Quest Development
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There should definitely be a medical emergency function in meta horizen world so that if a user has a problem, they can be helped. Due to the anonymous participation in vr, this is not possible without the help of meta
I've read documentation,https://developers.meta.com/horizon/documentation/unreal/unreal-hand-tracking/but didn't find answer according differences "pinch" and "pinch strength" inputCan somebody explain me difference?
I basicaly want to know if I'm playing a multiplayer game with friends or a single player game.This is important as I don't want to start a server on Photon if it's single player, as this will mean server wastage/money per concurrent users online. Also I don't want to have to put a interface in the game to turn on multiplayer, when the game should just know this from the Quest interface. As soon as a user joins your game with matching lobbySessionID then it should at least let you know know that this has happened to the other users.I thought the Join Intent would have been the message I would receive, but I get this when I'm the person joining another persons game.I don't appear to receive any messages on the machine that is being joined, even when I send an invite out and it is accepted.This functionality of letting the game know about invites worked in versions before it was changed requiring users to have their own servers for multiplayer.If there is a way, please let me know. I tri
since ive gone back to v72 ive lost my unknown sources
Hi I having issue with setting Cleartext HTTP traffic for development.tried setting folllowing but not working:AndroidManifest.xml -<?xml version="1.0" encoding="utf-8"?><manifest ...> <uses-permission android:name="android.permission.INTERNET" /> <application ... android:usesCleartextTraffic="true" ...> ... </application></manifest>
I was really happy to see that MQDH has an option to enable ADB over Wi-Fi on a Quest 3, which would allow completely wireless development. The implementation seems to be bad joke though.It does work, you can enable ADB over Wi-Fi and the Quest will stay connected and be reachable over ADB even after you disconnect the cable. Only for about a minute though, after which it just disables ADB over Wi-Fi and disconnects for no reason. To turn it back on you have to plug in the cable since it won't show up in MQDH again until you do that, making the feature completely pointless. This can't possibly be intended behavior, right? It's easier to just keep the cable on if you need to connect it each time you need to communicate with the device.I thought it might have to do with the Quest going into standby after a minute, but that's not an issue with cable connected. It also goes into standby after putting it down, but it stays online in MQDH and over ADB indefinitely without having to wake
Hi,we are developing an app using Open3D Engine on the Quest 3, and somewhere around the new year the Vulkan query pool timestamps started reporting back durations of only a few microseconds for our render passes. Going back to older versions of the engine and our app also did not fix this, even though we had stable timestamps on those before. We also tested on other hardware such as Snapdragon 740-based phones and PC. These all report back the timestamps correctly, so the Quest 3 seems to be the only remaining variable.Could it be that a driver update in the past couple of months has changed something that either exposed an underlying issue, or has broken the timestamps?If I could be provided with a way to roll back to an older version of the driver, I'll be able to narrow it down further.
Hi All,I am trying to access my Quest 3 over MTP, I have already done all the prerequisites, I have made a developer account and had it verified, I have enabled developer mode on the Horizon App, and then have gone into my quest and Advanced Settings and turned on the custom developer settings and allow MTP, now when I plug my quest into my Mac it will not find it at all, will not get a notification to enable debugging or to allow MTP, I know my ports work fine as I've tested 3+ cables all with my phone and it can find and detect the phone fine and allows data transfer, but the second I put the quest in, it can't find it, even when running system_profiler SPUSBDataType it will not find the quest being plugged in, I am using the official Quest cable, an official apple iPhone cable which supports data transferAny ideas as I can't even do the basics without it appearing, am I doing anything wrong? Are MacBooks even supported? Thanks
I have a subscription setup and its checkoutflow seems to be working perfectly as expected, but when i try to fetch the viewers purchases at the start of the game it returns PurchaseList with the count of 0 although they certainly seemed to have the purchased product (in this case its a re-accuring monthly/yearly subscription) so how can I fix that issue? Any help in this regard is highly appreciatedNote: This issue was occuring when tested production build with real users. The SKU ids and everything else is checked properly.Here is the example implementation:private void StartOfTheGame() { IAP.GetViewerPurchases().OnComplete( HandlePurchaseListResponse );}private void HandlePurchaseListResponse( Message<PurchaseList> msg ) { if( msg.IsError ) { LogAssertion( $"Error: {msg}" ); return; } hasSubscription = false; Log( $"purchase list count: {msg.GetPurchaseList().Count}" ); // This returns 0 as a result hence the for loop doesn't even start altho
Hi everyone,I'm Felix from Haply Robotics. We specialize in creating haptic force feedback technology that brings a tangible sense of touch to VR experiences. Our work is all about pushing the boundaries of what's possible in virtual reality, and you can see some of our projects at Haply.co.We’ve had great success in integrating our tech with the Meta Quest 2 controllers by designing an adapter to connect the controller to our robot. I was pretty annoying to use the mesh models to do a good job at this.We are now trying to do the same for the Meta Quest 3. To make this happen, we're in need of the surface or solid models of the Quest 3 controllers, anything usable in CAD, so no mesh ideally. This would significantly accelerate our design process and ensure seamless compatibility with the latest Quest technology. I’m reaching out to this community in hopes of connecting with someone from Meta who can assist us with this or someone who could share those files. If anyone can poi
Hello, I'm trying to get controller pose information while an app (VR Desktop) is running.I have no issues with, for example, plugging the quest to a PC and then using OpenXR to read the controller pose. However, link does not run concurrently while another app is running (ie VR Desktop).Is there any way for me to read/log the controller pose? I have considered developing a native android app using the XR SDK for android studio, as a background task or foreground app, but I can't figure out how to run it while another app is running. The App doesn't need any UI, just need something/someway to read or log the controller pose.
Hi,I think it would be great for Meta to publish each Meta Quest build on the web.It would be easier to download and update the Meta Quest device when ever ready and not wait for rollout that could take days or weeks.Seeing the new features and not being able to test them out while others can, is not the best user experience.So, dedicated download page with Meta Quest builds as they become available.Thanks!
Starting August 31st Google Play apps are requiring API Level 34.My company is shipping an app the first week of September so we are required to meet this requirement, but the quest is only on API Level 32.I'm surprised I'm not seeing more people talking about this am I missing something or are quest apps just not going to allowed on google play because of this?
I can't play a webm/vp9 video with alpha and the inspector doesn't log any error.it seems Oculus browser does not support any video format with alpha channel.The Quest documentation is also not clear.Appreciate any help/info on this.
Hello, I'm from Israel and I'm really interested in this game opening properly. I have an Oculus 2. It opens, but when I click on the icons there, nothing happens. Maybe it's the settings or because I'm from Israel. I don't understand why. At first there was a dragon in the game, and then this bald companion character. Please, maybe someone knows this game and can help.Asgard’s wrath 2
I want to build a simple app that runs in a kiosk mode style on the consumer quest 2. I know companies like ArborXR can do this (https://support.arborxr.com/article/69-enable-kiosk-mode-on-devices)But how are they able to run their app on the quest 2 in kiosk mode? What magic sauce are they using to do this?
I want to discuss about how to port android app to Quest. At current state, I can connect my Quest to PC and install the app with Android Studio, that's fine.I have read this article: Meta's CTO explains why Quest has so few Android apps And it states, that "They just need to ship the APK to us, and they may have to do some light modification, depending on how they want the control scheme to work, but maybe not even necessarily that much of that."What could be the modifications? Making clickable content larger, so it can be controlled better?Right now if I open the app, it opens in a small window and I need to enlarge it, so it's usable. Is it possible to open it enlarged already for the first time?
Combination of the hat + baseball hat for raybans give u increase of the volume of music and quality of that, how the music play. U need to make hat, over ur dynamics in Ray Bans.S3 when u put the hat on the head, and then Meta on top, fixing problems of overload front side of the glasses + give u at least some joy while use device.
I’m using the Meta XR SDK, Unity 6.0.34Bit of a saga... I just can't figure out how to get quest builds reliably working on multiple headsets. Best I can do is an APK that works on my quest3 at home, but not my quest2 at work, or my colleagues' quest 3s. Getting to this point has already cost me about 15 hours of development time. The story so far...Never had any problems actually building in Unity, it's always spat out an APK that I've been able to sideload onto the headset. When I ran it, it didn't even start, no loading screen or anything. Very, very frustratingly, it's not generating a player log, so debugging is a right pain. After digging through a very polluted logcat, and digging through the APK itself in ANdroid studio, I found the "entry point" in player settings needed to be set to "GameActivity" rather than "Activity", this took a good couple hours of trial and error and research to figure out. With this fixed, the headset now at least tried to open the app, but g
Having an absolute nightmare trying to solve this bug, which makes no sense no matter how I look at it. Uising the TryGetFeatureValue to get the deviceAngularVelocity from the controller leads to different readouts on PCVR build vs when I build for Quest. From my testing it seems like the controllers are on the same axis/orientation so it's not that. Has anyone else experienced this? It seems like a huge flaw in the system, especially with the important of geasture based controls in VR. I have made 100+ builds trying to get around this but to no avail. It works as expected in PCVR but the Quests weird readouts are just to weird to wrap my head around, they make no logical sense and don't seem to be in any sort of idenfitable space.
Hi all, can anyone advise as to how I can test an alpha release channel app on multiple quest headsets simultaneously?I have an Alpha Release channel app that I want to have preloaded on about 12+ different Quest devices, a mix of Quest 2's and Quest 3S's.When testing running the app on two headsets (both logged into the same account) at once, I encountered a "Multiple Devices Can't Access This App At The Same Time" error.So, as per Meta's recommendation, I have created a batch of test users (creating fake profiles outside of this channel is against their policies) and have signed in with one of the test accounts on a Quest 3S. I can see from logging in to the Meta Horizon app with one of those test user accounts, that the icon of my Alpha release channel app is viewable and shows a greyed out "Purchased" button at the bottom of the page when I click the app's icon, so it appears the app entitlements are being successfully granted to the test account.However, when logge
I have added users to Release Channels and they have accepted the invites.Now when they search for the app on their headset... they cannot find the app in the Library anywhere inside the headset (Not Installed, All, etc.)On the Horizon Mobile app, when the users go to the headset, then go to to Library, they see the app... but the message below instead of saying "Launch" says "Purchased" and is greyed out. Clearly something is not working correctly. Please advise on how to get users to download app from Release Channels.
We make games for upper-limb rehab, and want users to be able to have the freedom to look at their hand while making different gestures (including an index pinch). The shortcut makes this impossible without the user accidentally triggering the Meta menu, which is extremely frustrating. This feature is helpful in some cases, but should be optional/configurable, as it prohibits games that focus on refined hand movements that require the user to look at their palms.
We have a free multiplayer education app that is often used at schools that sometimes setup fleets of devices all using the same meta account.We don't care if our users access our app with multiple instances of the same meta account, since our app is free and we want it to be easy for anyone to use it.It's understandable that the "Multiple devices can’t access this app at the same time. This app must be purchased separately to be used by multiple devices at the same time." error is a useful anti-piracy measure, but in our case it is not helpful and actually is a major blocker for hundreds of our users.Is there anything we can do to disable this check for our app, so that it will launch for anyone regardless of if the same meta account is already accessing it?
I am creating a multiplayer shooter game for the Meta Quest headsets and I would like to know what the maximum tick rate possible is?EDIT: I found out that it is 60 tick and you set it in the project settings in Unreal Engine.
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