Quest Development
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Spoiler (Highlight to read)Meta had to keep people away from Android/Data Meta had to keep people away from Android/Data So if you didn't know meta had a update V63 to disable all access to Data we must push forward to return BONELAB Modding! If you have questions about its back please ask... To Community From Kasey
Hi,I am developing a game for the Quest 3 and I have made 6 submissions till now but every time it gets rejected for not passing the VRC1, the performance one. The las 2 builds I received feedback telling me that "The app runs noticeably lower than 60 frames per second on supported devices." Those devices as I checked are just Quest 3 and Quest Pro. The problem is that on my Quest 3 I can not reproduce that behavior. Using the performance analyzer from Quest Developer Hub with the flags activated I see just 5 flagas, 3 of those are under 70 fps and just 2 are under 60, all of them happens when changing level/scene which is normal and definitely not "noticeably lower than 60".So, my question is ¿How does Meta test apps?¿Is there a way to get performance logs from them to know where exactly is the problem? Here is a capture of the performance analyzer:Thanks.
Hi! I have updated to v65, and added to my scene a MRUK object, and the EffectMesh object. However, when I run the application on the device, the detected room shows the walls as a solid white material instead of a transparent one. I have tried changing the material from EffectMesh, even disabling the EffectMesh object completely, as well as deleting the saved rooms in the device. Any idea on what could be happening?
Hey Folks, I am designing a circular weapon(image is attached below) that can be hold by the player with two hand. When the player squeezes the weapon with both hands, it shoots. It is functioning well, but I am encountering an issue. I am using the two hand grab free transform hand grab component provided by the Meta SDK, and when the player performs a quick operation with the weapon, it rotates on the horizontal axis. Any help would be appreciated.
I am experimenting with VR UI using the Meta Interaction SDK samples. After creating a Pointable Canvas and placing it 0.5m in front, as shown in the attached image, the pointer becomes too large and obscures the UI. I have looked through the components, but I cannot figure out how to appropriately adjust the pointer size. If anyone knows, I would appreciate your guidance.
No ADB devices connected. I keep refreshing, restarting and double checking cables but still I cannot Build my Unity project to my Quest 3. The Windows 10 PC states that the Quest 3 is connected via USB. I had this working 6 months ago but now I simply cannot connect. I wish to run my Unity game on the Quest 3. Any advice or help pages most appreciated. Michael - not a programmer but an enthusiastic creator.
So I've been struggling to get some dynamic shadows running on my Unreal 5.2.1 project,and I really want to use at least a few of them in my horror game, especially since the Quest 3'sGPU is approaching usable territory in that regard. Unreal's documentation points out, that only modulated shadows are supported on mobile Vulkan.I read up on them, and they work well enough for me and I do get them to work in the editor,meaning with Android Vulkan - Preview enabled, I do see modulated shadows like I desire, but once runningthe APK on my Quest 3 / Quest Pro, everything looks the same except there are no modulated shadows. I've tried a number of things like switching to OpenGL ES3.2 which didn't work. I would greatly appreciate any input here, especially from META themselves, as it looks like the HMD is deliberately getting rid of any dynamics shadows when running the APK. Thx in advance
This is a huge issue and it really disappoints me and my games community who have been waiting like three months for an update.
We are currently writing out some data to the internalDataPath directory found in the ANativeActivity struct. During development this was fine, but we are now testing the app in the App Lab, and it appears that this directory is synced across devices that are logged in to the same Meta account. Is there an application specific directory that doesn't get synced?
Hello,I'm trying to make a local mixed reality board game between to players on the Quest 2. Currently I am using the colocation building block and Netcode for game objects to achieve this, my players are connecting but they aren't aligned to where they are in space. It's close but they also might be moving on the wrong axis? When the player moved on the x-axis in the room, they are moving on the z-axis according to the headset.In addition, In the NGO Network Boostrapper component of the Colocation object, I have an default sphere as the Anchor Prefab, any insight on the goal of the Anchor Prefab parameter and what I should be putting in there would be appreciated.
We are trying to build up our beta testing player base and I'm having difficulty suddenly with allowing users to test the game if they're under 18. The content rating for the game is set to 13 plus and I went into each live build and clicked confirm on the age settings but they still are getting the same message. Any help would be appreciated thank you
Hello,I use a quest 3 in UE5 using steamvr currently (new to quest dev in ue). I use Steam link to stream the picture to the quest3. I never packed an apk but simply started the game from the ue editor in vr mode in unreal.I recognized, that every time i start/stop the game in the editor, the orientation (yaw) of my virtual space in unreal changes kind of randomly... probably depends on inital headset position when i start the game. I want to place a virtual object in my 3d scene and i want it to correspont to the real-world location for ever - even when i shutdown unreal and the quest headset and restart. Think of an AR way to place a virtual object in your room in a specific position. I already found the ARPins, but couldnt get it to run (at least not when starting the game from the UE editor in vr mode - they seem to be overpowered for my case anyway). Generally i wonder why it is so hard to match virtual orientation to real-world-orientation. The guardian/champerone
I posted this in reply to another thread, but realised afterwards that that issue was marked as resolved, when it clearly isn't.I have a Quest 2 and a Quest 3, and I'm attempting to create an app, so I need developer mode enabled. Developer mode is working on the Quest 3 but not on the Quest 2, so I took the advice I read here and raised the issue with support.When I contacted support about this issue, they said the following:Hello, Thank you for reaching out. Our team assists developers with app administration, review, compliance and enforcement-related issues. We do not support any type of account-level issue, including issues configuring developer mode on your device. You can find the instructions for setting up developer mode here: https://developer.oculus.com/documentation/native/android/mobile-device-setup/ We recommend checking our developer documentation for possible solutions. If you are unable to resolve the issue or have additional questio
I really want to mod my RDR2 with VR mod, but just one reason why i do not want to do it - head weapon tageting. So it really worth it, or i need to find motion control solution? I know in UEVR there is option what allows to connect mouse (screen) controll to controller, but RDR2 not UE4 so It isn't solution.
Hi folks,I'm currently building a prototype for a project (using unity 2019.4.0f1). That means it doesn't have to be perfect and there are just a few functions involved.So far I created the environment and added a dialogue system, which pops up when the button is hit. This is working absolutely fine when I'm in Unity and try it on play mode. But when I try it out on my Oculus Quest, everything is shown correctly but I'm not able to click the button (as I did in play mode with the mouse). I'm using the custom hands and are able to grab things - but it seems I'm too stupid to click buttons. My brain tells me that there is a simple solution, but right now I'm more than desperate. I hope there's someone out there, who can help me. Btw I'm a newbie and try my best - be kind. Thank you in advance!I don't know if it helps but here are my Hierarchy...The button in the inspector...and the button in game
Last version of Oculus 2 softwareVersion: 32.0.0.58.353.311069636OS Version: user-18371800151900000Edit: Latest version still not workingVersion: 33.0.0.46.367.328965050OS Version: user-19130100108500000 Edit2: Latest version still not workingVersion: 34.0.0.91.366.316373824OS Version: user-20169900217500000 Edit3: Latest version now workingVersion: 42.....But not working with handtracking. Confirm screen has it disabled and cannot do anything untill user picks up a controller and confirms/denies it. has a new bug (was working in previous version 31.1....) and is working fine on other devices with android 10The new bug is with asking for screen capture permission, If an app asks for it, exception is thrown.This should be working, there is no other way to get the required permission for screenCapture / recording private final ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult .... .... MediaProjection
Hi,I have a scene that is working in one room and I would like it to rescan the scene or load a new scene from the device if I move into a new physical room (scanned and present on the device).I am debugging the efficiency of MRUKRoom.IsPositionInRoom(Vector3 pos) by recoloring the EffectMesh...But the below code does not do what it should... Any Meta ppl can help??? Please... if (!isInRoom) { _effectMesh.MeshMaterial.color = Color.green; MRUK.Instance.ClearScene(); MRUK.Instance.LoadSceneFromDevice(); } Thank you.GL
We need to set up an 11x11 meter area for an MR game, and our app will generate MR scene base on scene data.Please find our scanning steps below:Physical Space > Space Setup > SetupWalk through the space for room scanning until the mesh polygon is fully coveredOnce scanning is complete, the auto-generated walls and furniture appear in my viewHowever, the walls are not blue as usual, they are red. When I try to modify them, nothing happens(no pop-up window or any feedback at all).I expected a pop-up window to confirm deletion or a ‘+’ symbol on the lower left/right to modify or add new walls, but nothing is triggered except for the setup completion pop-up to end the process (pop-up as image below).I apologize for not having a capture during the scanning process. The image was captured in the “edit” managed spaces, where I can no longer modify or capture the red walls.To clarify, this issue occurs after the room scanning is completed, but the auto-generated walls and furniture cann
Hi, I am trying to use the audio input for voice command using Voice SDK but I also need to record the audio. There is a conflict and I tried to use another microphone for audio recording. I checked the Microphone.devices and there are three microphones available, but the second and the third microphone failed to Microphone.start:Android audio inputAndroid camcorder inputAndroid voice recognition input I guess my question is, how audio recording and voice SDK can exist at the same time. Can I use another microphone to do audio recording? Can I specify which microphone I want to use for voice SDK?Any device is appreciated. Thank you.
I need the createTime to work around a problem which seems to occur because my project doesn't use OVRCameraRig.I am using the sample code from https://github.com/oculus-samples/Unity-DepthAPI (and the packages they embed) with a simple script to dump the params.I have tried upgrading the Meta SDK to 65 but it is the same.
I have a passthrough project which has its own main camera etc. and doesn't use OVRCameraRig.The Depth API is giving offset results, the "holes" are cut out too far to the right, usually.Poking around with the values consumed by EnvironmentDepthTextureProvider (OVRPlugin.GetNodeFrustum2, NativeMethods.GetEnvironmentDepthFrameDesc) to generate the reprojection matrices, it looks like the near Z and far Z are not what our main camera is using - I guess there's a chance the FoV values are different too, but these are L/R/T/D tangents so not immediately comparable.If I use OVRCameraRig the calibration is correct - but this breaks the controller tracking and will need quite a lot of work to unpick.Inside EnvironmentDepthTextureProvider there are some references to OVRCameraRig. Does that mean it is required?
Tried finding information about this both here and the documentation.Need to know if we need track achievement progress ourselves when players are offline and then sync with the server or if that is handled by your SDK.We've had errors being thrown when trying to track progress on achievements when disabling wifi during gameplay.Thanks,H
Hello,I am looking to setup my VR app (apk + obb) to be hosted publicly and distributed to enterprise headsets via Meta Quest for Business. Unfortunately it looks like Meta Quest for Business does not provide a way to upload my apk and obb like I can for the Meta Quest store/app lab. Has anyone found a good solution that allows for automatic download like Meta Quest for Business requires to host their large apk and obb's that meets Meta's requirements?In some of their documentation they showed folks using https://rawgit.com/ but it looks like that service is being shut down and I'm not sure looking at the alternatives rawgit.com recommends if they will work for Meta.I have my apk and obb backed up on a public github with LFS (that autodownloads for me and is not SHA encrypted).But no matter what hosting solution I try Meta Quest for business scans the app and says there was an error:An error occurred when scanning the app file for AceDouble-check the app file link and try aga
I have a cube as a reset position located in x:0 y:0 z:0.I am trying to player to move to the reset position after collision enter. The collision works but the player is not moving to the reset position.I am using OVR Camera rig. Any idea how I can solve this? [SerializeField] Transform resetTransform; [SerializeField] GameObject player; [SerializeField] Camera playerHead; public void ResetPosition() { var rotationAngleY = playerHead.transform.rotation.eulerAngles.y - resetTransform.transform.rotation.y; player.transform.Rotate(0, -rotationAngleY, 0); var distanceDiff = resetTransform.position - playerHead.transform.position; player.transform.position += distanceDiff; }
Hello,I'm working on a music visualization app called Fizz in Unity. I am able to visualize system audio using the Android Visualizer Class and I'm able to control/pause playback by dispatching media key events to Android's AudioManager.However, I'm struggling to get current track metadata. The appropriate way to do this seems to be to use MediaSessionManager with a custom NotificationListenerService. Unfortunately, notification listener permission requires the user to manually enable it in settings. Quest OS apparently does not properly surface this permission and android.settings.ACTION_NOTIFICATION_LISTENER_SETTINGS goes to the generic system settings.I have confirmed that the full pipeline works by manually granting that permission with ADB, so the only thing blocking me is the missing option in settings. Unless there's another way to do this?Thanks!-S
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