Quest Development
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Hi all, I am trying to create a multi-user app in Unity for Quest 2 using the Oculus SDK and the META avatar SDK for avatar representation. I am currently stuck in the networking step. Here are two options that I am trying at the moment: 1. Using OSC to pass Transform data from local to remote avatars, but for some reasons the visuals are not moving even if the transforms are updated. This seems to be linked to the way data is passed to META avatars, but I haven't identified the issue. 2. Using Photon to pass out avatar data from local to remote avatars. This seems to be the most popular option from what I have found online, but I struggle to understand it and make it work. Besides, using Photon requires the internet and probably adds significant latency ? I'm going to give myself one more week to try and solve this issue using the Meta SDK, but eventually if I don't find an issue I will switch to another avatar package. Any resources are welcome, suc
I need to know if my headset is broken, because I'm gonna lose my **bleep**ing mind. I cannot for the life of me get this thing to consistently connect to a PC. The cord that I'm using has adequate throughput according to the oculus PC app, all the ports on my computer work, and the headset port works. Almost every time I turn on this headset it's endless troubleshooting to get it to even be recognized by the computer, or getting the headset to recognize the computer. Sometimes I can't get it to work at all. I use the same exact setup. Every. **bleep**ing. Time. I am signed in to the same account on both my oculus and PC. I've been able to play it many times so I know it works. My computer is also more than adequate for VR. If anybody has any clue what could be going on then please let me know.
I am a developer for a multiplayer game, we are currently facing a problem where users are abusing app sharing to get around meta account ID bans. Is there a way, for us, as developers to disable the ability to app share our game?If not, is there a way we can get the account ID of who originally owns the game?
Am I doing something wrong or is the IR line projector not used in the Depth API at all? Dynamic mapping could be greatly improved with it on, enabling things like occlusion, which is pretty bad at the moment.
I'm doing IAP function and testing purchase but when I'm click on buy button the system get error message as below.Also I'm testing paid my app has been released on app lab and also get similar messageCan anyone explain and give solution for this problem?Thanks
I have seen the Videos on the First Hand movement using only the hands to "Teleport" like you would with the controller. I have movement with the controllers fully implemented in my testbuild and have demoe'd to a few people call them Non-VR Folk. and how ever many times i try and explain to them that by "Pushing the stick forward and holding it will allow you to see a laser cast onto the ground which will represent the spot you will teleport to" They all somehow do the exact same thing and flick the stick so many times that they end up traversing the enviroment right into a wall and breaks the immersion for them. i would love to implement this hand gesture into Unity for them to understand it more logically using their own hands for the Movement/teleportation. how would i go about using this SDK for Unity? Sorry i am new to Unity also. i am an artist more so, diving into the world of VR. Everything is in place bar this 1 part that most people who have never played a game wit
Hi,I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss.How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc.Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable?So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3). Not
Can Oculus make Game Show VR games like. Wheel of Fortune, The Price is Right, Press Your Luck, and Deal or No Deal with a Community Leaderboard and Online Multiplayer options? I think it would drastically increase revenue for Oculus and also create more long lasting games to continuously play for people. I know for sure it would bring new people into buying and playing Oculus VR. Please and thanks in advance!!!
Hi,We're using ADB to read the oculus controller positions and button states from an Meta Quest2 to a linux ubuntu machine.Our Oculus Quest2 seemed to have peformed an automatic update (without asking for confirmation) after which we're no longer able to receive any information via the following ADB API call: self.device.shell('am start -n "com.rail.oculus.teleop/com.rail.oculus.teleop.MainActivity" -a android.intent.action.MAIN -c android.intent.category.LAUNCHER')You can find more context here: https://github.com/rail-berkeley/oculus_reader/blob/main/oculus_reader/reader.py#L48 Also, after this update we're no longer able to install the APK via this ADB api call:`self.device.install(APK_path, test=True, reinstall=reinstall)`https://github.com/rail-berkeley/oculus_reader/blob/main/oculus_reader/reader.py#L104 Thanks a lot!
Hello everyone, I am currently developing a project using the Meta Quest 3 and hoping to utilize the built-in microphone for voice input recording. While writing the program to detect microphone devices, I found three available Microphone Device options: "Android audio input," "Android camcorder input," and "Android voice recognition input." Despite trying these options for recording and confirming that the microphone is enabled with the necessary permissions, I still seem to be unable to use the microphone successfully.I'm wondering if I might have chosen the wrong Microphone Device, or if there might be another issue. This problem has been troubling me, so I came here to seek advice.
I keep uploading the same docs to verify my organization business. My LLC docs for name verification and my business checking account verification for phone number. I am using the same phone number on my checking account verification as I am verifying on the mfa when submitting verification documents but I keep getting rejected. Who can I call to resolve this?
Whenever im playing literally any game, the headset will keep randomly turning off.I've tried taping over the sensor which worked in the past but for whatever reason just completely stopped working, so now it stays on for a moment but when i do literally anything it'll turn off. I removed the tape, but then the sensor's function inverses and it turns off when i put it on my face.Is there any way to bypass this stupid ass system, other than making a time machine and executing whoever came up with this design?
Is there a way in Unity to check if Handtracking is active or controller?With OVRHand.IsTracked I can check if a hand is currently tracked, but this does not tell me if handtracking is active.Also, is there a similar command to check if teh Quest lost controller tracking (controller out of sight of quest cameras)?
Hi everyone,We are collaborating with a rehabilitation center to support amputees using several Quest 3 units under the same user account.We developed a Unity game for them, which worked perfectly with SideQuest. However, after uploading it to AppLab, it no longer allows simultaneous usage.Could someone help with this issue? Is there a specific option in the Unity code that needs to be enabled to resolve this?Thank you!
Hello, I have 16 games released on app lab since it's launch several years ago. However, none of them are showing on the app lab tab on the store. Does anyone know why this may be happening? I tried to contact Meta directly, but got no answer.
I'm trying to enable developer mode on my Quest 2 and it says "We're having problems loading this, please try again later". I meet all the requirements and developer mode works fine on my Quest Pro. Is this an issue with the new app remodel?
I cannot enable hand tracking in the Meta XR Simulator. In simulator settings, I do not see checkboxes to select/unselect hand tracking (screenshot attached). The controller simulation works fine. I have followed the documentation in https://developer.oculus.com/experimental/xrsim-hand-tracking/ and tried using Meta Building Blocks, but nothing seems to work.
Hi,I am trying to access a UVC camera connected to the Quest 3’s USB port from Unity to render it using WebCamTexture. The camera itself is recognized by the Quest (I can show it using a standard android app called USB Camera.apk and there everything works).But if I try to list the WebCamTexture.devices list, I always get an empty list.Is WebCamTexture not supported for the Quest 3 in Unity? Will it get support one day?Thanks for any hints.Best,Stefan
For Parental control, there should be a way to lock the Parent Admin Profile on the Quest. Right now, you can setup Supervised Profiles for your child, but they can still login as you on the console itself, bypassing all of the controls that you have setup for them.
When I try to run my project the XR part crashes with the following being written into the unity crash.log. I do not think this is a unity problem?I am developing a PCVR game and have tried Meta SDK All-In-One v66 and the core package v67, with unity 2022.2.20f1 and 2022.3.38f1 with the same results.I suspect that this started following a recent update to my Quest 2 firmware. I ran an older Unity project which was working a few weeks ago, and it too crashes now.PLEASE help, as I am unable to run any kind of VR from Unity right now.I can do the following:Download Unity 2022.3.38f1Start a new URP projectAdd Meta All-In-One asset (v66)Add XR Interaction Plugin (4.4.1)Enable the Oculus plug-in provider (4.2.0)Convert main camera to XR camera rigPress Play - Unity editor crashes(An immediate crash occurs for a build too).0x000002512EF1BD7C (Mono JIT Code) (wrapper managed-to-native) Unity.XR.Oculus.NativeMethods/Internal:SetUserDefinedSettings (Unity.XR.Oculus.NativeMethods/UserDefinedSetti
Hello,We are experiencing an issue where a few members of our organisation are unable to view an unreleased applications release channels.I have confirmed they have no app constraints.I have confirmed they are correctly logged into their account.They can view everything in the back end.When clicking through to the PDP they have a limited amount of information visible and the "Version" field reads as "N/A".I've tried changing their organisation role.I've tried removing and re-adding them to the organisation.Inviting the affected people to a specific release channel then allows them access, and the ability to see all the other release channels for that application on the PDP.If they are then removed, they become unable to see any release channels again.Is this a known issue, or perhaps there is something else I can verify on my end as to why this might not be working?Many thanks,Ryan.
Do Quest XR devices support Wi-Fi Direct connections?Are these Android APIs for P2P Wi-Fi Direct networking able to be used on Quest devices? Are these APIs allowed to be used in apps on the Quest store?Thank you!
Users. is not firing the callback in a build. When we run the game in the Unity Editor, everything works as expected. The editor uses the AppId of the Rift version of the app while the build is running on the headset directly and using the AppID of the Quest version of the app.- Data Use Checkup is all good and everything is allowed for the app (Quest App). - We are using Users.GetLoggedInUser() just fine in the build to get the user's username.- All the user's friends have launched the game and are also in the app.Why is the callback not being fired in a build? Any help is appreciated.Below is the code for the function I am calling. "HERE GetLoggedInUserFriends" is printed but none of the other logs are printed which means the callback is never fired. public void GetLoggedInUserFriends(Action<List<User>> onSuccess, Action<Error> onError = null) { Debug.Log("HERE GetLoggedInUserFriends"); Users.GetLoggedInUserFriends().OnComplete(msg => {
I submitted request for organization verification 7th, April.The site says that Meta will review submission with 2 work days, but it does not show any result until now (29th, April).Our Game's last version has a bug which affects players' experience, we are eager to submit the latest version to Quest App Lab.Could anybody tell me when will the review process produce results? Thanks.
Hello, I am a Blind Rehabilitation Specialist working with Veterans at the VA Hospital in Cleveland, OH. I am thoroughly enjoying using the Meta 3 with visually impaired Veterans during their rehabilitation program, and was curious where Meta is at with expanding the visual accessibility options within the Meta 3 UI. Currently, I've been exploring Color correction, Text Size, and Contrast. Adding a Zoom, point-and-speak/narrator/voice over, controller and hand laser options, highlighted cursor, etc, for the UI would be greatly appreciated and beneficial to those accessing VR with sight loss. I am happy to collaborate and be a resource for Meta in expanding accessibility for it's users!
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