Quest Development
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Hi everyone, I have a VR escape room where players move freely in spaces from 30m2 up to 60m2.At the moment I use 2 points, defined at the beginning of the game with the joypad to have reference points and these 2 points are spatial anchors. I have the problem that the spatial anchors often move during the game, moving the whole room.I also have the problem that the headset, especially in large rooms, often loses tracking and the player is randomly tossed around the room. Even more often it happens that the player's height change continusly... I use Unity, meta core Sdk 62, Gles, traking origin Stage (enabled in settings), floor, eye (all this gave this problems) and I disable the Guardian from the developer settings. Cloud Points are enabled in privacy settings. I noticed that when a headset shifts a lot, just activate the Gardian, redo them and then deactivate them again from the developer settings and this solves the problem for a while. I'm going crazy with this
I am now using Unity 2019.4.36, recently updated from Unity 2019.4.23. I rebuilt my Quest 2 project and deployed to the device and now it launches a black screen. Trying to unravel what has changed/not changed. I'm using Android API 30. Is this the correct version?I upgraded the Oculus XR plugin in package manager to 1.12.0 and still doesn't work. I was on 1.11.2.I tried building with Vulkan instead of OpenGLES3, but still doesn't work.I have tried toggling a few other settings like "Low Overhead Mode", but still doesn't work.I have tried toggling Multithreaded mode, but still doesn't work. Quest OS updated in the meantime as well to now include the Meta logo on startup instead of Oculus logo, but still no luck. I do notice this obscure opengl error when not using Vulkan. With Vulkan, no error. Quest OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state (Filename: ./Runtime/GfxDevice/opengles/GfxDeviceGLES
Dear Meta Community, I am writing to seek guidance and assistance regarding the development of a Unity VR program for my project, which focuses on a VR rehabilitation system. The project involves the creation of three distinct environments within Unity for users to navigate through as part of their rehabilitation process. We have successfully developed these environments, but now we are facing challenges in integrating them into a cohesive VR program.Specifically, we need to create a Unity program that incorporates all three environments seamlessly. This program should include a user interface with settings to adjust parameters such as speed and difficulty, as well as a game menu to allow users to select their desired environment.However, our group is currently lacking the necessary hardware to fully test and optimize the VR experience. While we have a computer capable of running the Oculus Link with the Quest 3 Headset, it must be wired in, which poses limitations for our tr
I have 2FA enabled, why wont it let me create one?
Thank you for adding Scene Support to the SDK. It's exactly what I needed for my project and I'm so happy.Please never remove it!
Hello,Is there a passthrough API for the Oculus Platform SDK? From what I've seen, Meta doesn't seem to provide the passthrough data for privacy reasons. I'd like to do something similar as Unity where we create a composited image. Specifically compositing our application content on top of the passthrough but without using Unity/Unreal. I only want to use the native C++ SDK. If this isn't possible, is there a way we can use alpha blending with the passthrough image? Or is there a hardware setting we can modify that changes the opacity of the passthrough/running application?
Building blocks are great to help reduce the time to get going MR, but a few of the features aren't available when I open Building Blocks in the latest versions of Unity on my Mac M2: https://developer.oculus.com/documentation/unity/bb-overview/ Grabbable ItemPointable ItemThrowable ItemSynthetic HandsDoes anyone know where I might be off to be able to use those missing building blocks? Attached is a screenshot showing the building blocks I do see.This is what I see in UnityThese are what Meta lists should be available
"Hello, I'm planning to develop and upload a game for Meta Quest. After launching the game on Meta Quest, I'm interested in implementing a feature where users can log in via QR code on their phones. This would allow different people to log in on the same device using their own phones. Are there any restrictions or guidelines regarding this matter?"
We are building a passthrough application. We are aiming to make it adaptable /scalable to a large amount of users, some who are not experienced gamers / VR / XR enthusiast. One of the biggest pain points, is when demo'ing to new users / potential clients / general public... is trying to walk them through setting up the boundary. Our app is utilizing passthrough. There should be no need for a boundary in passthrough mode. I notice it almost always correctly auto calculates the floor. In order to increase adoption for XR / Meta Quest... there should be ability to disable the boundary or have an auto boundary on the fly, when in a permanent passthrough mode / auto detection mode. I could understand the need for it in VR mode... but if you are using passthrough only / building a passthrough only app... and you are putting HMD's in Kiosk mode, it seems pointless / extra work every time you want to set up the HMD's. If setting up 5 - 10 HMDs in a large area for new users at once, this becom
so i am trying to delete my game off applab (note: i do not have my org verified), the main reason i want to remove my game is due to the unity download fee (note: i do know that the fee system didnt happen yet) so, when i read the email about how to delete it, it said "confirm that you want to delete your app in API" which made no sense. does anyone know how to correctly "confirm" to delete your applab game off the meta quest store?
Hello,I'm having an issue while developing for Quest3, while debugging with Oculus Link (via USB 3.0), I can't see the 'ask for spacial data permission' popup on Quest3 after I enter the Unity Play mode. This also causes Unity to crash after a few seconds in the Play mode.I am trying to run the sample scene of scene manager in the Unity-StarterSamples project. Circumstances that have been checked:All setups mentioned in the documentation have been completed, including configuring Oculus Link, Meta Quest Develop Hub, Quest 3, Unity. I can run other samples in the Unity StarterSamples. And scene model can be accessed if I build this as an Android APK and run it standalone.I have changed to use USB 3.2 high speed cable but still the same.I have tried to whether use this device as storage or not. All the same. Device: Meta Quest 3Quest software version: 62.0.0.273.343.570372087Unity version: 2022.3.20f1
Hi all,I'm facing an unexpected scenario while using the grab feature provided by the Meta Interaction SDK.It looks like that if the OVRCameraRig object (with OVRHands and/or OVRControllerHands properly configured with HandGrabInteractors) is set as child of a "moving object" (together with the objects designed to be grabbed), depending on the speed of this object the grab actions fail.The scenario I'm working on is a train cabin moving along binaries designed as a spline path, with the VR user/player (represented by the OVRCameraRig object) parented to this cabin, since it must be inside the moving train. Inside the cabin I have a lever that must be grabbed to modify the speed of the train.At slow speeds the lever can be grabbed without problems, while increasing a little bit the speed, the lever can't be grabbed anymore!I tested it multiple times, trying to understand the root cause of the failure. I guess it's something related to the frequency of checks for the hands vs the lever i
@TheARTofMining 0 seconds agoI have multiple scenes each that require the player to start facing a UI screen when the scene(s) loads. Despite hours of searching I have found no reliable solution as yet!I'm sure it's something the the XR interaction toolkit guys really should focus on.When you launch your VR game the XROrigin & Camera orientations of direction do not follow the splash screen direction(Unity Logo). I have tested starting my game, standing at a certain rotation angle while the splash screen appears. This puts me in whatever rotation. I then quit the app and physically turn 90 degrees and then start the app again. My orientation is turned to the corresponding 90 rotation, indicating that it does not orientate from the splash screen it orientates from your boundary setup I think! Wouldn't it be much simpler for the XR interaction toolkit to provide a RESET functionality? Such that when you load your game or a scene, a RESET call would take the whole rig, block and
Hello Meta, We are looking for documentation that covers the official naming convention/terminology for the Meta Quest 2/3.These should convey what terms we are allowed to use in our applications when referencing the hardware buttons or software elements.Is there such documentation, with the official naming in different languages you currently support?If not, what is the best practice when making text references to the controller/headset buttons, or other software elements.Thank you in advance, Radu.Pani
I wanted to address a concern regarding the storage of certain files, particularly video thumbnails, on Meta cloud. These thumbnails can be quite large and may lead to exceeding the storage limit for cloud backups. However, thumbnails are not essential to store. Could anyone tell me how to exclude specific folders from cloud backups. In this way, we can choose to exclude folders containing thumbnails or other non-essential files, thereby avoiding excessive consumption of cloud backup storage space. Thanks in advance!
When using Meta XR Core SDK v62 on Unity 2022.3.20f1 Meta Quest 3 standalone it gets detected as a Meta Meta_Quest_Pro by OVRPlugin.GetSystemHeadsetType Running using AirLink through Unity editor on Windows Meta_Link_Quest_3
In passthrough over link in Unity Play mode not working for anyone else?
I've setup a test account, factory reset my Quest, logged into the Oculus app on my phone and tried to pair.If I try to pair with existing HMD"Headset Identity cannot be verified at this time. please try again" If I attempt to "Pair with new headset" It asks for the 5 digit pin but nothing shows up in the HMD.It all worked fine with my regular account prior to this.Any solutions for this issues much appreciated as I'm on a deadline!
I just realize that UE5 Meta XR plugin only works on Windows.How about Unity or Native? I want to start my project on Native with OpenXR Mobile SDK (in Ubuntu) if possible but the document seems quite outdated. I even failed to configure Hello World sample with Android Studio. What version should I use? there is no mention about it!
Using unity 2021.3.35 with the latest Mata API, but I've had the same issues with previous versions of both.I'm changing if passthrough is enabled with OVRManager in script. If you hover over this setting in the editor it says it can be toggled at runtime, and most of the time it works fine. But occasionally it will cause the app to freeze, forcing you to quit with the home menu. I happens regularly enough to be an issue for users.If I don't toggle the setting and just hide the passthrough layers it doesn't crash so it must be this that causes it. But at that point passthrough is still on and the GPU and CPU levels are still limited, which gives me performance issues on my non-passthrough environments, so I need this to work.After reading other posts with the same issue I have tried changing the the setting at RenderPipelineManager_endCameraRendering, so it does it after everything is rendered in that frame, but it has the same result for me.I'm about to release a big update that uses
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to.Thanks.
Hi everyone,I would like to know if it is possible to use Meta Quest 3 for streaming directly into a VJ software, f. e. Resolume or other ones.Thanks a lot!
2-factor authentication will not work for some reason. Used an authenticator app and finish authentication but no open developer mod . Tried giving my phone number but never received a code to input. Please help, thanks.
i see this issue with 2 different headsets, quest 2 1. factory reset2. pair head set and enable developer mode3. plug usb see headset display is all black , cant see usb dialog notice pressing the power button the dialog flahses but disappears againupdate:tried on another pc and a mac it doesn't go black now.but shows a notification that is says i need to tap on to allow file access. but it does not show in adb devices after doing soresult:cant allow usb dialogexpected result:its easy for the developer to set up and connect a headset , ready to use adb ect.
Hi, I’ve developed an Oculus application that supports both the Quest 2 and the new Quest Pro. The app utilizes floor tracking to enhance the user experience. While it works flawlessly on the Quest 2, I’m encountering a specific problem on the Quest Pro.Issue: The environment is moving based on my camera it causing discomfort.Considering the below scenario:when i running the application in quest 2 its working fine but in quest pro when i try to reach the floor level in the virtual environment, the floor moves down and up.Please guide us to solve the above issue. Thanks in advance.
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