Quest Development
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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.Best regards,Woo Yeol Jung
I'm having a hard time doing this particle-to-particle collision. I'm trying to collide two separate particles named Foam and Fire. I want to put out the fire when the foam collides with the fire. How can I do this step by step? Can someone please help me.
Hey 🙂I bought a Meta Quest Pro because I would like to develop some small projects for these glasses. I'm also very excited about the device, but I've already encountered a more or (I hope) less big problem pretty quickly and hope you can help me here.The issue is that I can't get the glasses properly into Developer Mode and thus connected to my PC or the app.I have tried many different ways, downloaded software updates, used different cables, worked with the app and dev hub, run power cycles and rebooted all devices, but I have not been able to solve the problem.I always get to the step where I have to allow debugging via USB on the headset. I remember this from the Quest, where it worked fine, but on the Pro this prompt just doesn't appear for me to give my permission.After some searching, I came across a thread here that also describes exactly this problem and where in the further course, quite current is written that there is a solution for it...can you help me find this solution?
Hi! I am working on developing an app that rotates or translates the field of view during passthrough at different rates. I was wondering if there was a way to have the cameras on the Meta Quest 2, 3, or Pro track a virtual object that moves back and forth? I want the cameras to move back and forth independent from the user's head motion. I can clip some peripheral vision to make this possible as well. Does anybody have a recommendation on how to do this or think it is even possible with the current plugins? Thanks!
Can anybody confirm what frequency Quest 3's passthrough runs at?If it's only, say, 60Hz is there any point running my passthrough Mixed Reality app at 120Hz? Or am I just wasting battery?
Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern methods to C#. And I'm using that API within the Unity game engine to do the actual gameplay programming. Everything works fine when I'm running the game via Link/Editor, but I can't run on the Oculus Quest 2 at the moment which I want to actually launch the game on if the prototype pans out. The reason for that is that I need to compile the library into an ARM x64 Android plugin (that's an .so file) via Android Studio. The nuance here, to my current understanding, is that Oculus Quest 2 has the Qualcomm Adreno 600 GPU which only supports OpenCL 2.0 as far as I know. The good thing is that Paralution supports OpenCL-compliant chips, but I need the actual proprietary libOpenCL.so to compile in Android Studio, because it is a depende
I am trying to create a socket for my weapon system, where you can grab the weapon within the collider. I am using interactor.ForceSelect() method to attach the weapon grabbable to the hand or controller but the issue is that the interactor is not ungrabbing the grabbable. The interactorAdded event is working fine but interactorRemoved events are null. Is the any way to detect the weapon release?How to make this weapon socket work properly with the sdk?
Hello everyone, I'm developing a VR game for the Quest 3 with Hand Tracking. Currently, I'm learning the Meta XR Interaction SDK along with its associated examples. I've encountered two issues, and perhaps you can help me with them: Currently, I'm using the option to open a menu by touching the left thumb and index finger. This is the menu that I can activate by looking at my left palm. I haven't figured out where I can, for example, change the hamburger menu icon. I want to completely deactivate the function on the right hand that allows me to minimize the current application with the index finger and thumb (where I can then resume or exit it). This also applies to the option to double tap against the HMD so that users no longer have the ability to end the application without controllers. How can I get the left handed hamburger menu also for the right handed palm menü? Does anyone have any tips for me?
We're running into an issue with our apps, trying to use the Deeplinking system in Unreal 4.27, our app is targeting SDK 32, minimum 29.Once we call the LaunchOtherApp function, we see the app flashing, either to black if the deeplink target app is installed, or we catch a quick glimpse of the Store page opening up in the browser, but then the initial application gains focus back and the user is never deeplinked anywhere.We've played around and can confirm that the issue is caused from our app having the SharedUserID flag set in the manifest (we are forced to have it to upload to the store)Using the exact same project and code, if we remove the SharedUserID flag from the manifest, deeplinking starts working again, as expected.Anyone else with this behavior, any known fix to this?
Hey everyone,We've got a handful of applications that were developed in the Oculus Go era and has been ported over through the years. Back then, we had enabled the SharedUserID flag (https://developer.android.com/guide/topics/manifest/manifest-element), which has since been deprecated.We are now trying to update those applications but the store won't let us remove the flag.Is there any known way to break the chain and remove the SharedUserID manifest flag for the future of our apps, other than creating a whole new Application listing?
Hello,I'm trying to port over my PC VR audio application (a drumming app) to the Quest, and from my initial tests I've noticed there to be a noticeable delay between when my audio events are triggered and when they're played. I recently saw this out of date link about using OpenSL audio drivers on Android devices to lower audio latency on the Gear VR (https://developer.oculus.com/documentation/audiosdk/0.10/concepts/osp-unity-mobile-latency/), and I was wondering if the Quest has support for these drivers as well, or if there's a plan to add support for any low latency audio drivers in the future. Or if not, any pointers or best practices with respect to lowering the audio latency would also be of great help. For greater context, I use Unreal Engine and FMOD to ensure minimal latency in my app on PC. Any help would be appreciated, thank you!
I want to get the device type of my Meta Quest In Unreal Engine, I found the doc to use "Get Device Type" node. But I got the "Oculus Quest 2" Output in Quest3 and Quest pro. So How Can I get the correct device Type.MetaXR Plugin 57.0
If a SpatialAnchor exists locally, but I don't have its UUID information on the app, is there a way to delete a SpatialAnchor whose UUID is unknown?If there is a way to simply get a list of UUIDs of SpatialAnchors in the local, I would like to know that.
I was reading this tutorial https://developer.oculus.com/documentation/native/xrsim-native/It seems like the setup progress has changed quite a bit from when the documentation is written. I try to find more resources on it but on youtube it really only have tutorials for the unity setup. I managed to install the Meta XR Simulator, but can't find resources on how to launch it or any resources that I can read up on will be appreciated
Unmounted event fired when grab specific 3d model with unity, mrtk. The entire content gets stuck and the app appears to be paused and then returns to normal when i grab specific 3d model,i can find this unity logUnityRecenter event detectedUnityOVRDisplay:Update()UnityOVRManager:Update() Unity[OVRManager] HMDUnmounted eventUnityOVRManager:Update()UnityRecenter event detectedUnityOVRDisplay:Update()UnityOVRManager:Update() and i can find quest log These are the surrounding logs that are marked as UNMOUNT. 16:41:18.478 2107 2957 I [SEO] ShaderCache: ShaderCache::compiling PBR shader for featureMask 57616:41:18.482 2107 2957 I [SEO] InputTelemetryLogger: Adding hand deviceId = 316:41:18.505 1881 3333 I ServiceInputManager: HANDTRACKING hand 0 status set to OutOfView16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel guardianLaserBeam.gltf.ovrscene16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel pinchArrowBlend.glt
Hi a few questions regarding the boundary system.We are a startup company that wants to create Mixed Reality applications for the Quest 3. These applications are typically used in large open spaces like museums/castles. To make these applications work the boundary system has to be disabled (as the player can see with the camera feed and depth api).Is there anything we can do to disable the boundary for end-users? We managed to use the `CONTEXTUAL_BOUNDARYLESS_APP` feature but even that seems to have it's limits as we are sometimes hit with a "You have travelled too far from your original position" message.Could someone who has fixed this issue, or a mod clarify on how to achieve this and what the required steps are?I have attached a prototype video of our Mixed Reality game as reference to what happens at the end.https://www.youtube.com/watch?v=kMjll3YmltcAlso is there a way to disable boundary setup just to start an app?Best regards,
Some headsets work, others dont.I landed on a alignment solution that seems to work well on 4 different headsets. This is surprisingly more simple than what the meta sample code does (that i never got working). But we have 1 singular headset that consistently seems align to the shared anchor about 180 degrees wrongly rotated around the anchor. Why is this, is it not supposed to be the same? _cameraRigTransform.position = _cameraRigTransform.position - anchor.transform.position; _cameraRigTransform.rotation = anchor.transform.rotation; Semi-related to my other post about how to do it in general:How to propperly Align Players/OVRCameraRigs to Sh... - Meta Community Forums - 1170624 (atmeta.com)
We are trying to optimize our game using Dynamic Resolution. We followed this document:Dynamic Resolution: Unity | Oculus DevelopersWhen we were trying to fix the last known issues in the document (Additional RP when scaling != 1), we found that all the OVROverlayCanvas were broken showing larger images and texts as if they were zoomed in. Had anybody met the same problems with us? Are there any solutions for it?Unity Version: 2021.3.32f1Core SDK Version: 62.0.0
Hi,Is there a way to programmatically get a Quest's controller battery levels?Preferrable with a native android library/SDK.We would like to be able to monitor battery levels in our XR platform.With ADB it is possible to retrieve this info, but there is no way to execute ADB commands from a non system app.E.g.adb shell "dumpsys OVRRemoteService | grep Paired"Paired device: <redacted>, Type: Right, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOODPaired device: <redacted>, Type: Left, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOOD
How can I make a link from within a Meta Horizon World to a Meta-approved Unity-based game without the "quit app?" message being displayed?My Horizon World will be a meeting place for experiential time travel adventurers.All that's required is a Meta Quest and a wi-fi connection.I plan to build a feature in my simulation game thusly--If the realism gets too intense, a player can RETURN to the 'friendly' Horizon Worlds launch spot at any time.I would like to coordinate development with Meta similar to what Universal Studios has done in Horizon Worlds.Arborfield
After build an apk with new Meta XR plugin. Found some issue like the render quality and right side of the eye is not rendering. (Unreal engine)I only used the recommended settings given by meta.If anyone knows what to change in project settings to rectify the error. kindly share your suggestion.
Hi all,Just got my Quest 3 but stuck at verify developer account. Neither options work, credit card or phone (and logged in using the authenticator app). Meta chat routed me to this forum for support. Appreciate any help.
Hey there, I'm using FMOD as the audio engine in a Quest 2 game that's being developed with Unity 2020.3.24f1 and The Oculus Integration (I think v35). In FMOD Studio I installed the Oculus Spatializer as a plugin that gets applied to all the Sound-Events that I later use as 3D sound in Unity.The general spazialization works great, but I'd love to get a more accurate representation of the room by building an audio geometry. When I try that via the menu Oculus -> Spatializer -> Build Audio Geometry for current scene. I get these two consol messages:Building audio geometry for scene TestLevel01Successfully built 0 geometry objects I added the ONS Probagation Material script to a few room geometry objects and also tried adding the Oculus Spatializer Unity and Oculus Spatializer FMOD to a static game object, but I still get the same result of 0 built geometry objects and no audible change in audio.Any tipps of how to get the room modeled with FMOD and Unity? Appreciate
Hello, my son has recently complained he can't access the 'unkown sources' category so he can play sideloaded games is there any solution?
Hi,I'm currently working on a project and hoping to retrieve data from eye gaze. I'm looking to utilize eye gaze for controlling an interface, requiring the data for tasks such as selection or button pressing. If anyone has alternative methods to achieve this, feel free to recommend; it would be greatly appreciated. I haven't been able to find a way to retrieve this data. Although there's OVRManager.isHmdPresent, there doesn't seem to be OVRManager.eyeTrackingEnabled.
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