What are people's development environment like? I'm using oculus-5.3
branch with Quest 3, with Vulkan preview enabled. Meta Quest Link app is
at version 62.0.0.235.346, and Quest 3 is at Version
62.0.0.260.343.566123828 and runtime version 62.0.0.257...
I don't know who needs to read this. Don't use Project Launcher in 5.2
or 5.3 (maybe all 5.* builds?). Instead, package the project, and deploy
it by running the generated bat file.Everything but my ship build worked
using Project Launcher. My Ship b...
TLDR: I want the quality of Reconstructed Passthrough with the
flexibilty of Overlay and AddSurfaceGeometry, but I don't believe that
is currently possible. I've been exploring the capabilities of the
Passthrough on Quest 3 using Oculus branch of Unr...
With the introduction of Unity Per Install Fees, I'm wondering what
impact this will have on Meta/Oculus. Will we see Meta switch internal
projects to Unreal?Will we see Meta dev tool support focus switch from
Unity to Unreal?The news blows my mind. ...
The 47.0 Release Notes (Meta Quest release notes | Meta Store) mentioned
a new experimental feature they called "Background Audio Playback". I've
been looking forward to a feature like this and I am very excited to see
it being worked on.I'm posting ...
I have not made any progress.I understand your confusion; it appears
that a lot of the documentation was written with the Quest Pro in mind
and was written before Quest 3, and things have straight up just changed
without the standard deprecation peri...
IIRC, I am also hitting this, but I can work around it by not putting
the headset on until after I start the VR Preview. Though, this work
around results in me waiting 30 - 60 seconds for the VR Preview to
understand that it has controllers.
I have a workaround for the issue I previously had spoken about
regarding "client VR Preview" not working for me. I found this
workaround suggested by GDXR Jonathan for a different problem. The
workaround is to keep the headset off when you launch VR...