Quest Development
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I am using deprecated Methods for creating and loading my spatial anchor in the game. But its not loaded again after saving. I also Update my rig with the building blocks.And in the building blocks Spatial Anchor Core I am not able to get the spatial anchor from the meta script.public class AnchorLoader : MonoBehaviour { private OVRSpatialAnchor anchorPrefab; private AnchorManager anchorManager; Action<OVRSpatialAnchor.UnboundAnchor, bool> _onLoadAnchor; private void Awake() { anchorManager = GetComponent<AnchorManager>(); anchorPrefab = anchorManager.spatialAnchorPrefab; _onLoadAnchor = onLocalized; } [Obsolete] public void LoadAnchorsByUuid() { if (!PlayerPrefs.HasKey("uuid")) return; var uuids = new Guid[1]; var currentUuid = PlayerPrefs.GetString("uuid"); uuids[0] = new Guid(currentUuid); Load(new OVRSpatialAnchor.LoadOptions { Timeout
When i try to upload my game to app lab trough MQDH i get this error "Oculus SDK not found or older than 1.0"I'm using Unreal Engine 5.2 and the OpenXR and MetaXR pluginsi have the correct version of Android SDK Command-line Tools, and my NDK_ROOT and ANDROID_SDK_HOME env variables are referencing the right directory
Hi Meta,I want to development a quest3 photo gallery app which can let user to show their photos on quest3. However I can't find a way to let my quest 3 app(Unity) to access files (in headset, or in sync mobile).Is there any way to let quest be able to acces media data in mobile? Thanks for help.
Hello, I am requesting that we get access to SDKs that allow one to develop native panel apps.Most apps/games on the platform are immersive apart from the OS apps. Since I learned that we can install android apps I find the quest to be more enjoyable since we can use other apps and games. I personally find the ability to multitask with flat apps more enjoyable than most experiences available on the platform. Since I purchased the quest 3 I started getting back into VR and noticed that the TV app had stereoscopic thumbnails. Looking for hours through the net I see that it is not possible to build a native app with stereoscopy with the publicly available SDKs.Upon pulling the com.oculus.tv.apk and analyzing some parts of it I see that the app is built with `com.facebook.react.panelapp.ReactNativeApplication` and the import of interest is `com.facebook.react.panelapp.stereoview`. I believe that if we (the community) were to get access to this panelapp portion of the sdk, the quest market
Hello! Our team has been developing a 360 video-based app for Quest (using Unity game engine). After getting Quest 3 headsets, we've discovered evidence that video playback is unstable on the Quest 3, when we had no issues on the Quest 2 with the same APK build.Specifically, the H.264 codec is not stable on the Quest 3 and we are having issues with the video either turning black when paused (via AVPro Exoplayer Unity plugin), or not being able to resume playing after being paused (via the built-in Unity video player or Meta Quest TV app). The H.265 codec appears to work just fine, however we aren't always able to use this format and we want H.264 to work. The issues for H.264 are present both in our Unity app and also in the Meta Quest TV app, indicating this is a hardware/OS-level issue with the decoder for H.264 video only on Quest 3, and not on Quest 2. I have been able to prove this via Android Logcat error messages I have captured while playing video (see below).Below are my obser
That's a bit sad cause i have everything and assets in Unity and i know how to use Unity not Blender. ANd if we can make Games in Unity, why they don't provide a way to make Custom home environments in Unity?
Hi, Is Meta working on a way to install PWA directly from the Quest Browser? Would be very useful to be able to work with PWA sites. Best Tom
Hello, I am currently working on a unity project with Quest 3 where I instantiate some cubes using raycast (still in the demo), but when i take off the headset and move, or rotate my head and wear it again, the cubes position drift or move to right where i am looking because they are relative to the headset's position.I am looking for a way when i take off my headset, to not let proximity sensor work (in app only) just like First Encounters (i don't want to disable it completely from MQDH), get to the boolean that is making it work, or to stop whatever the hmdUnmounted event is doing, i want to stop recentering by any means necessary but ONLY inside the app.I am using the OVRCameraRig from Meta XR All-in-one.
Please add the ability to rotate the Guardian guideline system as explained in this post here https://communityforums.atmeta.com/t5/Get-Help/Guardian-grid-orientation-cannot-be-defined-Quest-1-and-2/m-p/1181557that post is over 2 years old and yet still don't have a solution, everything is explained in there so no need for double post, but as there is yet a solution, I have to post it here in the hopes of them adding this feature even tho it seems like it might not happen.
Hello Everyone, We are developing an app with multitrack audio recording.Using Unity Native audio plug-in SDK.On the quest 2 we have good results with compinsating for the latency.For the quest 3, it seems the latency is random.Any suggestion on how to tackle this ? or maybe someone had the same issue?Thank you
An Oculus developer support person just replied to my request for help in getting Entitlement checking to work in my app.She suggested that Entitlement checking is no longer a requirement.I have not heard that, has anyone else?Thanks,Larry
whenever i package for the quest with the Metaxr plugin it crashes with this error code. any help would be appreciated. the package works with the OpenXR plugin enabled but then i lose passthrough capabilities
Can I transfer the spatial anchor data saved locally to others over the network? What if I upload the trace data stored in local space to my own cloud server and then forward it to other users?
Hi,Meta should consider coming to terms with Google on allowing Google Android Store apps availability one Meta Quest.Even with 2D and passthrough only, it would be a game changer, allowing thousands of apps to run on Meta Quest devices just like on normal phones.It should be easily achievable by making Meta OS showing android apps in windowed mode.
Hi, I've recently updated MQDH to 4.5.0 and I've been unable to upload new app versions since.Trying to upload, I'm getting this message:"Error: spawn EBUSY"After trying to restart and try again a few times, I'm getting:"CLI not found or does not have permissions to execute"In the release channels screen, to the right where the "upload" button was, there's a loading icon and hover shows "installing CLI" but it remains this way forever.I've tried:- Restarting PC- Reinstalling MQDH 4.5.0- Reinstalling MQDH to previous version 4.4.1- Pushing previous versions of APK (it would error on version code but it never got there) to make sure the APK isn't the problem- Pointing ADB to different path- Running MQDH as admin- Removing "odh" folder from appdata as suggested in some older threadsOther (recent) devs having this issue:- https://communityforums.atmeta.com/t5/Quest-Development/Build-Upload-Error-CLI-not-found-or-does-not-have-permissions-to/m-p/1129333- https://communityforums.atmeta.com/t
hi guys, I am working on oculus reader aim to read the pose of the joystick of quest 3, I did got the pose information, however I am confused about the direction of the y and z axis of the joystick. when i try to move the joystick along its y or z axis, it seems i cannot get the correct direction of y and z axis, always has a deviation. so i wonder if there is any official docs or any advice of the coordinate direction of the joystick? really thanks a lot!
i try in quest 3 date input not workingtry open in meta quest browser with linkhttps://developer.mozilla.org/en-US/docs/Web/HTML/Element/input/date
In testing sessions for one of our games, we are finding that the virtual height of participants are occasionally changing - making the player appear very tall.Has anyone else found this? It seems to only affect headsets which have updated to 63.0, which may mean it has something to do with the new laying down feature. Thanks
Hello. Is there a way to highlight that a VR app has the Passthrough feature/Mixed Reality capabilities on the Product Detail Page in Store?
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms.Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents.Woo Yeol Jung
Hello there,I've been making a small VR scene in Unity. Everything is fine when im playing in the editor but when I make a build and load it through the Meta Quest Developer Hub it looks like the pic below! I've tried disabling the lightmaps and make everything realtime cause I thought that could have been the issue but it didn't fix anything. I can't even really google it because im not sure what is happening and every search I already tried didn't really help. I want to say that some months ago, like in, september, i was able to build the scene just fine. I added some extra models and an extra interactable, but nothing else that could suggest breaking the build like that. Also im using the v56 of the occulus integration package because that's the package i had when i started the project and i didnt want to break anything by upgrading (lmao). Any ideas?Also an extra problem, even though the game is only using hand tracking the Oculus is forcing me to use controllers and wont even let
As of a recent Link update, it now shares the exact same icon (and first two words) with MQDH. As one of your developers, this is terrible. This is how it now looks on the taskbar.It's a very tiny thing, but it's also the tiniest thing for you to NOT do that. It just adds a constant annoyance for your devs that should have been totally avoidable. I get that this is probably tied up with Branding and people who do not live in the same reality as developers, but just do SOMETHING to differentiate them.I'll also note that when you bring up Link, you still get the blue meta logo, so use the blue one for the taskbar, maybe?
Hi,Each time I want to install an apk on MQDH which connected to my Quest 3, it took forever, but if I shut down the MQDH and relaunch it, it was installed before and can launch on quest, I don't know why this happens.thanks
I want to utilize the Debug Gesture Scene from the Meta XR Interaction SDK OVR Samples to create a special event that happens based on the gesture I want. In the video below, you can see that the red node changes to a green node when there is a swipe action with hand tracking. What I would like to develop is that when I swipe my hands from the inside out, trying to push the NPC characters outward, the NPC characters will animate and take a small step backward. I would like to know how to use the Debug Gesture Scene.How can I modify it to do the behavior I want?
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