Quest Development
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META QUEST OCULUS NEW WAY TO TURN State of the art: To turn you have either turn yourself (physical body) or use the thumpstik or use other devices like haptics or treadmill or setup. Proposal (idea): Like in strategy games on PC, to move around a map you approach the cursor to the side or edge of the screen. Similarly to turn on VR you should just need to turn your head to your maximum left or maximum right to start the turning (90 degrees over 360 degrees). By doing this you can look around without turning but you can start turning by looking beyond 90deg. Additionally the speed of the turning can be set by how much you ‘overturn’. If you look at 95º you would start turning your avatar faster. At 100deg you would be turning at max speed. Additionally this should be able to be set up by user (90deg to 110deg) or (45deg to 90deg) or any other number from 0 to 180 or any combination. This setting depends on user comfort. Between 90deg left and 90d
Hello there, I just wanted to post a suggestion for you guys to please consider adapting the breathable face interface for the quest 3s to the quest 3, as someone who wears glasses one of my best options is the open face interface and it looks stupid, would love to see the breathable face interface adapted to the quest 3.
TL;DRI can launch my Quest 3 app from the browser with destination_api_name=delete_circle_new, but deeplink_message is ignored — the app always receives the literal message string set in the Meta dashboard. I’d love to know if runtime substitution is supported (and if so, what I’m missing).Use-caseApp: ArcGlyph – single-player MR sandbox where users place “circles” (anchors).Desired flow: On the companion web page I list a user’s circles. Next to each one is Delete → clicking it should:Launch (or foreground) ArcGlyph,Pass the specific circle ID in deeplink_message,Inside OnDeeplinkReceived() I call DeleteCircle(id) and show toast confirmation.Everything is local-only: no friend invites, no social flow, no server-side state change.Timeline of what we actually tried# Approach Result 1Static oculus:// URI in Quest Browser: oculus://{app_id}?deeplink_message=42Opens my store listing; OnDeeplinkReceived() never fires.2Template-based deep links (/{app-id}/custom_update with type DEEPLINK)API
Hi there,We have a VR project, which requires us to use 20-40 Quest 2s and a mobile hotspot device for a local network. Our project consists of several .apk files installed into our devices, and we use MQDH to send adb scripts so we can launch them or return home, using the Local Network the hotspot device provides. The apps need to launch simultaneously or with minimal lag.However, MQDH requires a USB connection to turn on adb-over-wifi, and also if the connection is lost somehow, we need to re-establish it, not so reliable.How can we overcome this? We just need a local network with several Quest 2s and a computer/tablet/phone to launch apps wirelessly. I know there are some apps for that but they require us rooting the devices, which we do not want. Any help? Thanks.
Passthrough camera access was recently added which is great! However IR camera access would be great to allow games played in low light environments. Many user describe this night vision as a desired feature.
Hi everyone,I’m working on an XR project and using the Meta XR Simulator to develop and test my application without a physical Meta Quest headset. My goal is to eventually deploy this application on Ray-Ban Meta Smart Glasses. Since the simulator is OpenXR-conformant and supports Unity, Unreal, and native C++ development, I’m wondering if it’s possible to use it for this purpose. Has anyone successfully developed an app with the Meta XR Simulator and deployed it on Ray-Ban Meta Smart Glasses? Are there any specific considerations or limitations I should be aware of? Thanks for any insights!
The first thing people do with hand tracking is look at their hands.The second thing they do is touch their fingers.Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key.I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive.Literally the entire point of mixed reality.This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled.But can it be delayed?Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view).I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything.Anyone else dealing with this? Found another solution or workaround?
POST https://graph.oculus.com/$APP_ID/consume_entitlementour server suddenly gets error response for this call.nothing changed on our side in a long time in this regard.did someone notice any change?did something change on meta side ?no issue with https://graph.oculus.com/$APP_ID/viewer_purchases
I have a Quest app built using Unity and OpenXR / AR Foundation. I recently added the OVRManager to my XRRig object to gain access to some of the features of OVRManager. I'm using a single camera rendering to both eyes. Everything seems to work fine except that after launching this update, some small section my users experience the right eye not rendering correctly anymore and say the see weird rendering artifacts across the right eye. The left eye continues to work perfectly. I have not been able to reproduce this issue myself and the majority my users do not experience it. They do not experience the issue in any other app, only in mine. Uninstalling, clearing cache, and restarting the headset have not helped resolve the issue. Wondering if anyone's encountered an issue like this or has any ideas on what could be causing it? Greatly appreciate any advice!
We have 4 headsets in my household. $$$$ One for my husband, and one for each kid. I only have an account to supervise our kids' usage.1) Why would Meta not allow at least 2 parents to supervise their time? I'm a nurse and work long shifts, sometimes on weekends. So if my kids are with my husband and earn extra time, he has to text me to ask me to allow it. Apple Screen Time isn't perfect, but the Meta parent supervision is so. much. worse. 2) Why can we not purchase a game ONCE for the whole family? I would not have purchased each child their own headset if I knew I ALSO had to purchase each paid app 3 times.3) Please make this better for families, or we will all end up transitioning to the Switch 2 and sell our used headsets to the dudes living in their parents' basements.4) It is embarrassing being a Karen about this, but seriously, I didn't really want these things for my kids in the first place, let alone 3 of them. I'm def not paying for the same game 3 times unless Zuc
I am working on a MR application. Whenever I attempt to upload to the production channel I get this error:This APK includes the feature, `com.oculus.experimental.enabled`, which is not allowed. Please remove it from AndroidManifest.xml and retry.I have removed the line "<uses-feature android:name="com.oculus.experimental.enabled" android:required="true" />" from the manifest, yet the issue persists. Here is my entire manifest:<?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" 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|to
About 80% of the time, Pausing / Resuming my application results in the runtime:- Failing to send a XR_TYPE_EVENT_DATA_SESSION_STATE_CHANGED event- The application thinking it's still VISIBLE not FOCUSED and not simulating / accepting input- The system menu button becoming unresponsiveThis leaves the headset in a broken state where the game renders, the menu is closed, and all inputs are ignored. It can only be fixed by:- restarting the headset- tapping the headset to force it into passthrough, which restores controller input, at which point the application can be reliably resumed via the Resume button in the system menuI have observed this bug across multiple headsets on an identical codebase, it was not present in previous OS versions, appeared on one headset as it updated, and now has appeared on another headset as it has updated.There are no mitigations available for this bug, the application cannot proactively query session state to mitigate the runtime dropping the event, xrPollE
I'm looking for an in-depth understanding of Quest 2 controller tracking and differences between 72hz and 90hz headset refresh rate. Does the controller actually track any differently between these two settings? My understanding is the controller tracks at 60 frames per second, so does that mean there is no difference in the quality of controller tracking between the 72 and 90hz settings? I'm using a low pass filter on the controller speed and I can definitely feel that when my app is set to 90hz, I get higher speed readings on the controller vs 72hz. Any insight here would be appreciated, thanks.
I'm using the Aframe library to program a Meta Quest 2 using html and javascript. I used a usb cable from my windows PC to the headset to preload a video file on to the headset's Internal shared storage, into the preexisting Movies folder: "Movies/my_video_file.webm". I tried this in html: <video id="my_video_id" src="Movies/my_video_file.webm">But this gives me an http 404 not found error. And in tried it with "file://" but this gives me "...not allowed".Is there a way for me to set the src attribute so that it accesses that video file stored locally?Or is there any other way to store a video file locally and access it via Aframe so that I don't have to download it from the web server?Example: when running on a desktop browser I use something like this:var dirHandle = await window.showDirectoryPicker();to get the user to allow access to the PC directory where my video file is stored. But this doesn't seem t
same problem from 3 years ago with seemingly no solution. I already have an organization with 2FA and a payment method added. I already deleted and redownloaded horizon app. Would love to be able to access developer mode. Maybe this is why there isn't a sufficient amount of apps and utilities in the meta verse. Very discouraging for developers.
My Meta Horizon app has been restricted because of some data use policy issue. The thing is that I don't use any data that Meta may collect using my app, and I stated that when I created my privacy page a long time ago.So I don't know what to do. Meta's correspondence on this has been very vague so I don't even know what they want me to do.For reference this is my current privacy policy page:https://gruze.org/starship/privacy_policy.html
This seems pretty straightforward but it's not... I have a grabbable cube with an attached script that I'm using to throw a string to a text object to troubleshoot different controller (button) states... on a grab and on a release, I get a good sound effect and text display, these are working fine... but while I'm grabbing the cube and pressing the Index Trigger, I cannot get that event to fire; it will not return anything nor will a released Index Trigger event fire. I know for these events, the script has to be attached to the object I'm grabbing (which is the case). Am I missing something? Is something possibly interfering with the Index Trigger (same with the Button1 and Button2 events)? Thanks in advance! 🤓[Updated] I just realized that when I preview my world in the desktop editor, the left mouse button DOES fire this event, but in VR, the index triggers do not. Is there a VR controller preference somewhere that is overriding the event or something to that effect?[Updated A
[Please take no offence from anything in this message that seems 'snarky', I love you all - just treat it as coming from someone with poor social skills, thank you 😉]As a developer, I frequently need to access the quest 3 file system for my deployed app, to view logs, etc.Every time I wish to do so, I am currently forced to have to put the headset on, and DISCONNECT & RECONNECT the USB cable, (because the USB notification message only appears for a tiny amount of time and is not subsequently accessible anywhere, such as the notification list) and then click the message - which is also often difficult, because when you initially put the headset on and pick up the controllers, it takes several seconds for the controllers to be correctly initialized and allow correct selection.PLEASE, PLEASE, PLEASE, Provide one of the following:- A method so I can click a 'allow USB connection' ONCE and tick a checkbox or something to say 'ALWAYS ALLOW USB MTP'- A 'File Manager' inside MQDH whi
I have been testing the Free VR PC Demo Project called "Barney's Basement".Using Unreal Engine 5.3Link to download the project:https://github.com/SentientArt/TheBasement?tab=readme-ov-fileVideo:https://www.youtube.com/watch?v=ckjSzwDe6bQIssue:I am getting extreme distortions on the edges, a so called unwanted "mirage" artifact effect when using the Meta Quest 3 via PCVR, using Windows 11 and an Nvidia A6000. That unwanted effect makes the edges "wobbly", distorted and the artefacts make you dizzy.How can I fix this?Thx a bunch for any ideas,appreciate it!
Hello,Imagine how much more accessible the meta quest 3 could be if there was a way we could stream VR games kinda like the Xbox play anywhere concept. A lot of the people who want to get into VR don’t have a beefy PC to play some really awesome games. I was wondering if meta could look into this possibility so we can enjoy a lot more games at a better quality.
access my bootloader user 65rbi905 / Michael Wiegand ***@gmail.com [Mod edit: protecting your privacy, we removed your email address.] headset serial : 2G0YC1ZFC602HL Controller right serial : 2G0YZM6FC602F Controller left serial : 2G0YYM6FC30213
Hi everyone,I recently released my first VR game on the Meta Horizon store in early access. At the time of writing, my developer dashboard funnel page is displaying 51 unique conversions (53 in the marketing attribution page), 15 wishlists, 832 clicks, and a reach of 9,264. The funnel page has shown consistent conversions daily for the past two weeks. I have also received 4 reviews at a 4.3 average rating on the game.However, my daily financial reports only show 3 total sales across August and my TBYB analytics report 33 trials started but only 1 conversion, along with 2 conversions from the control group. I have also given out 8 free keys.Has anyone experienced these discrepancies in reported sales? I am concerned that the trials are going poorly but even accounting for trials, keys, and sales in the reports, there are still conversions unaccounted for.Thank you for any clarifications!
I'm trying to test IAP using this method:https://developers.meta.com/horizon/documentation/unity/ps-iap-s2s/#verifyI think I'm getting close, but when I use the curl command with "user_id=[test username]" it complains that I'm not using a valid user id.{"error":{"message":"Parameter user_id: invalid user id: [test user's username]" ...So how can I get the game-specific user id for a test user? I don't see any options to do so on the developer portal, and I haven't had any luck googling it. I would expect that id to be on the test users page on the developer portal for this game, but it's not.
I've just stumbled across another possible regression with Quest 2 since another update. I've been testing with stereo h265 videos for months while working on the native layer feature. And now the browser refuses to accept the format with an error like "MEDIA_ERR_SRC_NOT_SUPPORTED". Can somebody confirm h265 is now broken with Quest 2 ? Im about to do a test file with AV1 to see if it plays. I just created a bug report. This vid is not ok all of a sudden. Even with a factory reset. The raw video link wont play in the browser. https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer2.html This h265 clip is ok. https://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer3.html playing this directly just hangs. in videojs I get the media_err_src error. https://videos.electroteque.org/EVEBlogStream_TB_360_SPHERE.mp4 videojs example of the h265 showing a source error. I believe its a regression somehow as its been working. https://electroteque.org
I believe my Quest is in PTC firmware updates and there is a show stopper bug preventing H265 playback. I am getting no response or help about it. So need to roll back the firmware. Everything I tried won't force it out of the test channel. Any ideas ?
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