Quest Development
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App crashs on start with this error "You need to use a Theme.AppCompat theme (or descendant) with this activity."I have Oculus auto-generated manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <cat
Hey, I have an app in which I want the user to be able to input urls. The problem is, there seems to be no way to allow the user to paste anything? The virtual keyboard doesn't have a paste option as well. How can I solve this?Thanks
Hello. I use the standard Android overlay window to select an image.After I select an image, the selection overlay is hidden and my app remains out of focus with the oculus dock open.What am I doing wrong? public class MyActivity extends AppCompatActivity { public static void PickImage(Activity activity) { Intent intent = new Intent(activity, MyActivity.class); activity.startActivity(intent); } ActivityResultLauncher<Intent> PickImage_ActivityResultLauncher = registerForActivityResult(new ActivityResultContracts.StartActivityForResult(), new ActivityResultCallback<ActivityResult>() { @Override public void onActivityResult(ActivityResult result) { if(result.getResultCode() == Activity.RESULT_OK) { } finish(); } }); @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Intent intent = new
In the meta store, is there a way to upload different package files for different headsets? I want to have a different .package for the Quest 1 and Quest 2+.I have found a sort of way to do it. I can upload the quest 1 version then quest 2 with subsequent version numbers. The headsets seem to select the highest one that is compatible with them. Would prefer though if I upload on a per headset basis.
Here's the use case I'd like to implement:- A first user shares a link on their phone which deep links back to a piece of content in a Quest app (the user shares the link in a caption on a social post, they post it online via a mobile browser, send it to someone via text, etc)- A second user taps the link on their phone; this user has the Meta app installed and their Quest paired- On the second user's phone, the deep link opens the Meta app and launches the deep-linked Quest app/content on their headsetThe purpose here is to enable users to share out a piece of VR content from an app via a link, and have other users easily launch into that content on their Quest headset (in this example, using the Meta app as an intermediary to launch the appropriate app/content on the paired Quest headset).Is something like this possible and/or in the pipeline? Thank you!
I was using a third party component to do speech recognition in webxr, but then realized there is a browser api for this. Quickly changed app to use this and realized it doesn't seem to be exposed on meta quest2. Anyone know if that's on the roadmap or it's maybe called something else? (I couldn't find anything that indicates it was implemented on the native oculus browser).
Hi!My team is working on a Unity VR project using the Meta XR SDK version 60.0 targeting Quest devices.We want to offer users the choice to switch between linear movement and teleportation whenever they want, so they can use whichever they feel more comfortable with.However, we've encountered some unexpected incompatibilities between the two modes.For linear movement we are using the OVR Player Controller with a Character Controller, as in the Core SDK's OVRPlayerController Prefab, and a TeleportInteractor is doing the teleporting.Each on their own are working fine, but when the PlayerController and CharacterController are active, the player avatar is often getting thrown across the scene, seemingly bouncing off environment geometry, possibly even the ground. And when we try to set up a toggle, deactivating the Player/Character Controllers in favor of teleporting, deactivating them after they have already been in play messes with the teleport height, usually setting the viewpoint at kn
Hi thereI was looking into what is the default color profile on Quest 3 and couldn't find a certain answer to that.Is it Rift CV1 or rec.709 or rec.2020? all i found from meta actual documents was this color management guide but looks like its outdated.Longer story:I'm a VR content creator and im trying to understand which color profile should i use to match best the color profile of Quest 3 displays. We work with Canon R5c and record 8k 60 fps in RAW LT. So to preserve the best image quality this question seems to be very important to us.Thanks
I made added my organization and verified my account but im still unable to turn on debug mode. I've also tried connecting to the developer hub wired and wireless, I am unable to connect through it. The phone app connects fine to the headset and everything works except for the debug option - where it throws an error "We're having problem loading this. Please try again."
Hello 🙂Is it allowed to download a csv file containing the localization for the game in runtime?This would allow me to update and expand the languages without uploading a new build and I couldn't find any guidelines against it so far but, as it could also count as a content update, I could also imagine that a new build upload is required by Meta.Thanks in advance 🙏
Hi there, I have a simple question for anyone who can answer it. Are there examples of apps that are live right now that transition from Mixed Reality to Virtual Reality? Is this something that is permitted within the bounds of the current Unity All-In-One SDK? I have a client who wants to make a critical narrative moment out of starting an experience with a few objects in Mixed Reality, inviting you over to a certain vantage point outside of where you're currently standing but near you, and then switching to fully-immersive VR once you enter the trigger point.Is this something that someone has done before? Is there a way to toggle between the passthrough of Mixed Reality functionality and a fully-rendered environment like the old days? Alternatively, has anyone faked this before by e.g. messing with the passthrough visiblity in scripting and then throwing up a skybox or something similar?I'm just starting the initial R&D phase of this project and am just getting started with the P
Hi,I am trying to run Multimodal feature outlined in Meta recent blog posts (https://www.uploadvr.com/meta-quest-pro-simultaneous-hands-controllers-mode/).My device is Quest Pro with OS version 57.0.0.261.669 and Quest Pro controllers. I am working in Unity 2022.3.10. So far, I am failing to make this feature work. The settings of my OVRManager are:When I try to run it on device, I am getting the following message in the logs:"Failed to set multimodal hands and controllers mode!"Do you have any idea what I am doing wrong?
I plan to develop a shopping mall app, distribute it for free on the Meta Store, and allow users to freely observe clothes on mannequins in a virtual space, similar to a real shopping mall app, and order them. I have the following questions:1. Does an app of this nature actually exist on the Meta Store? I've looked and it seems that there are no shopping mall apps that sell physical goods, other than game-related content.2. Does selling Physical Goods within the app need to follow Meta's In-App Purchase policies and APIs? I understand that this would typically incur a 30% fee.3. If the sale of Physical Goods is free from these restrictions, how would payment gateways like PayPal or Stripe handle payments within a VR environment? Would it work to launch a browser and handle it via a callback?Thanks in advance. 🙂
The title basically says it all. Is it possible for an application to open the Oculus Browser with a specific URL? Maybe through App Deep Linking?
Hello,I completed following steps to integrate IAP into the app:- Data Use Checkup is completed and approved;- IAP are enabled on dashboard;- Addons are created, all of them have SKU, name, price, description and published status;- On the app's side, I use IAP.LaunchCheckoutFlow(sku) function to purchase the item (sku might be hardcoded);- I use test user which is added to my organization;- The build is uploaded to release channel; age group is set; test user is added to channel;- The "Always succeeds" card is added to test user.Then in the app I can call the dialogue window and pick the test card. After that I receive the message: "Something went wrong. We're having trouble completing your request. Try again." It doesn't matter how many times I try, it is the same message without any error or information. If I pick "cancel", now it gives me an error: "The purchase has been canceled."I checked everything but can't understand what I am doing wrong. How to deal with
Question for everyone. I am attempting to use The Meta XR Interaction SDK (v64.0 on Unity 2022.3) to pull a sword from a stone. The sword uses Meta's 'One Grab Free Transformer' with constraints on the X,Z to prevent the sword from wobbling. At a certain height (Y) I want to release those constraints so the sword can be wielded in all three dimensions.Can constraints be targeted/altered programmatically? Is there a better method to achieve a similar result?
This implementation could drastically increase the ease of use of the Quest 3 UI, and bring it much closer to the usability of the Apple Vision Pro UI for a fraction of the cost, while still allowing the flexibility of trackable controllers, conventional hand tracking, and the use of gamepad controllers or other Bluetooth devices such as keyboards or mouses. This post is directed to other developers who may have ideas to suggest as a solution, or may be interested in incorporating some of these ideas into their projects. Related Post:https://communityforums.atmeta.com/t5/Get-Help/How-to-reposition-or-resize-windows-with-a-gamepad-controller/m-p/1190574#M300771How to reposition or resize windows with a gamepad controller? (XBox One Controller) "I love the gaze cursor feature when using a controller. Lets me quickly take actions when I don’t want to use the Quest controllers.One thing bugs me though. I’m unable to drag using the gaze cursor. If I hold the A button on an Xbox co
New Quest 3 dev hereBeen using the old Oculus v57 for a few weeks, following youtube tutorials and everything seems to work OKThe tutorials I use reference many existing assets such as thisAssets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/InvisiblePlane.prefab but if I instead use the meta-xr-all-in-one-sdk, that Oculus folder is empty except a single file, and if I search through all the assets included in the packages, it seems to be missing thankstom
Hi, I was going through the GestureExamples scene in unity meta XR interaction SDK samples and I can't understand where the SwipeGestureLeft/Right are being used to change the stone colour and the image.I can see that there is a change color script on the stone but where is it taking the swipegesture active state? And how is the Image being changed in the picture frame? I can't see the gestures being used anywhere.I'm a complete beginner, so any help would we appreciated.
Any solution on for this question ? I couldn't get solution for this same problem, where I need to get the raw sensor data of rotational data from Oculus Controller sensor. All I am getting is global data with angles calculated using Quaternion values, Which doesn't suit my requirement. I need raw sensor data to access and control the robot which would be Roll, Pitch, and Yaw.This data should be raw data instead of Quaternion or Euler angles without any calculation in Unity Oculus SDK.
Is it possible to run an app in background while playing another app in the foreground? This is currently possible on Android so wondering if Quest would allow it.
The meta quest browser is currently on a lower version of chromium and the features like TTS and STT are not working on it.Does anyone know when the next update to the browser would come or at least how I can get the STT and TTS working on the quest browser before that update?Any help would be greatly helpful.
The Meta Quest platform has significantly advanced virtual reality (VR) experiences, with mixed reality (MR) capture being a pivotal tool for creators and educators. However, recent updates have introduced compatibility issues, notably affecting MR capture with popular tools like Reality Mixer. This has hindered creators’ ability to produce engaging content, impacting the VR community’s growth and innovation. We’re calling on Meta to address these compatibility challenges, to empower creators with the tools needed for captivating MR content. Your support and insights are invaluable as we advocate for these enhancements.
(Note that this is a repost of my post in the PCVR forum. Let me know if this isn't alright, thanks.)I have a long, expensive USB C 3.1 fiber optic cable that I need to use for development on the Quest. My desktop computer is located in a different room for cooling purposes so I have used a 50m fiber optic extension cable. It worked fine with v62 and below; however, with v63 the connection exhibited the 'dust and debris' issue and became unusable. Then v64 has come around and there is no more dust and debris messages but now the cable won't work. Of course, the next option are USB C 3.1 extenders over ethernet or fiber optic cable but they are $1-2k so really quite untenable.Is there some way to get this cable working, do you think? The Quest 3 does show up as a USB device connecting with SuperSpeed to Windows but Meta Quest Link (nor MDQH) won't see it and of course Quest Link won't begin.I am just a hobbyist dev though this has shut down much of my
We make a shared space multiplayer game that runs standalone on the Quest 2, Quest 3 and Vive focus 3. The games are hosted on a laptop plugged directly into the router that the headsets are connected to. Up until now, when we see the players start to stutter or "rubber band", we would power off the router, and when it came back on the lag was gone. But now we started to notice periodic lag coming from the headsets, every 6-7 seconds, the headsets stutter enough that physics objects being held by players get launched out of their hands. We tried everything we could to clear up the network but we usually keep our game network dedicated to just the games so there wasn't much to do. When this happened before in V54, The problem went away when we factory reset one of the headsets, so we proceeded to factory reset all of them. after a few weeks the stuttering came back on two of our headsets. The problem eventually went away after another Meta software update.Our game is built in Unreal 5.2
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