Loud, long beep from my Oculus Quest
Hello. I couldn't seem to find much content on this issue online, so I'm looking to discuss it here. I bought this second-hand Oculus Quest from someone that has been using it until recently around mid August, and have been using it for development in my research. I would spend around 8 hours developing per day, and I did notice that the headset would get hot sometimes. A few days ago, a system alert notifying that the device's fan wasn't working properly. I was worried about it so I stopped using it for long hours at the time, but when I turned the headset on and tried putting on my head, it made this loud, singular beeping noise that never seemed to end. The sound stopped when I turned the headset off. After a while, I turned the headset on and it didn't make any noise, but I was too scared to put it on my head, so I just turned it off again. Is this headset dangerous to use? Can I still keep using it? I'm really troubled on this because my project with a deadline will really be stuck because of this problem. I would be thankful if even just one person would reply to this T-T82Views0likes1Comment257 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)24Views0likes0Commentsinstall error: [Meta XR Simulator Installer] Central Directory corrupt.
Tomorrow I was proposed for a Meta XR Simulator (v78) update on Unity 2022.3.62f (Win11) but I get this error: [Meta XR Simulator Installer] Central Directory corrupt. UnityEngine.Debug:LogError (object) Meta.XR.Simulator.Editor.LogUtils:ReportError (string,string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:40) Meta.XR.Simulator.Editor.LogUtils:DisplayDialogOrError (string,string,bool) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Utils/LogUtils.cs:50) Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass12_0:<InstallXRSimulator>b__1 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:90) Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass14_0:<InstallXRSim>b__2 (string) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:122) Meta.XR.Simulator.Editor.Installer:UnzipPackage (string,string,System.Action`1<string>) (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:197) Meta.XR.Simulator.Editor.Installer/<>c__DisplayClass14_0:<InstallXRSim>b__1 () (at ./Library/PackageCache/com.meta.xr.simulator@78.0.0/Editor/Installer.cs:120) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback () Any suggestion?507Views1like8CommentsRequest 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)30Views0likes1CommentGame crashing on restart
Hello. I'm developing a game for Quest 2 and 3 and have encountered issues with the game crashing on Quest 2. The weird thing is that only crashes on some of our quests, some of them work fine while others will start the game once then crash when trying to the start the game again. There are no noticeable differences between the Quest 2 headsets either. The source of the crash seems to be this error: MemoryBroker: INPUT_TYPE_MAP: client com.DefaultCompany.Game does not have access (app ops or VR focus). I have tried multiple solutions like forcing a clean shutdown and INPUT_TYPE_MAP permissions but none of them seem to work. I think it's likely related to the RAM use of the game but there is not much more I can to do optimize it further and shouldn't be needed either since it works normally on other headsets.97Views0likes2CommentsMeta 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 :86Views0likes3CommentsLinking to App's Store Page from Unity App
I am trying to implement functionality in a Unity app that navigates the user directly to the Reviews tab of the app’s page in the Meta Store. Attempts so far: - Using deep linking opens the Meta Store Info page instead of the Reviews tab. - Using Application.OpenURL() with #reviews appended to the URL also redirects to the Info page rather than the Reviews tab. I also tried the method listed here: Linking To An App's Store Page Review Tab | Meta Community Forums - 841949 Is there a way to navigate users directly to the Reviews tab of a game’s store page from Unity App?95Views0likes1CommentPerformance 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.133Views1like1CommentHow to remove snap interctor from the snap interactable?
My cube with the snap interactor snaps just fine to the snap interactable, but when I try to grab and remove my cube, the position transforms weirdly as if it was still connected to the snap interactable. I am sure I have set up my scene fine. Has anyone had a similar issue before?60Views0likes1Comment