 'This application is not approved'. So I'm assuming there's nothing to Delist and I'll be transitioned into the Store with just the existing Private Release Channels as described in the transition documentation? Will my channels remain as-is and my test users remain as-is or will they need to be re-added and they'll have to reinstall? Thanks
Hi, I just want to know how to change the languages in TTS. I have a requirement to use Hindi text-to-speech but I couldn't find the documentation anywhere for changing the language.
Hello,How can I access the information obtained through eye tracking in the Quest Pro?What information does it include? (Including eye position, pupil size, pupil center position, eye openness, gaze position)?What is the frequency of the measurements?is there a way to assess the accuracy of the tracking?Does any of these questions have documentation somewhere?Any assistance would be greatly appreciated. Thank you.
We are using OVRPlugin.GetEyeGazesState in Unity to get left/right eye pose. In every frame, and for every person we tested, the distance between the left and right eye is always exactly 65mm.Their actual distance between the eyes ranged from 60 to 71mm; we did Fit Adjustment and Eye Tracking Calibration: fit adjustment shows the correct distance between the eyes, and the eye calibration is successful. Still, the eye positions we get from OVREyeGaze are clearly not correct.Does anyone know why is that, and how to get the actual eye positions?
This feels like a question that must have an obvious answer, as I have found no one else who seems to have this problem, but as I was attempting to work on an A-Frame project I was really confused why I couldn't get my controllers to give me movement in Immersive. After beating my head against the wall for a while I decided to go look at working examples and see what I was doing wrong. In every A-Frame project I went to, the controllers did not work. Even in Stemkoski's Quest Controller Data example. There was nothing.I tried my Quest 2. Works just fine. I factory reset my Quest 3. Nothing. I tried non-A-Frame WebXR experiences - they all worked fine. For some reason when I take my Quest 3 into Immersive on an A-Frame project it just doesn't seem to register the controllers. I feel like there must be a setting or other strange condition I'm missing, but I'm at a loss. Any ideas?
Hi, I am an Italian teacher. We purchased 20 Oculus Meta Quest 2 for teaching. We created an account and used the APP to pair all 20 Oculus. However, we would like to give students the opportunity to create an Avatar for each Oculus, but we are unable to. How can we allow each student to manage the avatar independently? Is it possible? Thank you Michela
Hello,I had this case where the parent has the HandGrabInteractable component and then add some children colliders at runtime, they are also HandGrabInteractable.Now if I delete those children at runtime (which I need in the game) it doesn't remove those children colliders from the parent HandGrabInteractable.Colliders[] and as soon as you put your hand inside that parent colliders you get missing collider error. so it didn't update the Colliders[] when destroyed.The only fix I found was to add:public void RefreshColliders(){Colliders = Rigidbody.GetComponentsInChildren<Collider>();}in HandGrabInteractable.cs and call it in my fixedUpdate in the case a children collider has been deleted.But I will need to change that each time i update the sdk so it's not ideal.Is there a cleaner way that I missed to achieve the same result? Right now the Colliders are only set in the Start() function of HandGrabInteractable, in my opinion it should subscribe to those children
So as we probably all now AppLab is getting abolished tomorrow to make way for the horizon store. Which is super nice and will make all games more accessible and findable for VR users. The only worry I have is the huge amount of Gorilla tag copys/fan games. So here's my idea to make them not take up 30% of the quest store.So the idea is basically have a separate sections for the, like when you first boot up the horizon store is shows all the category's like: Shooting, Action, Simulation, Arcade, etc. So what if we just have a sperate one of those called "Fan Games" that has all the gorilla tag fangames/copy's. Now to make sure they still get promoted maybe do like: Shooting, Fan Games, Arcade, etc. This makes it so that people who don't want to play fan games don't have it taking up a lot of the store space but the people do want to play some can quickly find a huge list of them. I feel like this could be a win win and make the store likes cluttered up with fan games. What ar
He creado otro proyecto desde 0 y sigue dando error con tan solo hacer las instalaciones del SDK... No sé qué más hacerrrrrrrrrrr HELP!!
I'm getting this error when trying to upload a build to my ALPHA channel. I just want to upload the build to have it in the store to test internally. I already tried to edit the Manifest file, but I can't pass this error. Is there any way to ignore this error and upload the build anyway? Thank you. Validating build... ERROR: Validation identified the following errors: The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.CAMERA Please remove the following permissions and upload your application binary again. NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection
The room scale example here https://immersive-web.github.io/webxr-samples/room-scale.html no longer works as of the latest browser update.
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