Quest Development
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I will use it for work 我會用它來工作I need to switch between multiple apps frequently 我需要經常在多個應用程式之間切換Need to hear all software sounds at the same time 需要同時聽到所有軟體的聲音The new version of the system will automatically turn off background program sounds 新版本系統會自動關閉背景程式聲音The background program did not crash and you can see that the program is still running.後台程式沒有崩潰,可以看到程式還在運作I need to be able to hear the sound in the next version so I can do my job 我需要能夠在下一個版本中聽到聲音,這樣我才能完成我的工作Maybe you could set a switch to choose which sounds are heard at the same time 也許你可以設定一個開關來選擇同時聽到哪些聲音QUEST 3, to me, is not a toy, but a working tool QUEST 3 對我來說不是玩具,而是工作工具Thanks
Sdk does not have a virtual keyboard?
I am getting interference/flickering ONLY when on-foot playing Elite Dangerous since upgrading my Nvidia 2080TI Graphics Card to a 4080 SUPER Graphics Card. I have found a work-around in the Oculus DeBug Tool, change the setting (PC) Asynchronous SpaceWarp (ASW) to DISABLED instead of AUTO, this will cure the issue but it resets each time you re-launch the Oculus App on my PC.I have reported this to META/OCULUS and they have advised me to post here.I have also requested that the ASW be included under GENERAL in the SETTINGS Menu of the Oculus App so it can be turned ON or OFF there so as not to use the DeBug Tool, I have been told that Oculus are no longer allowing the download of the DeBug Tool because it has been mis-used.The interference/flickering I was getting made game play very frustrating. This fix works but at the moment requires the DeBug Tool to fix it, if the DeBug Tool is removed from use then the fix needs to be incorporated into the software somewhere, either as a
Hi guys, I am currently using Quest 2 and Meta Haptics Studio to design haptic feedback with controllers. In Meta Haptics Studio, vibration amplitude and frequency range from 0 to 1 without showing information about how strong they are in specific units. Could anyone please tell me how strong the vibration and frequency are when they are 0.5 or 1 in Meta Haptics Studio? Thank you!
Hi Big_Flex. I am creating a CPR first aid VR content. I'm using the Meta XR Interaction SDK OVR Sample - 62.0.0 - Feature Scenes - DebugBodyPoseComparer example to ensure that I can accurately recognize the chest compression phase of CPR. → Chest Compression Conditions 1. the hands should be clasped together, palms facing down, as they need to be compressed.2. the elbows should be extended so that the arms are in a straight line. → What I want to create1. the chest compression count should only go up when the chest compression condition stored in the body pose is met.2. the chest compression condition is arms outstretched and hands overlapping.3. If you perform CPR without stretching your arms, the chest compression count should not increase because it is different from the saved body pose. → Distress2. Is the body pose saved when I lean down as if I'm actually doing chest compressions? Is there a problem with this, and if so, is there a solution?3. Can I
Hello!My question is regarding the VRC guidelines for streaming, as displayed here: https://developer.oculus.com/resources/vrc-quest-streaming-1/Can you give an explainiation for what these mean?Do they mean one of these:1. Streaming to Youtube/twitch from a game that is running on the quest2/3 device?or2. Streaming a game from a cloud source (like stadia or geforce experience) on to the quest device?Also is the answer applicable to all 4 of these guidelines for the VRC of streaming?Thanks in advance for the answer! Regards,Vishal
when i try to enable dev mode it says were having problems loading this please try againi have contacted meta quest support and they just send me the same steps none of them works
Hello,With the most recent update from Oculus desktop app to the Meta link app, I'm not sure of the exact date, the following issue happens:If we attempt to establish a rift link with the headset using adb and the presence sensor does not detect a head, the link does not fully establish itself. When we put the headset on, it finishes the link.We'd like for a way for the link to be fully established with or without a head in the headset. This update makes setting up our app's demos an issue.Thank you
I have contacted support via email and the bot named "Josary" has requested an explanation video of my issue, which I have already shared multiple times, first I shared a public Google Drive link (I triple checked that this link works from an incognito browser and from multiple machines), then I uploaded that same explanation video to my YouTube channel and set it as unlisted (I also checked that this link works in multiple devices).Somehow this bot is not able to open any of these two link I have provided and keeps asking me pointless questions instead of helping me with my issue, I have asked multiple times to this bot to please escalate my issue to a human representative that is able to open the links I'm sharing and provide a viable solution to my problem, but this bot ignores my request and keeps waisting my time.The question here is what can I do to escalate my issue to a human agent, is there a code I need to send to this bot or what is the procedure to get real human help? 
I'm currently developing a game using Meta XR Core SDK 63. Game operations only use the controller,It is assumed that hand tracking and Meta XR Interaction SDK will not be used however I don't want to display the controller model in-game,but instead I want to display a hand model so that the hand model animates when the controller is pressed. At the time of Oculus Integration,there is a prefab of CustomHandLeft/Right,By placing CustomHand under HandAnchor,I was able to display the hand model without displaying the controller model,and when I pressed the controller button,the hand model was able to animate. If there is a way to deal with this with the Meta XR Core SDK, I would like to know. Could not find CustomHandLeft/Right prefab in Meta XR Core SDK 63Also, OVRCustomHandPrefab_L/R with similar names did not perform the animationwhen pressing the controller button.
I've been looking around the internet but could not find a definite answer. Is it possible to share point clouds (or at the very least the room setup) with other users on the Quest 3 or is it a Pro-only feature?
Hi,I am a designer and VFX artist currently involved in planning a national-level project to establish a mixed reality gallery within one of our institutional buildings.One major challenge we're encountering is the current limitation in scanning capabilities, which restricts us to small areas. I have come across videos from six months ago showing entire houses being scanned. Could you explain why this is no longer feasible?Additionally, the boundary constraints pose a significant issue. We intend to create a gallery spanning approximately 100 square meters, but the current technology only supports a boundary covering 25 to 50 square meters. This severely limits the ability to move around within the space.I have experimented with the settings in the meta hub developer options, but found that disabling the boundary also disables the passthrough, which is not a viable solution. Given these challenges, I am curious to know if there are any updates or planned improvements to address these i
I have been thinking about ways to enhance the user experience in controlling Quest, and I have a suggestion that I believe could make interactions more intuitive and accessible.My suggestion involves implementing a new method of controlling quests without the use of controllers. Instead of relying solely on hand tracking, which can sometimes be challenging to control and click accurately, I propose utilizing a dot in the middle of the screen that moves in response to head movements. Users would be able to point to any desired location on the screen and initiate a click by touching their fingers together.This approach simplifies navigation and interaction by leveraging natural head movements for cursor control and intuitive finger gestures for clicking. It not only streamlines the user experience but also opens up accessibility options for those who may have difficulty using traditional controllers.I believe that implementing this feature could greatly enhance the Quest platform and pr
Hello, I'm currently working on a unity app for the meta quest 3 using spatial anchors in mixed reality with passthrough. I use them on a large zone, however I can't reach them without having this "you've moved too far" popup that I have to close if I want to see my app again which break the immersion.Is there a way to disable it? Thanks for your help!
Hello I am trying to load a onnx model for object detection in MetaQuest3 but i can find any solution , I used Barracuda, Sentis inside Unity but seems there is no way to use the AI object detecton activating the camera.I am not sharing the error because there is a different error for every Barracuda/Sentis versionDo you have any experience about it ?
Hi im destiny,And i have a issue my quest 2 keeps freezing if it using memory, When it using memory my headset it also get hot not normal warm or something realy hot, On a cold start and while using it it freezes a lot.What do i mean with freezes like all the apps not even one giving me a frozen screen when i try to rotate my head it is black on the edges and when i turn 180 its upside down and its issn't playable anymore.Iv'e tried:restartingfactory resetcleaning lenses for trackingits even getting it on cold or hard boot.Let me say i have tried everything but the issue keeps existing.My headset is more than 2 years old and i have no idea what to do anymore. I hope somebody can help me.Greetz Destiny.
Hi guys,Grabbed a Quest 3, downloaded my game from app lab and the scale of everything seems about 20% bigger. Most noticeable on the hands for obvious reasons but it seems to be the entire game.Its lik the overall world scale is now wrong.Has anybody seen this on their own titles or heard of this?Thanks for any help or advice.Dave
Hi, I have created a SnapInteractable gamoebject and for the SnapPoseDelegate(Which helps in placing objects in different/specific positions over a gameobject) I have implemented ISnapPoseDelegate interface . When I place the SnapInteractor to SnapInteractable gameobject UnSnapElement function is getting called after SnapElement function with a few milli seconds difference. I haven't even grabbed the gameobject back from the SnapInteractable where it was attached/snapped. Is this the common behavior ? If this is behavior it was intended to achieve then how to know when I grab the object back from the SnapInteractable Gameobject? Thanks in advance.
I am using quest pro and Unity for development. Getting the floor level using OVRSceneRoom.Floor.transform.position.When I am using Unity editor the floor level is perfectly fine. But when I build into apk and install it on my headset, the floor level becomes very high. Tested multiple times between editor and apk but still the same happen, also tried to re-create boundary(floor, ceiling, furniture etc).Does anyone has any solution?
After spending probably 8 hours trying to install and configure Android Studio I have come to the conclusion that either the SDK or instructions for building any of the SDK samples are outdated. Is there any plan to update the instructions for ones that might work? For example, any instructions related to the NDK or the "Project Structure" window is pretty much totally incorrect. I have had to literally uninstall and re-install Android Studio 4 times today. If I had to list specific errors, there would be at least 10 different mismatches and errors, like NDK is missing a "platforms" directory, Task 'prepareKotlinBuildScriptModel' not found in project, and many other unsolved/undocumented issues.
I have a net code project where i try to use spatial anchors to achieve co-location type of game. I am using Meta Core SDK and the provided OVR Camera Rig (OVR Manager, OVR Camera Rig)...I am using netcode I am trying to align the Player in the camera rig to the spatial anchor.I managed to synchronize the anchor location, both players see the anchor in the same real life physical location. What I'm struggling with is aligning the joining players to the anchor so their characters overlap with their real life bodies.The flow of logic so far.1. I spawn the anchor at 0,0,0 for the host2. Save it, and Share it with players in the lobby3. Re-Share with joining players. 4. bind unbound anchor for client players, and wait for it to be created and localized(to this point everything is fine, both players see the anchor, but are not align to it yet.):exclamation_mark:5. Align the client player to the anchor (this is where everything aligns wrongly)The alignment code is basically th
I’ve been developing a software that aims to replicate a one-to-one mapping with physical space. However, as expected, I’ve run into limitations with the rather modest boundary size. After checking forums, I noticed that many other developers face similar issues. Currently, disabling the boundary system leads to problems like losing standby positioning and inability to pass through, which isn’t ideal. So, I’m wondering if there’s a way to increase the boundary area. After all, even Apple’s AVP with its 8GB of memory supports significantly larger scene areas than the Quest. Is there a setting to adjust the boundary size? Alternatively, perhaps there’s an interface to detect standby mode or when users put on their glasses? This way, I could at least recalibrate player positions using anchor points
Hello! Can I install 'Open XR' in Unity and use the 'Meta XR Interaction SDK OVR Samples' or is it only available for 'Oculus'?
Hi,In my application, the user will be speaking constantly and I want to use Voice SDK to detect whether a sentence counts as a voice command. I am following the tutorial here: https://developer.oculus.com/documentation/unity/voice-sdk-tutorials-overview/, and I tried to simply call AppVoiceExperience.Activate() on AppVoiceExperience.OnStoppedListening(). That didn't work. Any advice or alternative SDK is welcomed. Thank you.
Hey,To cut to the chase, I want to scan my entire house, then export the space so I can load it into a 3D model.This is so I can take that low poly version of my house interior, and make my own 3D model around it. (Which would be super simple walls, etc)I could go around my house measuring and make the model from scratch but having the scan to kind of trace from would be way too good. I don't have an iphone to do lidar scanning but even then I wouldn't want the images or a huge complex file. What the space scan does is insanely perfect.I don't know if I'm asking a question or...does anyone have any advice for me? Maybe the community could advise me how I'd go about making an app that lets us do this? Maybe we can do this already by finding the file? I couldn't find anything that seemed like it would be the file for the space.
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