Quest Development
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what is wrong with Meta? after years they finally made the ipad app to work in landscape mode, now with the latest update they broke it again? who is at the quality control there? how can a company so rich fail at developing a decent app? what is wrong with these guys? it is such a basic thing… most people use their ipad in landscape mode, if I launch the app I have to take the ipad off the stand, rotate the **bleep** thing and disconnect my power cable? that is so stupid! this is just sloppy programing and/or not giving a **bleep**… wtf guys? can’t you get your **bleep** together already after all these years? 🤦🏻:male_sign:
Does anybody know where to find the 3D Assets for the new controllers? somehow I was only able to find the old ones 😕
Hi there, I am making a demo that has a portal in it. I am using a stencil buffer for it. Everything looks great in Unity but when I load it onto my Quest Pro the objects do not get cropped to the portal edges. It's almost like there is no stencil buffer or it's disabled on the Quest. Is there a way to turn it on? Thanks
Hi,To add "real mirrors" and "portals" to my Meta Quest 2 application, I need to use stencil buffer masking; however, the stencil OpenGL ES functions (glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xff); ...) have no effect.Desktop platform : Debian/GNU/Linux BookwormDevelopement IDE : Android Studio Flamingo 2022.2.1VR platform : Meta Quest 2 v 57.0.0SDK : OpenXR SDK Source 1.0.27 + ovr_openxr_mobile_sdk 54.0After digging in the hello_xr, I've found the problem and add a solution :in src/tests/hello_xr/graphicsplugin_opengles.cpp, the function GetDepthTexture(...) create an texture as the depth buffer and this can't manage a stencil buffer; it must create a renderbuffer to support stencil.Here is my working patch :antoine@pcantoine:~/AndroidStudioProjects/Bille2_VR$ diff ~/Téléchargements/OpenXR-SDK-Source-release-1.0.27/src/tests/hello_xr/graphicsplugin_opengles.cpp OpenXR-SDK-Source-release-1.0.27/src/tests/hello_xr/graphicsplugin_opengles.cpp 263,269c267,269 <
Hello,I'm looking to setup everything to work on unreal5 for a VR/AR game.I just want to be able right now to launch the game in my Quest3 but I have an error when building/launching the appLogPlayLevel: Error: UAT: ERROR: Stage Failed. Missing receipt 'D:\Unreal\Project\Starter_521\Binaries\Android\Starter_521.target'. Check that this target has been built.Does anyone have any good step by step tutorial for the setup of android and everything, I think I did it properly but doesn't looks like it 😥I followed this tutorials:https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ https://www.youtube.com/watch?v=xYc2ZpSc7LAhttps://www.youtube.com/watch?v=bSS1P_ABamc&t=1259sNone of them are really following the same exact steps unfortunaly and it's for Quest2. I've setup everything from Meta Quest Developer (working) I can see my headset and see it cast.I've installed Android Studio (this is the most confusing things with all the needed version
So I've gotten the whole spatial anchor photon multiplayer to work, and it works pretty well, however I would really like to have the whole application be able to run on a local network. I've set up everything but I run into the problem that OVRSpatialAnchor is not serializable and cannot be converted to byte array or json for transport. I've even tried sending the OVRSpace and UUID seperately but OVRSpace is not serializable either and doesn't seem to contain the actual data just the ID to access the data (probably from the cloud). Now it has to be possible to serialize this data as there is an option to store the data locally. (unless that can be saved even though it isn't serializable?) Does anyone know what data format to use to do this manually?
I've got a yellow triangle with a black exclamation mark and the text 'Blocked Quest Devices : Oculus Quest' at the bottom of Dev dashboard -> Release Channel -> Alpha -> Details (below Build ID, Platform, Permissions, Max Android API Level etc).Does anyone know what causes this warning triangle, or how to get rid of it?The app runs on my Quest2, but not on the Quest1, and I'm thinking that this is the reason, but I can't find any documentation to troubleshoot this.(Unity v2021.3.31f1, Oculus Utilities v1.88.0, OVRPlugin v1.88.0, SDK v1.0.27; app has passed DUC and company/developer is authorized.)Thanks for any help.
I am trying to figure out how to get a shared session to remain spatially anchored in place that will work within a bus or airplane where the whole environment will be moving, but the space visually will be stable. I know the headsets track off of IMU as well as spatial points from the cameras. Is there a way that will leads to tracking off of the cameras only, or that my spatial anchor will stay put on the platform?
One of our customers is seeing this kind of freeze, where the VR image stops updating but you can still look around and past the edges of the last render. The app itself isn't reporting a crash, so I'm wondering how to begin to debug this. Could the app itself be in an infinite loop, with Oculus async reprojection allowing them to look around without the app itself cycling? Or must the app still be cycling for them to be able to look around, with perhaps the renderer having crashed somehow? This build uses Unity 2020.3.35, but I posted here thinking it was more relevent to Quest than Unity behavior.
I have successfully uploaded my app to the ALPHA channel. I can see the app inside the Quest 2 and it updates if I upload a new build.But when I click "Start" the app does not open. No black screen appears or any kind of message comes up. It just doesn't open.I need help figuring out what is going on, as I have tried everything I have found on the internet and everything I have come up with on my own.I am using Unity 2021.1.f1 and Meta Quest Developer Hub.Thank you very much.
I have tried everything. Checked spam. can't log in via facebook the confirmation code will not be sent to the email. my email address is naughty@hot.eeplease help!
i made a developer account, i turned the developer mode on on the mobile app and it wont activate on my meta quest 2. when i connect it with a cable to the pc there is only usb file transfer notification no usb debugging.i have adb drivers installed.Did i miss something?
Calling all developers, designers, and VR/MR enthusiasts to our upcoming hackathon hosted in partnership with AWS and Meta.Taking place on November 14-16, this 36-hour hackathon centers around the theme of WebXR and Mixed Reality. Whether you're interested in VR, AR, or creating immersive digital experiences, this is your chance to learn, build, and showcase your skills.With mentorship and support from experts at AWS and Meta, you'll have access to industry-leading tools and cloud infrastructure to bring your imaginative XR and MR ideas to life.From hands-on workshops to showcasing your final demos, you’ll gain valuable experience and make connections in the world of extended reality technology.Spaces are limited, so be sure to register today through the link below! https://meta-aws-webxr-hackathon.splashthat.com/
My son's Oculus Quest 2 will not charge (no lights and this is a new cable) nor will it turn on. Tried holding the start button down for 10 seconds and also tried pushing the start button along with the minus sign on the volume and nothing. The unit just stays black. Any help?
Hello,I am using this link to load my Scene Mesh into my Unity Scene. The model loads in but it is rotated differently than what I expect. I have to rotate the mesh by `(-90, 0, -180)` to get it to where I expect. Is there any reason for that?
When trying to upload an app via 'App Distribution' I receive this error message:Upload FailedThe build you were trying to upload has failed.ErrorNETWORK_ERRORgetaddrinfo ENOTFOUND graph.oculus.comMy internet isn't amazing but should be able to get the job done. Any ideas?
Hey, I'd like to get/export the 3d model of the environment of the user. The one that is created by the quest. Is that possible?
Hi,Can we access to camera of headset in our application ? How we can perform this ?For developping a mixed reality application for one of our clients, we etudying the possibility to track an object in space by using some visual markers in real world to match position of a virtual replication of this objects in the simulation (it's an medical simulation).But I didn't see any entries in documentation that mention the possibility to access cameras to apply our image computing algorithm. I see trougth this forum that's camera access was blocked for privacy reasons, but I wonder if with the releasing of Meta Quest 3 headset this rules could be changed ?I see we could use shared spatial anchors instead, but in case of my client have to setup his experience in differents rooms, it's not way quicker and easier solution.Thx for your help !
HelloI am writing on behalf of our development Sugar Mess - Let's Play Jolly Battle VR-game team. We've faced a problem. We are getting an error in the console:DllNotFoundException: AudioPluginOculusSpatializer assembly:<unknown assembly> type:<unknown type> member:(null) ONSPAudioSource.OnBeforeSceneLoadRuntimeMethod () (at Assets/Oculus/Spatializer/scripts/ONSPAudioSource.cs:50)Have you ever faced such problem?Using Meta Quest 2, connected via a type-c cable, Android platform in Unity. I tried to reinstall everything possible: Unity 2022.3.10f, Oculus Integration, separately Oculus Spatializer Plugin for Unity.
Would like to match lighting for AR objects to real-life lighting data gained through AR passthrough. Is this possible somehow? Piping AR passthrough to reflection spheres or something would probably be neat.Thanks
The MQDH 4.0.1 windows download link downloads the mac version.
As I understand it, if I wanted a different mixed reality experience to happen depending on which room Im in - this is not possible right now?For context, Im wondering about mapping out an area, importing into Unity and then when the user is in a certain area X will happen. I suppose ARFoundation could be leveraged somehow to recognise a marker and play an experience, but wanted to be sure its not possible to pre-map an area and have MR perform like a traditional 'level' would.
Hello fellow Oculus Quest 2 users, I recently encountered an issue with my Oculus Quest 2 after the latest update, and I'm wondering if anyone else has experienced something similar. The problem is that when the user removes the headset and puts it back on, the player's position seems to reset or shift, this makes it impossible to use the application I'm developing as intended. Has anyone else noticed this issue? If so, have you found a solution or workaround to address it? I've tried searching for information online, but I couldn't find any specific solutions. I'd greatly appreciate any insights or assistance from the community regarding this matter. It's quite frustrating, and I'd like to enjoy my VR experiences without this hiccup. If you have any information or suggestions, please share them here. Thank you in advance for your help!
Hello, i'm using a Quest Pro with WebXR, it works well, but i cannot find a way to acces depth sensing.When intializing the context "immersive-ar" with requiredFeature "depth-sensing"i get an error 'XRSystem': The session request contains invalid requiredFeatures and could not be fullfilled.Feature 'depth-sensing' is not permitted by permissions policy According the WebXR specs https://www.w3.org/TR/webxr/#feature-descriptor "The depth sensing feature is subject to feature policy and requires "xr-spatial-tracking" policy to be allowed on the requesting document’s origin." Yet, when I access the remote debugger, under "Application" tab > frames > top, I get :Permissions Policy Allowed Features accelerometer, autoplay, (...) , xr-spatial-tracking Is depth sensing available on Quest Pro through WebXR ? if so, what I am doing wrong ?Thank you ! Matt
I cant delete a reel. It apearse me like "this post cant be ing deleted" can u help me? My account is medicinaespasion
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