Quest Development
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Hello,Are there any tutorials or doc on how you can create an app that just exists within a set Window like Apple Vision Supports?I'd like to make a simple passive companion game (think pets) that can accompany you on the Quest in a small 3D window that can be with you while you are in other full screen apps like Horizon.Are there any examples of this being done? Is it possible with the current Meta tech? Or is this only possible with AVP?
Hey I'm curious if anyone else has had this issue.I am working with passthrough in a quest app and I have a movable passthrough window as a tool for the user. It looks great and its rendering just the way I want it, it is based off of the oculus demo scene "Selective Passthrough" which uses a material to mark things as passthrough or not.The issue I have found is that every material that is unlit and transparent (which are used quite often in the scene) are rendering as a passthrough material. I have some quads for little fake drop shadows that are passthrough, peoples name tags, transparent logos on the way and even users glasses are all passthrough. I am using basic unlit/transparent shades for these objects. The standard shader doesn't seem to exhibit the problem. Why is this happening? I would appreciate any help. Thanks
I'm trying to build to UE5 for Quest 2 and have followed the steps here TWICE. Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com)Can anyone tell me what's missing or why my builds are failing? I'm pretty sure it's a simple fix... (I hope)
Hi, I see that some games offer enhancements based off the device they're running off, for example, walking dead saints and sinners offers quest 3 graphics enhancements now while quest 2 uses the old graphics, my question is how do you package two different versions as one and have it detect the device and adjust base off that
Is there a simple way to add interaction events using the interaction SDK with a default OVR rig? For example, when using OpenXR, you can easily expand the "interaction events" dropdown menu, giving you an easy and convenient way to add on-hover interactions, on-select interactions, etc (as seen in the attached image below), but in all of the interaction SDK examples using an OVR camera rig, it seems needlessly complicated to achieve a similar functionality
Hi,I'm wondering how one can check the velocity of the hands when using the Quest Handtracking. For the right touch controller I use GetLocalControllerVelocity(OVRInput.Controller.RTouch). I tried it with GetLocalControllerVelocity(OVRInput.Controller.RHand), but the values are always 0 when moving the hand. Anyone knows how to get the velocity and is it possible at all?Danny
Hello, fellow Meta community members,I wanted to bring up a discussion about the privacy and security measures Meta has in place for our children's accounts, especially considering the extensive amount of personal information collected. This includes details like their names, email addresses, birth dates, activity data on Meta Quest devices, and even voice and video recordings, along with location and physical activity data.Many of us appreciate the intention behind creating a safer and more controlled environment for our children. However, I'm concerned about the balance between protecting our children and maintaining their privacy. The requirement to provide detailed personal information, especially under tight deadlines, can be particularly challenging for guardians of foster children, where legal guardianship nuances can complicate compliance.Moreover, the potential risks associated with the extensive data collection cannot be overlooked. Despite the best efforts of companies, data
Hello,I'm trying to package our Quest app with an AppID to connect with Oculus's online systems. I've followed the instructions here:https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unreal-gsg/And now, upon packaging for Android_ASTC, we're seeing the following line in the output:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Could not find 'RiftAppId' key in engine config. Trying 'OculusAppId'. Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away.GetSignatureToken get_signature error: Missing entitlement for 2174122759369539 (1971031)GetUserID failed: Must call get_signature first (1971051)OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (1971051)Failed to fetch FBNS credentials from OAF: Must call get_signature first (1971051)requestOafRoomUpdate response error: Must call get_signature first (1971051)requestOafLaunchDetai
Hi. I'm a Unity developer. In May 2023 I read"We are beginning to roll out stereo audio for video recording."???On Quest 3 in December, there was a period of a few days where it workedand it made all the difference in my case. I have tried it and it works well enough for my needs,I just manually resync by about 320 MS - 160 MSBecause its disabled at the moment, I need an ADB command to enable recording stereo sound please?Perhaps some info on how many users have this feature enabled, which users,why its not released? Why its a secret? Thanks
I am looking to capture and save eye-tracking metrics like gaze vectors and pupil dilation data from the Quest Pro device. I have already set up eye tracking and enabled cloud backup, but I am having trouble with the actual data saving process. I attempted to follow a tutorial on the Oculus developer site but didn't achieve the desired result. I wrote the script below to record and save eye-tracking data, but this does not work.Any help would be appreciated. using UnityEngine; using System.IO; using UnityEngine.XR; using Unity.XR.Oculus; public class EyeTrackingDataRecorder : MonoBehaviour { private string dataPath; void Start() { // Define the data path where the eye tracking data will be stored. dataPath = Application.persistentDataPath + "/EyeTrackingData.csv"; // Write the CSV header WriteData("Timestamp,LeftEyeDirectionX,LeftEyeDirectionY,LeftEyeDirectionZ,RightEyeDirectionX,RightEyeDirectionY,RightEyeDirectionZ\n"); }
Hello, Adding this line to the manifest disable the guardian while in passthrough: <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />But for the Shared Spatial Anchors sample from github it doesn't work. Here is my full manifest :<?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" 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.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"><intent-filter><action andr
Hello, I just put a Cube on the scene with his Box Collider then I added the Event Trigger > Pointer Click and I attached my public method as you can see below in the picture, but when i try to build and run on my MetaQuest 3 the application works fine, but i can't trigger the method when i pressed the controller's button on the Cube.I just want to click an object with my controller and execute a method, but i can't find any example any documentation related to this easy step.Any Idea?Thanks Andrea
Is there a way to import a prebuilt Sketchfab model into the current World Building environment in Unity format?If so and once it is in my inventory, will I be able to modify it with the tools available within the HW app? John Arborfield
I was trying out the Mixed Reality Capture by Meta using Unreal Engine as per the documentation (https://developer.oculus.com/documentation/unreal/unreal-mrc/), and the problem that I'm facing is that the virtual hand doesn't occlude over the physical controller as shown in the picture below.As per the docs, I have calibrated on the MRC tools application, uploaded the mrc.xml to my app's folder on quest and then imported the .json calibration file on OBS.How do I get my virtual hands to come on top of the physical controller/hand as I see in the demo videos? Can someone help me figure this out? Thanks.
Is there support for deeplinking through the meta quest broswer, to open uri schemes. I want to direct users from the web to the app with a special uri and be able to register that from our app. I have asked in the Unity forums and I don't seem to be able to find an official answer from Meta. For reference: https://forum.unity.com/threads/deep-linking-on-the-meta-quest-browser-not-working-properly.1420820/#post-9627890
We've got a heart rate monitor synced directly to the headset with our headset and are looking to display heart rate data in our application. As described here, the heartrate monitor is displaying the data in real time to an overlay. Is there any API call (Unity or native SDK), function, or native android method to directly access this data once paired?
Hello,Is it possible to test the fps values of the developing game with Meta XR Simulator with Unity?When using Unity game mode, do the fps values of the game I run with the xr simulator match the fps values I will get on the quest device?
Are there any plans to work on subscription webhooks where our servers could subscribe to subscription-related events such as subscription cancellation (cancellation reason, date canceled, etc.), subscription purchase attempt (used promo codes, subscription type, success status, etc.), and similar?With that in place, especially in terms of cancellation events, it would allow us to better understand why the users are leaving and it would also give us an opportunity to win them back.
Hello, I'm writing to you about an issue I'm having with the In-App Purchase and Asset File APIs on the Oculus platform. I'm using Godot Engine and PCK files to implement downloadable content for my app, but I'm unable to access the files after they are downloaded.Here's what I did:I followed the instructions on https://docs.godotengine.org/en/stable/tutorials/export/exporting_pcks.html to create PCK files for my DLCs and uploaded them to the Oculus Developer Dashboard.I created SKUs for each DLC and associated them with the corresponding PCK files using the In-App Purchase API: https://decacis.github.io/godot_oculus_platform/functions/in-app-purchases/I used the Asset File API to download the PCK files after the user purchases them: https://decacis.github.io/godot_oculus_platform/functions/asset-files/The problem is that I can't access the downloaded PCK files from my app. They are stored in a location that I can't read or write to, and I can't move them to another location either. Th
Is there a plan to move the users who enrolled in the subscription tier that is no longer on the PDP or sold in store to the active subscription tier?The main issue is that the users who subscribed prior to the price change will be charged more than the new users who subscribed later at the lower price (or vice versa, depending on the price change).For example, you have a yearly plan in the inactive_sku tier that costs $50 and, down the line, you decide to adjust the subscription cost, so you make an active_sku tier and set the price of its yearly plan to $25. The old users, who are subscribed to the yearly plan of the inactive_sku, will be charged $50 every year, as opposed to the new users who will be charged $25 every year because they have a yearly plan of the active_sku.This can get complicated when there are multiple active tiers. However, one way around that would be to give the option in the Developer dashboard to map a subscription of the inactive tier to a subscription of the
I'm currently developing an app using Unity. I would use the virtual hands to interact with objects/button. I aim to implement a scene where there is an object/button and upon pressing it, another object changes color. I'm wondering how I could achieve this. Any insights or suggestions on how to go about implementing this interaction would be appreciated!I did some with HTC Vive and Leap motion using Interaction Button (i am looking for something similar)
Hi! Two of my apps have lost the ability to take screenshots in-game using the Quest 3 screencap utility. Have new restrictions been added to AppLab games with regards to screenshots, video recording and casting?Thanks!
Hi all! I'd like to be able to save the boundary for multiple rooms and have the user walk around in mixed reality mode and not have to redo the boundary every time the user enters a new room in the house. Right now it makes the user re-draw the boundary every time the room is switched. Is there a way around this? Meta devs can you please let us know. Seems like a problem many have run into.
So, we have a project in development with shared anchors, but we cannot save or retrieve anchors from cloud.This work in quest2 but not in quest3.There is something else to configure to work with the quest 3?We are using: Unity 2022.3.4f1 and oculus integration v57.0.Thanks
I am following the example tutorial for a basic app in Unity. https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ I have followed the example, but when I get to Step 7, adding an OVRCameraRig, the Packages folder is empty. There does not seem to be any prefabs at all.I have restarted Unity and my pc more than once. I have started a new project and made sure I follow each step. After installing the all in one package, there is just nothing new. BUT after downloading the examples for the Meta XR Core, I opened the "Cubes" example, the scene seems to have a prefab "OVRCameraRig". If I look at where this comes from its in ..Oculus\Library\PackageCache\com.meta.xr.sdk.core@60.0.0\Prefabs How do I get these prefabs to show in the Unity editor ?
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