257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)17Views0likes0CommentsSkip PC VR setup everyday through headset!
We wanted to use Quest (have v2 currently) headsets for showroom VR, but they have proved too complex for none-IT users to deal with, even if you are accustomed to PC tech the way you have to put on the headset and choose the PC link every time is a drag and at times the it's glitchy. Is there any way to mod the headsets to always start up in PC link mode so no in-headset menu navigation is required?Solved90Views0likes6CommentsRequest for adding SDK version dropdown option for documentation versions
I'm writing a final thesis that uses Meta's Movement SDK for body tracking and I am frequently sourcing websites like for example: https://developers.meta.com/horizon/documentation/unity/move-body-tracking With every new SDK version, the documentation website frequently gets updated. My problem with that is that developers who are using v68 can't look at the older versions of the documentation. Also for sourcing and citing information this is a nightmare because when a page is updated for the new SDK versions, previous instructions are gone from the internet. It can't even be looked at using The Internet Archive's Wayback Machine. So creating a dropdown that let's you pick a version of the SDK that you are using would be a life saver, for quoting the documentation. (Just in case I would like to note that this problem isn't with a specific version like v68 but an overall problem of information dissappearing forever from Meta's offical documentation website)16Views0likes1CommentAdd extra thermal cameras to Quest 3
Hello everyone! I would like to know if it is possible to add extra cameras to the Quest 3 headset. The idea is to add two small thermal cameras to the front of the headset, to obtain a passthrough with night vision. It would be an extra layer of information that helps RGB cameras see in complete darkness. Initially I think of gluing the thermal cameras to the front of the viewfinder, and connecting them by cable to a cell phone, where it obtains electrical power and image processing. Then that image should go from the cell phone to the Quest 3 wirelessly. I was analyzing the documentation, and I think this could be done through the Passthrough.API, Android Camera2.API, your opinion on this would be very useful. I am a person with a visual condition called retinitis pigmentosa, which causes night blindness and decreased peripheral visual field. Therefore, it would be miraculous for me (and for many others), to be able to have night vision, but also assistance for low vision, such as contouring people, objects, steps, obstacles and all kinds of dangers. Thank you very much for your time. And thank you very much to META for giving us this wonderful technology that improves our lives in many ways. And also for opening the passthrough code!! Julian AlmendraMeta Quest white color saturation with OpenXR
Hello I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR. However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255). I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object. Can someone provide me some ways to prevent that please ? Here are my Unity settings :63Views0likes3CommentsMQPro Controller Tracking turning OFF when kept somewhat still + Bug with InputTrackingState
When a Meta Quest Pro Controller is kept relatively still (even if your hand is shaky!), the tracking gets disabled until a couple of moments after a large movement. I have disabled auto-switching to hand. The biggest issue is that during this time, InputTrackingState/InputActionProperty flag isn't appropriately set to show that tracking is invalid. This applies to both: `UnityEngine.InputSystem.XR.TrackedPoseDriver.trackingStateInput` and `UnityEngine.XR.Interaction.Toolkit.currentControllerState.inputTrackingState` So, how do I prevent the controller tracking randomly turning off OR how do i detect when it turn off??62Views0likes4CommentsRename Headset on Meta Horizon
I have 3 headsets, 2 Meta Quest 3S's and 1 Meta Quest 3. I would like to change the device nicknames on the Meta Horizon app so I can differentiate between the 2 Meta 3S's without having to remember which serial # belongs to which one. Is there a way to do this on the consumer side? Only posts I found about it were 1 year or older and they only mentioned it being capable on the Developer side of things.73Views1like2CommentsPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.77Views1like1Comment