Quest Development
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I know that Meta says that for privacy reasons developers can't access the camera feed but without direct camera access it is almost impossible to develop a good mixed-reality app.If the developers are unable to see what the user is seeing how are we supposed to develop actual augmented reality content, having access to the camera feed would unlock many new kinds of applications that would help give a scope to the existence of the mixed reality headsets.I am creating this discussion for two reasons:1) I would like to understand how many developers have the same problem2) Find a solution to the privacy problemMy proposed solution would be to require specific authorization from the user and to display some kind of signal (like the green dot that appears on Android) that the app has access to the camera while it is being used because this is both an issue for the user and the people around him it would probably be necessary to add an LED on the outside of the headset that blinks when the
I'm spawning in on the latest version and it's a black screen and I'm just dying. I can't see anything i just hear myself taking damage and i die. I haven't been able to even play the game.
So I was just going to play Gorilla Tag but the headset was all ready on but it was off and charging so I turned it off and back on it went on the loading screen and came back to a black screen I don't know why is it doing this it's my first time seeing this I think it has me to turn it off when it sayed 1 minute for vr after that you won't be able to play yesterday or it's just a glitch
Get rid of the completely obnoxious steps where I need to do an additional sign-in on either the browser or mobile phone app just to complete purchase of a game!I'm already on the dang Quest 3 and signed into all my account crap there, so why can't it just work like it used to, where I'd go to buy the game, enter my security code [or whatever it's called] at checkout, and done?You guys at Meta keep making everything so convoluted and abstruse, and it's starting to just ruin the **bleep** experience.Why do I have to use that utterly crap Meta mobile app for stuff constantly, which is also a totally convoluted mess, by the way. I'm on my Quest 3--I don't want anything to do with a **bleep** mobile phone or have to come out of the headset to get basic stuff done at that point!That mobile phone app should NEVER be a NECESSARY part of setting up or using my **bleep** Quest 3!
I am encountering a NullPointerException in the Meta Voice SDK while attempting to activate AppVoiceExperience in my Unity project. The error occurs when the SDK tries to access Android's Looper.mQueue during initialization. I am on Mac.I am developing for the Meat Quest 3. I have the Latest version of the Meta Voice SDK installed (v71) as well as the latest version of the Meta Core SDK. I do NOT have the Meta All in One SDK installed. I've set up all the Wit voice configuration files as well.appVoiceExperience.Activate();This code is causing the error. When I run it in game mode. I dont get an errorHere is the exact error:2024-12-07 15:02:31.125 14100 14148 Error Unity AndroidJavaException: java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQueue android.os.Looper.mQueue' on a null object reference2024-12-07 15:02:31.125 14100 14148 Error Unity java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQu
Hi, Recently IAP.GetProductsBySKU started failing in Unity app withCode: 20001, HTTPCode: 500, Message: {"error":{"X-FB-Debug":"Qdys/WoLVIZztE3uCQ2y79x2u6OpDuLsmjqeA/hIMC8kYvC1iArjkvnhLYRRhycciBo3z8qpVvWomk1AM4F9hQ==","code":1,"message":"An unknown error occurred","x-fb-trace-id":"ANo00ooG9pl"}}This used to work, I didn't change anything:* Other endpoints return data correctly and succeed (Users.GetLoggedInUser, IAP.GetViewerPurchases, Entitlements.IsUserEntitledToApplication).* The app initialized successfully with the app id.* Data use checkup is all green (Attached pictures)I don't know what else to try, all other endpoints except
Hello, I am working on integrating a direct steering wheel and gear system into Oculus Quest 3 without requiring a PC. My goal is to enable a seamless experience where physical steering and gear shifting are accurately reflected in a VR car or flight simulation game. Issues & Questions:Connecting an External Steering Wheel and Gear System: How can I connect an external steering wheel and gear system directly to Quest 3?Is it possible for Quest 3 to read external inputs via USB or Bluetooth?Are there any solutions using OpenXR, Oculus SDK, or other APIs to integrate external controllers natively within Quest?Can Quest handle these peripherals without requiring PCVR?Synchronizing VR View with Motion Simulator Movements: How can I attach Oculus controllers to the moving part of the simulator to track movement data?When controllers are fixed to the simulator as a reference point, how can I ensure the VR view correctly matches head movements?Are there any OpenXR-base
what worked for me on windows 11 Prof.:Set energy-mode on MQ3 to 4 hours bevore going to sleepplugged the MQ3 into my PC (USB-C Highend cable)doing the kill-server and devices ("adb kill-server", "adb start-server") in command line (cmd)then go into your mobile-phone to the meta appwhere you have the Q3 linked already and then disabled "Developer Mode" and enabled it againNow then the popped up appeared in MQ3 Menu.Hope this helps someone.
I recently purchased a Quest 3 for development.It sets up fine on the headset but the Meta Horizon app seems to think it still needs to finish setup.When I go to Headset Settings for device on the app the only options I get are:Continue SetupFactor Reset If I go to Continue Setup i get the message "Something went wrong" and try again does nothing.Factory Reset doesn't help and just means re-installing the headset.This is stopping me getting other options an cannot set the headset to developer mode.It would be really useful if turning on developer mode was just through the headset alone. Hopefully either a app or a quest update will fix this.
I have a very basic and simple question, unfortunately I cannot find any documentation or a simple Hello World kind of explanation. I have a 3d Model of file type usdz or glv or gltf. I am trying to upload and view it in Oculues Quest 2. I have seen videos which tell me to add it to a "import" subdirectory - where is this subdirectory, I cannot find it on my PC. I have asked other, some say use Horizon, etc. So, please is there anyone who knows step by step on how to this? It has been a very frustrating experience trying to make this basic thing to work. Anyone from Facebook / Meta support who knows???
I've been using OVR Metrics HUD with the advanced GPU metrics since it was made available, and for the most part it has worked very well. Lately though it just stopped working and is giving me garbage values, and I've tried factory resetting, downloading older versions of it, enabling different settings in different orders and nothing is working for me!It's something that I really need to be able to work efficiently so if anyone could help out it'd be amazing!
I released my game this year but still the game is invisible in store,i dont need full name writing ,i have just tag issue!! this is my game https://www.meta.com/experiences/8664496440270148/ ,a guy from customer services said,there is a issue with the tag system on search bar and technicians work on it,its big lie! i have issue with the tag system when i write a climb in search bar still not visible,i want to fix for this !!!!!!!!!!!!!!! other studio games visible who released the their games after me please check the list 1) https://www.meta.com/experiences/8983046065094463/ 2) https://www.meta.com/experiences/8332434056860102/ 3) https://www.meta.com/experiences/8776855165683314/ sooo why my game still not visible? Should I sue the meta for unfair competition?
Hello! We are a company that develops interactive experiences. A week ago, we worked on a project for the Quest 3 where we needed to cast wirelessly to a TV.We tested casting to a PC (with the PC connected to the TV), and it worked perfectly. We set up a router to create a local network for optimal performance. However, when disconnecting from the internet, we were unable to cast to the PC, even though both devices were connected to the local network. After researching, I found that Meta requires an internet connection for authentication in order to enable casting.Is there any way to bypass this requirement? For the event, we had to connect the Quest to the PC via cable, but for future events, this is not ideal due to safety concerns, as people could trip over the cable.Greetings
So in the web interface, I uploaded a few images, to use as bitmap textures(a few banners, nothing big or special). However, when I'm editing the world, I'm not able to place said "asset" anywhere. The "place asset" menu item is always grayed out. Thumbnails never render, showing the "blue cube" icon. Any way to fix this? I would like to apply a few pictures to my world to give it a bit more realism.
I use adb screenrecord to take screen captures. It worked fine up until HorizonOS v72, but after upgrading to v74, the aspect ratio of the captured image is lost when capturing at a specified size. Example:>adb shell screenrecord --verbose --size 480x640 /sdcard/demo.mp4>adb pull /sdcard/demo.mp4Capture of V74I'm now in big trouble because up until v72 the aspect ratio was maintained when outputting.Traditional CaptureWhat could be the cause?
BLUF: I would recommed as part of the parent supervision feature I should be able to cast using the app just like I can do for my own account. Someties I just want to see what he is playing, same as if he is playing a game on the TV. Discussion:I set up a meta account to supervise my sons, with no issues. I tried to pair his headset to his account on th emobile app, it will not work, he puts in the code and then he gets an error to say the pairing didn't work. It will pair with my account without issue and I can cast to my phone or TV. I contactedthe help chat and was informed only the primary account can pair.
I want to test colocation and multiplayer features(Unreal Engine}. Is it possible between 2 devices on one account? Or i must create second developer account for second Quest?
So, I have an idea for a product, but I don't know how to submit it. My idea is a haptic suit for the quest, I feel that would be awesome but I don't know how to contact meta and even if i did they wouldn't accept it, so I'm writing it here so you all can see, anyways here are some features, Body tracking (allowing full body tracking and with gloves allows hand tracking from outside the view of the cameras on a quest and much less glitchy)and Haptic feedback (allowing you to feel what happens in a game like if you got shot you would feel some sort of buzz) so yeah, that's my idea. Maybe one day meta will make it, who knows!
Hello, We are currently working on a project that requires the use of a VR headset to perform scene scanning in a large room of 10m × 10m or even larger, generate a virtual scene overlaid on top of it, and achieve stable real-time generation and tracking. I would like to inquire about the following regarding the Meta Quest:What is the maximum boundary range supported by Quest for scene scanning using its Inside-Out tracking capability?Does it support development with the Unreal Engine? Are there corresponding development documentation or device data documents available?If Inside-Out tracking cannot achieve real-time scanning and tracking for such a large scene, are there alternative solutions available?I would greatly appreciate your detailed response to these questions. Thank you in advance for your assistance!
I have a mixed reality app running on Quest 3. I wrote it using OpenXR and Vulkan. It's written in C/C++, running in a native activity. How do I change the CPU/GPU performance level? vrapi is no longer supported. Is there a way to do this using OpenXR or OVR (Oculus Platform SDK)? I downloaded ovr_platform_sdk_72.0 and there is no documentation for this. Even in general, the Oculus Platform SDK seems poorly documented.Anyway how do I change the CPU/GPU performance level during runtime?https://developers.meta.com/horizon/documentation/native/android/os-cpu-gpu-levels#setting-cpu-and-gpu-levelsMeta's webpage says use the functions ovrp_SetSuggestedCpuPerformanceLevel and ovrp_GetSuggestedGpuPerformanceLevel but they are undocumented. They aren't listed anywhere in the ovr platform sdk. Also, none of the functions in the SDK start with ovrp_ they all start with ovr_ it doesn't make sense. Where are the functions?
To be clear, I don't mean by requesting a separate server system like photon to find this out.I need a message send from whoever is joining you, so the player receiving this can start a server at the same time. So they can connect to the same photon server using same lobbyID/MatchSessionID server name.I don't want to have each single player starting a game to run the photon server at the start just incase it might become a multiplayer game later when a player joins.I also don't want to have be activate multiplayer within the game manually by the player.I just need a way of knowing if another player has clicked to join me with same lobbyID and matchSessionID, nothing more than that. This is what I thought the joinIntent message would do.If this isn't possible currently, then can it be added into the next Platform SDK? Thanks in advance for any help!
Dear peeps,I need your help, I am quite new to this amazing world. After downloading Meta Quest Link ... after opening the link I get below msg (pls see below picture). Does someone know, how to fix this prob?Thanks in advance
If someone wants this not to be activated when they restart their computer, here is the registry entry AswDisabledCheers
I use Meta XR All-in-One SDK. I want to achieve that even if the real world hand moves, the virtual world hand still cannot pass through the gameobject we created. We can use the hand to touch the surface of gameobject, but cannot pass through gameobject. I try to set up virtual hand with colliders use CapsuleCollider and Rigidbody. And attach to "XRHand_IndexProximal", "XRHand_IndexIntermediate", "XRHand_IndexDistal", "XRHand_LittleProximal", "XRHand_LittleIntermediate", "XRHand_LittleDistal", "XRHand_MiddleProximal", "XRHand_MiddleIntermediate", "XRHand_MiddleDistal", "XRHand_RingProximal", "XRHand_RingIntermediate", "XRHand_RingDistal", "XRHand_ThumbProximal", "XRHand_ThumbDistal", "XRHand_Palm".Even if I set up the collider, the hand will not stop moving just because of the collider. I have tried it so far, and I can only use collider to push objects, but I can't make the object and hand not move when the hand pushes the object.
I was following along with this tutorial for adding a curved UI in a Quest 3 application: https://developers.meta.com/horizon/documentation/unity/unity-isdk-create-ui but I'm unsure where and how to add a callback that runs when one of the individual buttons in the UI canvas is pressed. It's not as obvious in this case as it is with say the Keypad from the PokeExamples sample scene. I have another GameObject with a function I want to run as a callback, with the behavior changing depending on which of the individual buttons is pressed
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