Quest Development
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Hi, I am working on a game that will implement smart contract call from the ethereum blockchain. The idea is that users can log in with their crypto wallet, download 3d assets that they own in their account, and use it as items in the game. I am NOT going to execute any payments within the game, will only be handling asset downloads. Just want to ask if this is possible? Would this be 'blocked' by Meta's privacy policy? I couldn't find any specific description anywhere.
I've been seeing wall_face objects sometimes not have any of their children, with the mesh and colliders on generated, and a lot of warnings thrown when that happens. seeing it in both editor and builds I'm using Living room with multiple spaces from the environment server
Hi.Iam a teacher on a school, and wil use a lot of quest....Only whe wil have a mdm to manage all the glases... Some experience?Or is the new ODH also a option to manage the devices.Or are there new options for a MDM
Hola, hace ya un tiempo que adquirí las meta quest 3, son un gran dispositivo, pero no lo adquirí por que las quest 1 funcionaran mal, las adquirí para el juego de alien que va a salir en exclusiva y el de batman, la cosa es que desde que tengo las quest 3 me salen varios errores recurrentes en las quest 1 (y tengo constancia que también sucede en ocasiones con las quest 2), errores que no hacía horas antes de vincular el nuevo dispositivo a mi cuenta. mi petición es bien simple, que saquen un parche que dejen el visor sin esos errores molestos:"servicios moviles principales siguen sin funcionar" o el peor de todos que te obliga a reiniciar, que que dice "SistemUX". por que no deben dejar esto así, por que yo a dia de hoy enciendo la super nintendo y va como el primer día, por que a dia de hoy enciendo la gameboy y funciona perfectamente, si pasamos a consolas más "recientes" (que requieren updates) la wii, la psp, pa ps3, la ps4, la wii u, la xbox 360 funcionan perfect
Hello there!I'm developing an app using Meta SDK 66 and Avatar SDK 24.1.1. Recently I've configured the avatars with Active Manifestation set on "Full" and the Avatar not shown on load.Anyone can help with that?
Hi there!My team and I are wondering how to go about handling payment and customer access on our end vs. through Meta. Take Tennis Sense Arena as an example (https://tennis.sensearena.com/store). You purchase a subscription on their platform, and they give you an access code that you use within the app to gain access to the content. The payment, as well as user access management, appears to be run entirely on their end.The question is, do they (and apps with similar payment schemes) run their transactions through Meta at any point? Surely, I would expect there to be some routing of payments through Meta, so that Meta can collect its share of the revenues. Or am I missing an alternate process here?In summary, we're just looking for some insight on the extent to which it is possible/preferrable to handle payments and user access on our end vs. through Meta, or if there is a certain balancing point between the two. Obviously, we are wanting to stay within Meta's regulations in any ca
The Meta team canceled my app submission because they said that for apps that support hand tracking, the system gesture is reserved and should not trigger any other action within the app. How can I address this problem? They sent me some links, but they are not really useful. Can someone tell me how to address this problem?Thanks. I will link the links they gave me:https://developer.oculus.com/resources/vrc-quest-input-8/https://developer.oculus.com/resources/hands-design-bp/#system-gestureHi Big_Flex can you give me a feedback on this ? Thanks for your time 🙂
Hi, I have been trying to integrate IAPs into a Unity VR project using the Oculus SDK. I have a free consumable add-on defined in the developer console (I haven't set up payment info) and then in my C# code I have:IAP.LaunchCheckoutFlow(product.Sku).OnComplete((res) => { LaunchCheckoutFlowCallback(res, callback); });Everything up to this point - retrieving the add-on etc. - works perfectly, but then when I try to run this, a popup opens and instantly closes and then I get this error in the android logcat [AndroidPlatformIntegration] In-app purchase failed. errorCode=0, httpStatusCode=0, errorMessage={"category":"user_canceled","code":0,"message":"The purchase has been canceled."}and the Message<Purchase> (res) IsError is set to true in the LaunchCheckoutFlowCallback function, But I am not sure why. This is a build from Unity, not an uploaded build and I haven't tested if that would work. But other than that I don't know why I am getting this error.Thanks for any h
In Unity the object with the building block "Network Grabbable Object" that has "Grab Free Transform" attached to it gets stuck when handled with one or two hands soon as the scene starts. Guess it is something related to the "TransferOwnershipOnSelect" script when it calls:```_grabbable.WhenPointerEventRaised += OnPointerEventRaised;```Does anyone have any ideas on how to solve it, or any clue about it?
Hi, I want to build a multiplayer game that uses the room global mesh, but in order to make sense I need all the players to share the same mesh, not a different one each, as the mesh will be used as an interactive shared element. I know that sharing the spatial anchors is possible, but can the mesh be shared too?In case it is not possible it would be a welcome addition to the Scene API
I am a Meta Quest developer based in China, currently in the process of getting my business verification. However, I am encountering an issue where I am unable to receive the confirmation code via SMS or phone call.I would greatly appreciate it if someone could guide me on how to resolve this issue.
It's pretty new it's only a couple years old and then you keep on advancing. And then you have other issues I understand you're saying 2 hours but people you know are on it for 22 hours. Honest how long should you really be on it before your eyes are watering and blurring? 10 15 20 minutes an hour?
I've been trying to add my Meta Quest 2 to the MQDH app all day. I have my Quest 3 added (stays in the office, where the Quest 2 is mine and stays at home). I've managed to get t othe end off the "Set up new device" process where it says it was a success, but no new device is ever listed on the Device Manager. The quest 2 also does not show up in the Unity Run Device list. I'm unsure how to proceed, as I'm given no errors or warnings, it says it all went correctly and successfully added. I've tried restarting the headset, the laptop and the app. Should also note, that the final stage where it prompts me to accept the USB-access request, that I don't actually get a USB access request in the headset. Additionally when I connect via USB for Quest Link, the Desktop view of the laptop is a black screen.
How do I trigger a sound when I grab something?Things I have tried:* Interactable Unity Event Wrapper to be triggered when Grab Interactable gets selected.
Hi all, new user here. I'm exploring creating apps for the Quest 2 using Unity and ran into some strange behaviour, were the app suddenly stopped installing onto the Quest 2. I opened the device logs from MQDH and saw some concerning activity. 02:56:59.633 perfservice Could not write: /sys/devices/system/cpu/cpufreq/policy4/scaling_max_freq=1171200 02:56:59.662 audit rate limit exceeded 02:57:00.943 TREX Interface 'VirtualKeyboardClientInterface', version 1 was not found. Check debug build for more information. 02:57:01.572 perfservice Could not write: /sys/class/kgsl/kgsl-3d0/devfreq/max_freq=490000000 02:57:01.574 libosutils Failed to get real path of file '', err: No such file or directory 02:57:01.578 libosutils Failed to get real path of file '', err: No such file or directory 02:57:01.588 libosutils Failed to get real path of file '', err: No such file or directory 02:57:02.574 perfservice Could not write: /sys/class/kgsl/kgsl-3d0/devfreq/max_freq=490000000 03:01:54.875
I have two scenes in my Unity game. The players connect p2p with netcode in the first scene and when the button is pressed the following code is executed to change scenes. After which the colocation building block from the meta sdk fires in the new scene, but instead of the spatial anchor prefab spawning where it normally does on the ground, it instead spawns at the location of the host's headset.public void loadScene(){NetworkManager.Singleton.SceneManager.LoadScene("MRGameScene", LoadSceneMode.Single);}
Hello,I am currently working on a MR app using Unreal Engine 5.3.2 and we have successfully implemented spatial anchor sharing within our app for local multiplayer on an internet connection. However, for security reasons, we need our app to work without internet connection. But after many tests, we have realized that the spatial anchor sharing does not work on a router that is not connected to the internet. Spatial anchor sharing most probably uses Oculus cloud services to save the spatial anchors to be shared on the cloud. Using routers without internet is a crucial aspect of our app. Each headset connects to the router and within the app, we are still able to create and join multiplayer sessions using LAN. The fact that the spatial anchor sharing does not work in these conditions is a huge blocker for us. Do I have that right? Is there a way to bypass this requirement? If not, what can be done?Thank you in advance for the help!
Do you guys think there will be any upcoming major updates for the Quest 3 like the Scene API? If so what kind of new features are you guys hoping for https://vlc.onl/?
The app submission portal is not allowing me to save assets despite all assets having a green check. Save is greyed out with a non-working hyperlink that says "Click here". Nothing happens when clicking the hyperlink. Anyone know a solution or having the same issue?
Am developing an app for Meta Quest 3 using viro. import { ViroARScene, ViroARSceneNavigator, ViroScene, ViroText, ViroTrackingReason, ViroTrackingStateConstants, ViroVRSceneNavigator, } from "@reactvision/react-viro"; import React, { useState } from "react"; import { StyleSheet } from "react-native"; const HelloWorldSceneAR = () => { const [text, setText] = useState("Initializing AR..."); function onInitialized(state: any, reason: ViroTrackingReason) { console.log("onInitialized", state, reason); if (state === ViroTrackingStateConstants.TRACKING_NORMAL) { setText("Hello World!"); } else if (state === ViroTrackingStateConstants.TRACKING_UNAVAILABLE) { // Handle loss of tracking } } return ( <ViroARScene onTrackingUpdated={onInitialized}> <ViroText text={text} scale={[0.5, 0.5, 0.5]} position={[0, 0, -1]} style={styles.helloWorldTextStyle} /> </ViroARScene>
Hi have an error when i try to build an APK, if the APK fails, the package have an infinite install cycle and the logs loop into errors : The error when i try to build is the following : Also i can't find a way to have a deep uninstall of the previous app, i tried to uninstall the app and remove previous data and obb, but still when i try to install the APK directly to the headset, it says "different signature"
We are reporting a bug and seeking help. It is most likely a bug of Meta Quest Browser or related infrastructures. we are developers making 3D VR browser based Apps. We open our 3D Scenes (rendered by THREE.js) in Meta Quest Brower. The issue is, we notice that the scene would jitter even for the simplest example link from THREE.js official website. To reproduce, just open the following link in Meta Quest Browser and use controllers to drag the scene to rotate. https://threejs.org/examples/#webgl_animation_keyframes Jitter will likely to show up (not every time but pretty frequent). We believe this is more likely to be a bug of quest/browser other than the web page because the web page is simple and good in every other desktop/mobile browsers. One hint is, the jitter seem only happen (or much more frequent) when Passthrough mode is turned off. If you can not reproduce please refer to this video - it's captured by phone directly into the quest lens.:h
I have an existing 2D app for Android (in Kotlin) which I want to port to the Quest 2/3. I got most of it working but I am stuck with adding Multi Window Support.My goal would be to be able to drag an item/tab and drop it outside to create a new window. Basically the same feature the Quest Browser is offering with its browser tabs.For any hint how to achieve this I would be thankful. 🙂
Hey!I followed this tutorial and I have some questions/problems about it 🙂Tutorial link - https://developer.oculus.com/documentation/unity/unity-isdk-compare-body-poses/1. I managed to finish the tutorial without problems I see the skeleton and it works when I replicate the pose but when I build the app I do not see the skeleton on my meta quest 3, anybody knows why and how to fix it?2. How to make the skeleton a regular avatar I tried using the sample scene with the pose recorder but did not manage to succeded, anybody knows?Thanks,Gad
Hi, Been trying for a long while to get an ESP32 to communicate with a Unity app on an Oculus Quest. Recently got that ESP32 to connect to the Unity app on Quest by using the "Bluetooth LE for Android and iOS" plugin that is on the Unity store, but the app didn't find the BLE service on the ESP32 ("Error during initialize: Service not found for Write") although it was connected to that ESP32.Have tried the same Unity app on an Android phone and thankfully it functions properly on the phone. Main goal with that is to get it functioning on Oculus Quest right now though. Thanks in advance for recommendations on how to make that Unity app communicate with that ESP32 through BLE (or BT serial) on the Quest properly!
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