Quest Development
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so, after packaging for meta 3 uploading in mqdh often fails, can some one help to resolve this ... all plugins and sdk ndk works fine
While developing my game, the Quest 3 I'm using for testing often has periods with no access to Wi-Fi.I have noticed that when it manages to connect to the internet again, ALL Playerprefs data saved from when it last had a connection to the time of the new connection is WIPED in favour of whatever is saved online.Obviously this behaviour is alarming to say the least and I wonder if it will happen once the game is published and if so how to remedy the situation.Ideally, there would be some sort of check before overwriting or even a pop-up to ask the user if they wish to restore the previous Playerprefs or keep the new and somewhat modified Playerprefs.Any ideas anyone?
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else ha
Hi, my Quest 2 suddenly updated to version 77.1023. Now, all my apps that used to work only show the splash screen with three dots for a long time before crashing. Every time I try to build them again, it still doesn't work. I also tried building a new VR Template project, but that doesn’t work either. I've tested using the 5.5 Meta fork, vanilla 5.5, and 5.4 versions, and tried both launcher and APK builds—same result every time. Any ideas? I'm really frustrated.
When doing a OVRSpatialAnchor.LoadUnboundAnchors from OVRSpace.StorageLocation.Cloud I get the following error:"xr_cloud_anchor_service: Failed to download spatial anchor with error: networking::GraphQLError: A server error field_exception occured. Check server logs for details." The LoadOptions are set like this:LoadOptions loadOptions = new LoadOptions();loadOptions.Uuids = uUids;loadOptions.MaxAnchorCount = 1;loadOptions.StorageLocation = OVRSpace.StorageLocation.Cloud;loadOptions.Timeout = 10f; Any suggestions about how to solve this?
I've been testing all possibilities lately with my new Quest 3, and it turns out using a dedicated router(Gl.iNet GL-MT3000) with Steam link gives me the best result so far( Inhaven't tried VD yet ) When I use the cable, I often hear crackling in the audio.. something that does not happen while using wireless.. Image is stable and about as good in both scenarios though! The only issue is the crackling audio while using the cable. What could explain that? I was assuming cable would win over anything ..
Hi was wondering if anyone else is having this issue - after most recent update.I am trying to add a new script to the world, go to scripts tab, click the + sign, add title of script, it just stays saying adding script to the world and never finishes. I can open up VS Code and it shows the name of the script I was trying to add, blank page, ready to add typescript. I tried to add the script that had been generated by Llama, pressed save, but it's not showing up in the script list. Before the page would come up with some start code already placed. I could paste script from Llama, save and use it within the world.I can't even see the title of the script file in the properties box where you click 'attach script' and the list of available scripts appears, no mention of the new script, even though I can save the named script from VS Code. It was working fine before today's update. I can't add new scripts to the world until I can figure out why! This is a world I
I wanted to suggest a small but useful feature for the Meta Quest platform. I think many users — especially in immersive games like Ghosts of Tabor — would benefit from a playtime tracker that appears next to the game icon on the home screen or in the library. To respect the refund policy, here’s how it could work:• The system still tracks playtime in the background from the moment the game is first launched.• That playtime remains hidden until either:• 14 days have passed since purchase, or• The game has been played for over 2 hours• Once either condition is met, a visible playtime counter becomes available next to the game icon or inside game details — for easy access.
Device: Quest ProMy app, built with Unity, runs once and then no longer works. On subsequent starts it never shows anything and just hangs on starting up, eventually I get a prompt that it is not responding and asking whether to abort or wait. This behavior never occurred on previous versions of meta horizon OS. I will attach logcat output.If I select "wait" I see these messages accumulate:2025-05-14 21:25:16.340 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:25:17.385 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:25:26.151 12307 12418 Warn MemoryBrokerClient Controllers: failed to remap INPUT_TYPE_MAP: getSharedMemoryFileDescriptor (Status(-1, EX_SECURITY): 'missing runtime permission(s)')2025-05-14 21:26:24.074 1230
PLEASE HELP I NO LONGER AFTER NEW UPDATE CAN ACCESS ANY WORLD IN BOTH BUILD MODE AND PUBLISHED WORLDS. NOT JUST MY OWN BUT EVERYONE
Hi,I encountered an issue which is quite annoying, and im not sure where to best submit it.Basically, we are developing an application using Unity 6000.0.42f1 with Meta OpenXR. The application uses XR Interaction Toolkit and Hand Tracking as the primary interaction method.We noticed that when we open the app on our Quest 3S, and leave the headset alone until it times out, that hand-tracking on the Device will be disabled (rendering the device unusable / stuck on the login screen until its restarted or the controllers are used). We rarely use our controllers, so its really annoying as we need to find the controllers, use these to log back in, after which hand tracking works again.There are no clear errors, but we noticed that hand tracking is re-enabled if we connect the device to a computer and close the application using the Meta Quest Developer Hub. Not sure what the best cause of action is, but its an annoying bug in the system that we notice on a regular basis.
I have discovered the controllers are taking ages to connect or don't connect at all because of no inputsourcechange event. I get it sometimes but not all the time. If I put the headset down and controller and enable where the controller vibrates I get connection temporarily. Here is a few testshttps://threejs.org/examples/webgpu_xr_cubes.htmlhttps://threejs.org/examples/webxr_xr_ballshooter.html
I just update the Meta Quest Remote Desktop. The version now is 35 something. I am unable to copy/paste the version number.After the installation it changed from English to German for some reason.How or where can I switch it back? Any ideas?Thanks.
I am working on an application that retrieves the eye position of a user by using collision of a surface with the OVRGazeRay. I was able to make it work and could retrieve the data points over the meta link to my computer. At some point I updated my Quest Pro and from then on it stopped working. The Movement SDK tells me that the eye tracking is enabled and working In addition to that the Meta XR project setup tool also tells me that there are no issues in my project. I have enabled eye tracking everywhere it needs to be and I did first send a build of the project to my quest to be able to enable eye tracking for the application in the meta quest pro and have verified that from then on it is enabled in the settings when using the meta link. In addition to the eye tracking using FixedUpdate (I doubled the frequency of the update) I also have an additional C# script taking controls from the controllers and interacting with a TextMeshProUGUI which is not use
Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target.UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Hola! I have all the proper settings for my spatial audio, but I still get this message, and the weird thing, is that some audio sources actually are spatialized in my scene, others don't work...This should be such easything! Any recommendations? Using Unity 6 and Meta sdk 72 I already went through the documentation... 😕Thanks in advance
Hi 🙂I've read the Oculus / Meta online docs on how to set gpu and cpu level, done many internet searches, but I can't get the gpu level above 2 in my app, as displayed by OVR Metrics Tools.I'm only really interested in gpu level as it's the gpu that is often running at near 100% in my app. Meta say the preferred way to set gpu/cpu levels is this :OVRPlugin.suggestedCpuPerfLevel = OVRPlugin.ProcessorPerformanceLevel.SustainedHigh;OVRPlugin.suggestedGpuPerfLevel = OVRPlugin.ProcessorPerformanceLevel.SustainedHigh;Apparently this lets the software decide on which level is best to run so in high gpu usage situations the gpu level could go as high as 3 (there are 5 levels for the Q3, but when the docshttps://developer.oculus.com/resources/os-cpu-gpu-levels/say when passthrough is active, which it is in my app, level 3 is the highest possible level). Ok fine, even though apps like SideQuest and the Quest Games Optimizer can make passthrough apps run at 5 and higher. But anyway, level 3 is o
So, I wanted to be able to keep my app always running on my Quests.I created my own solution for that, and it is working nicely for me. The user still can open the Oculus menu, but he can't really leave (if he does, the app reloads immediately). In effect, he is locked to the app, until I unlock it.I also made a desktop/notebook application which can control multiple headsets and stream video from them while they are playing. It can be used to manage a multiplayer shop for example, start and end games, set a timer, register players etc.It is being hugely useful to the product I am developing as an indie.Now I am wondering if there would be enough interest from other individuals/companies to buy my solution for much lower price than the few others I found.I am thinking about single payment licensing.Please let me know, thank you.You can chat with me here or use the form from https://imersiva.com (end of the page) to start a more direct conversation with me. As a side note, I am als
Thanks!
There is a problem when creating equirect native layers. The Oculus browser in Quest 2 is complaining the context isn't set to XR compatible when it is.I've made a modification to three to including native media layers to the initial render state update. As a second update on session start was also causing context loss faults but the error still appears. Example herehttps://electroteque.org/dev/threejs/examples/webgpu_xr_media_layer.htmlRelevant code showing makeXRCompatible setup before the layer creationhttps://github.com/danrossi/three.js/blob/equirect-layers/src/renderers/common/XRManager.js#L862https://github.com/danrossi/three.js/blob/equirect-layers/src/renderers/common/XRManager.js#L962
Looking for games that are like Disassembly VR but with more of a modern improvement when it comes to detail. Doesn't have to be specifically "Disassembling" things but anything similar to how the game focuses on intricacy, like maybe a diorama builder, or anything physics like.
Ok i have meta quest 3 and samsung s24 ultra.Never had a single issue since i bought then suddenly after not using for a while i found out both remotes can t connect anymore. Chamged batteries. Updated all soft on mobile and device. Still same. My headset can t find any bluetooth of my 2 phones. No way to connect. Desperate i made factory reset ok my device. And now i am stuck in setup screens as it wont find my controllers still. I dont know whats going on. The remoted vibrates but them never be found. I may think there is sensor issue..I watched every single videos on youtube did everything i could and still stuck. Please help
IntroductionI’m thrilled to share a game concept that seems likely to captivate players in Horizon Worlds, and I need your help to make it a reality. Cosmic Creators by BlackHOles StOre is a bold space adventure that blends creativity, competition, and community, set in a vibrant universe. I’m seeking collaborators to join me in building this experience, as its ambitious scope is too big for one person alone.Game Concept OverviewImagine a universe where a massive black hole serves as a central hub, connecting players to a galaxy of procedurally generated planets. Each planet offers unique gameplay: from designing cosmic landscapes to battling in dynamic arenas, nurturing alien companions, and exploring uncharted systems. The game draws inspiration from playful creativity, intense action, and virtual pet care, creating a rich, social VR experience.Why Collaborate?This project is packed with potential, but it needs a team to bring it to life. Whether you’re a 3D artist, programmer,
Hello!I'm testing with a 360 video app in a pair of Quest 2 devices, one of them is working correctly right now, but the other one turns to standby after a short period even with the glasses mounted.By moving the head it turns On sometimes, by pressing the glasses it turns on for a bit. but turns off again. If I use my finger to activate it seems to be good for a bit but turns off after a time.Anyone can help with this?
Hola!I dissabled my prox. sensor Quest3 using Meta dev hub time ago.Now when I press "Enable", it does for a given time, then it dissables itself again.After reboot: Proximity sensor is dissabled.When I check the setting in Meta dev hub it says "Dissabled"I press "Enable", and again, it works only for some minutesPlease!! How to PERMANENTLY ENABLE PROX. SENSOR??Thanks a lot
I started to have an issue yesterday, where my app is searchable on the Meta Quest store on the web, but the link leads to a broken page: This page isn't available right nowThis may be because of a technical error that we're working to get fixed. Try reloading this page. One issue I believe lead to it, was that my last app submission was approved, but I didn't click on "schedule a release" as I thought I have it done automatically. I have it set up as "instant release" in the release method. I clicked on "schedule a release" and it shows the app was released yesterday. But the link is still broken. How can this be fixed? It is also possible to search the app on the Meta app and it opens up just fine. Thank you
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