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)18Views0likes0CommentsQuest Pro EyeTracker sampling at higher rate.
Hi, is there a way to use the eyetracker at maximum sample rate? Our application is running around 30 fps but we want use maximum eye tracker frequency for our research analytics, is there a way to do it? Currently we use OVRPlugin.GetEyeGazesState() but that only gives us last value for the frame. We would like to get list of values sampled since last frame, or sample it separate thread at desired frequency. Any help is appreciated.26Views0likes0CommentsRequest 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)28Views0likes1CommentMeta 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 :77Views0likes3CommentsLinking 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?87Views0likes1CommentDisabling hand grabbed object when entering a region
I have a 3D game object, Player that is grabbed and moved by hand or controller (ISDK). When it enters a specific game object, RestrictedZone, it should freeze not to move in. Movement of hand or controller should not cause the object to enter. But can be taken out of this region and moved. I tried several ways nothing worked as it’s grabbed and moved with button press. any help is appreciated.28Views0likes1CommentFPS Drop After Splash Screen – Quest 2/3
Hello, While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review. Behaviour Observed: Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second. After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session. The same behaviour occurs even in an empty scene containing only the XR Origin prefab. Performance test video (Unity VR Sample): Test Environment: Unity Version: 6000.0.55f1 XR Setup: OpenXR with Meta XR Plugin (default configuration) Devices Tested: Quest 2, Quest 3s and Quest 3 Measurement Tool: OVR Metrics Tool (FPS graph) Questions: Will this short FPS dip fail the VRC.Quest.Performance check during store review? Does Meta QA measure from application process start or after the splash screen transition? Are there recommended best practices for masking or eliminating this drop? Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.35Views1like1CommentPerformance 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.115Views1like1Comment