Quest Development
Recently active
This is the script for my projectile launcher. (Laser). It works perfectly fine.import { Entity } from 'horizon/core';import * as hz from 'horizon/core';class GrabAndLaunch extends hz.Component<typeof GrabAndLaunch> { static propsDefinition = { bullet: { type: hz.PropTypes.Entity }, sound: { type: hz.PropTypes.Entity }, }; start() { this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnIndexTriggerDown, this.onTriggerDown.bind(this)); } onTriggerDown() { this.props.bullet!.as(hz.ProjectileLauncherGizmo).launchProjectile(); this.props.sound!.as(hz.AudioGizmo).play(); }}hz.Component.register(GrabAndLaunch); This is my script for my "Armor" that will take hits from the projectile. But it will not register any hits. import { Vec3 } from 'horizon/core';import { Component, PropTypes, CodeBlockEvents, Entity, Color, Player } from 'horizon/core';class HitIndicator e
Its first timeThis is my project and would like to snap avatar hands the same way as hand meshtried to resize LeftHandSyntetic, Looked in the HandModifier. placed Avatar with "SampleAvatarEntity" script under OculusInteractionSampleRig prefab. The same with the right hand. It is not an issue but when I hide mesh the avatar hands are not precise when grabbing because there are no hand poses recorded.The same issue is in other locations.
Is anyone else able to file bugs with MHDH? When I hit 'submit' it hangs forever.Thanks!
The first time I call it it returns an error saying my application (that I am running it from) is not available.The second or third time I call it, it works. So I run it in a while() loop retrying.
Hi all, I needed to collect raw imu and camera parameter data from MQPro for research purpose. I was wondering whether they give access to these datas, like they do for eye tracking or face tracking data?
Putting my own dev builds on the Quest using Unreal & USB - is it possible to have custom icons for the individual apps? At the moment they all have the Oculus logo.
I only have quest 2 headset without controllers. can we skip or bypass initial 1st controller pairing screen. As I want to use joypad or hands options to access app. But unable to bypass initial pairing screen
Hi am having this issue andriod media process keeps stopping. Hiw can i resolve the problem
APK won’t install on version 67 on the Meta quest. I had an update today and it still never fix the problem.
Hi all,I'm thinking about switching my app from paid model to free + IAP like the Far Travel Games devs did with "Mannequin".https://www.meta.com/experiences/mannequin/7028027297235918My biggest concern is how to achieve that existing customers which paid for the game automatically receive the "premium upgrade" - DLC?
Lately, I’ve been noticing a weird issue with my Quest 2. Occasionally, while using it, the screen will randomly flash bright white for a split second, then go back to normal. It’s not tied to any particular app or movement—it just happens unexpectedly.I’ve tried restarting, checking for software updates, and even resetting my Guardian settings, but it still happens. It’s not a major issue, but it’s distracting and a bit concerning.Has anyone else experienced this? Is this a known bug, or could it be a hardware issue? Would love to hear if anyone has found a fix!
Hi all, please excuse the beginner question. I'm an experienced C++ developer with Python and ObjC experience, dabbled in Java, don't know C# or Kotlin but could learn. I'm starting development on a Quest application. My problem is that there are so many options for languages, frameworks etc. that I don't know where to start, and am afraid that since my project is kind of special I'll start down a path only to realize at some point that something is not well supported in that framework or language.Project description - I want to essentially build an FPV application for a robot with a camera mounted on a 3DOF controllable gimbal head. The camera receiver is connected to the Quest via USB-C in, and the Quest communicates with the droid using a custom Bluetooth (or possibly even just UDP) protocol. Rotational motion of the user's head will be translated into gimbal commands, or robot rotation commands when the gimbal's movement range is reached. Translational motion and additional rotatio
Requesting the ability to mute individual people in meta quest voice calls. Not horizon worlds, just a regular ass chat room call.Right now I can only mute myselfWe play 4 player vr games all the time. Two of our friends live in the same house and play in the same room. They need to be able to mute EACH OTHER but NOT the rest of the group. In game chat isn't as clear as meta voice.
Using Unity 2018.4.5 and Oculus 1.38When I hold an object (simple scene with just a cube) in my hand, then the movement of this grabbed cube is very jittery and not smooth at all.Using OVRPlayerController with LocalAvatar in TrackingSpace and AvatarGrabberLeft and Right inside this LocalAvatar.I set the Fixed TimeStep in the Project Settings to 1/72 (0.01388889).I uploaded a video of this behaviour: https://youtu.be/AoJ_d0d2Dq8It's not as obvious in the video as it is in VR, but I think you do see the issue at the edges of the cube with the stuttery movement.Interestingly, when I throw away the cube, the movement is smooth. Also the movement of my hands is smooth, it's only the object I'm grabbing that stutters.Any idea how I can prevent this?Thanks!
if im not mistaken, didn't stencil buffers use to work in quest development? I cant seem to get it to work in quest 3 and unreal 5.4.4 https://www.youtube.com/watch?v=PiQ_JLJKi0M can anyone here let me know if this ever worked ? And if it did how do I get it to work again in quest 3 and unreal engine 5.4.4.
Dear Quest development community, I have an issue when using OVR Metric tool with AirLink.OVR Metric tool is correctly installed and I am using it through the Meta Quest Developer Hub. Everything is fine, when I am using it with a VR app running on the Quest but it doesn't work when I am running an app installed on a PC with Airlink. More specifically, when I toogle the "Metrics UHD on" button, I can see the OVR metrics performance graphs and stats while playing. However, it doesn't save the metrics even when the "Metrics Recording on" and the "Meta Quest Link on" buttons (as shown in the screenshot).Do you have any idea or suggestion to solve this?Thank you
Sorry, it is very hard to keep calm and be polite after trying to download a large game over a slow connection, but who was an idiot in charge of the Library interface? After you put your headset to a sleep mode, let it download in background, every wrong click upon the headset waking up leads to cancelling the download! Trying to see progress in Store? Cancel is the default action. Resume download? No such thing. It is my maybe 10th time trying to download the 19.5G Batman one and they all been interrupted one way or another. No confirmation, no nothing! Very frustrating.
Hi everyone!I’m creating an app for controlling a physical robot through a Meta Quest 2, and after trying to connect to one of the cameras using the web browser, I got an “ERR_NETWORK_ACCESS_DENIED”. The browser says that the connection was probably blocked by a firewall or antivirus software, but I can connect to the camera using my laptop or mobile without any problem. Also, I got errors using Wolvic and an app that I’m developing, so everything seems like Quest 2 is blocking the connection. Is there any way to deal with this error?Quest version is v72 and the URL for accessing the camera has the following shape: 'http://'+robot ip+':9500/vid'Thank you in advance.
Hi guys, I'm using the Meta Quest Pro on Unity. In my project, I want to recreate the real room using Meta's prefabs, MRUK, and EffectMesh to visualize the components.When using Meta Quest Link, the headset correctly generates the configured room with Room Scan, but when running in standalone mode, it only creates the prefabs.Does anyone know how to fix this?
Das Überladen der Lithium Ionen Akkus ist schlecht für die Lebensdauer bzw für die Kapazität.Smartphone Hersteller wie Samsung haben eine Option, sodass bei 85% der Ladevorgang gestoppt wird.Das dient dazu, dass die Langlebigkeit des Akkus gewährleistet wird und man den Akku /Smartphone ) über Nacht oder stundenlang afk am Ladegerät lassen kann, ohne dass es zu Beeinträchtigung der Lebensdauer kommt. Kann Meta bitte für die VR Brillen (hier Quest 3) bitte ebenfalls in einem Softwareupdate einfügen, dass Batterien auf Wunsch nur bis 85% geladen werden? Vielen Dank
I cannot connect my Quest 2 headset to Meta Quest Developer Hub, it just says "Connecting to headset has failed. If the issue persists, try restarting MQDH."I have tried restarting it several times. I've also ensured my Windows 10 PC has all Microsoft updates and that Bluetooth works. I've restarted my PC. I've installed the latest software updates onto my Quest 2. I've restarted the Quest 2. I've signed out and signed in again to my Quest 2 account. I've uninstalled, re-downloaded, and reinstalled MQDH. I've tried installing an older version of MQDH (3.5, in case there was an issue with 3.6). I have confirmed that I have enabled developer mode on the headset by temporarily disabling the guardian.But it is always the same: MQDH -> Device Manager -> Set Up New Device -> Meta Quest 2 -> (searching)... confirm serial number -> select device -> next -> (10-20 second pause...) "Connecting to headset has failed. If the issue persists, try restarting MQDH."What can I do t
Hi. Meta has said that after March 30, 2025, both the Avatar 1.0 editor flow and Meta Avatars SDK prior to v29.6 will no longer be supported. I'm not sure what the practical impact of this will be. Will 1.0 Avatars simply no longer load in games if the upgrade isn't done or will it simply not be possible to edit them? Some developers have already upgraded, but there are a lot of games where the 1.0 Avatars are still being used.
Links to members I have an idea for a game development that has been very popular amongst fellow vr users... a Power Rangers game would be mega and super popular. Maybe a mixture of series in an open world vibe with the ability to learn how to morph properly , carry your morpher and be inside the megazords fighting the latest monster spawn! This would be incredible i hope to see it in the near future 🙂
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity.Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.