Getting Analog Values from Joysticks in Spatial SDK Native Android App
Hi, I am trying to create an app that can track the joystick push values as continuous values rather than discrete pushed/not pushed. I am using the Spatial SDK and it seems to only expose getters such as ButtonThumbLL which return an Int representing whether they were pressed or not. I saw a similar post about 4 months ago that was left unanswered: Interface of getting Controller joystick travel range | Meta Community Forums - 1336257. I am curious if anyone knows and idiomatic way of getting the continuous values of how far the joysticks are pushed. Thank you.39Views1like2CommentsDeveloper Verification Not Working.
I have 2fa on my Meta account, but for some reason it won't detect it on the developer Verification page. I've tried using my card, but it just says it can't add my payment method, without telling me why. I've added my SMS as the 2fa, but the developer Verification still doesn't pick it up What do I do?8Views0likes0CommentsCasting And Recording Issue
I've been trying to record or cast my unreal engine project, but been unable to do so as in both scenarios the project runs as it's supposed to through the headset itself but is unable to be seen through the video or the casting. Through the cast I can hear the sounds within the project as it's played but I'm unable to see the app itself and same with the video recording. If anyone knows a workaround to be able to see the project being played while casting and recording it would be much appreciated.50Views0likes5CommentsHow Improve Hand Tracking Pinch Accuracy
I am creating a system that uses pinch movements of the thumb and each finger, but the pinch accuracy is not good. In particular, there are issues with pinch accuracy between the ring finger and pinky finger, and with the pinch of the middle finger and ring finger responding simultaneously. Please let me know if you have any suggestions for improvement20Views0likes1CommentFacebook account got disabled with no appeal link
My account was disabled unexpectedly, while I was in the process of just operating my daily scrolls with no ads/campaigns running in the background, no spam activities as well. And surprisingly there’s no appeal link or option in anywhere for disabled accounts. I’m not getting proper channels to connect facebook support team. I believe this was an error as I have been an active and loyal member of Facebook. I would request if this can be checked and my account can be restored as that's how I stay connected. Let me know if you would require any further info to verify my account. Looking forward to a positive response from your side.Solved24Views0likes1CommentAccessing system-wide performance metrics (like com.oculus.ovrmonitormetricsservice)
I’m developing an internal Kotlin app for Meta Quest that reports headset performance data to our servers. When running as a regular app, I can’t access the same system-wide metrics that com.oculus.ovrmonitormetricsservice logs every second. From adb shell logcat I can see the data, but from inside the app I get nothing — logcat access and /proc reads are restricted. I’ve also tried reading from Linux system files and running shell commands, but due to Android sandboxing I only get metrics for my own app process. Is there any supported way (API, permission, intent, or service binding) to access those metrics from a normal app, or is it limited to system-signed packages?22Views0likes1CommentXR Headtracking breaks in build on Meta Quest 3 after headset goes to sleep
1. What happened Recently, we have begun encoutnering an error with our builds of a VR App for the Meta Quest 3 headset. Every now and then, after having our App open on the headset and setting it aside, where it then goes into sleep mode, an unexpected effect will be permenantly applied to the session. When you press the Meta home button on the right controller to bring up the overlay menu, the camera in Unity loses tracking of the headset. The camera gets put into the floor of the scene and the picture does not move along as you move your head around in VR. When you unpause again tracking is regained, but from then on, pausing causes this graphical error consistently. We are uncertain when it began but it is likely related one or both of these changes our project recently went through: - Updating our Unity with the new security patch (We went from Unity 6000.0.51f1 to Unity 6000.0.58f2) - Recent updates to the Meta Quest 3 headset The most likely suspect is the Meta Quest 3 update, as the error is reproducible on older builds made before the security patch. It is additionally not possible on Meta Quest 2 headsets, which supports this idea. We will also be reporting this issue to Meta, as it is unclear if this is an issue that should be solved in Unity's XR systems or in Meta's software. 2. How can we reproduce it using the example you attached I have attached a project built clean from scratch, following Meta's guide found here: https://developers.meta.com/horizon/documentation/unity/unity-project-setup/ Using the attached project, here's a step by step guide how to reach this bug: 1. Make a build for Android with the attached project 2. Load the APK onto a Meta Quest 3 headset 3. Open the app and verify head and hand tracking are working in the scene 4. Set aside the headset for around 30 seconds (this has been the most consistent timing for us to reproduce this bug) 5. Put the headset back on and verify that everything is still working as expected (move your head and hands, pause using the Meta Home Button, etc.) 6. Set aside the headset again for another 30 seconds 7. Put it one once again 8. You should now see that, when you bring up the Meta overlay menu with the Meta Home Button, the camera in Unity gets stuck in the floor and loses tracking. When you unpause, tracking is regained. But from then on, tracking is lost every time you bring up the Meta overlay menu. Additional info: - The bug goes away again if you do another round of setting the headset aside for 30 seconds. Doing so will give you a none buggy session again. Presumably more 30 second cycles will continue to switch between having the error and not having it Link to repo with the test project: https://github.com/PeterrificHC/XRSleepPauseError27Views1like1CommentHelp: Edit Avatar Unable to edit problem
Hello! I'm currently using the Worlds Desktop Editor to create an NPC in my world. When I click the “Edit Avatar” button, it correctly redirects me to the web page where I should be able to edit the NPC — however, instead of loading the editor, it only shows the message: “This page isn't available right now.” I've tried multiple browsers including Firefox, Chrome, and Brave, but the same issue occurs every time. Interestingly, when I share the edit link with my friend, they can open it and edit the NPC without any problem. Has anyone else experienced this issue or know what might cause it? Any help would be greatly appreciated! Thanks in advance! Web Console: ErrorUtils caught an error: GraphQL operation responded with error 1675030: An error occurred while querying. (Operation: CometAvatarEditorRootQuery) Subsequent non-fatal errors won't be logged; see https://fburl.com/debugjs.Solved63Views0likes7CommentsInnovative Voice Feature Concept (Confidential Outline)
I’m a creator and developer currently working on an original voice-related feature concept that I believe could bring a fresh creative layer to Meta’s ecosystem. It’s something connected with voice transformation and emotional storytelling, but due to its unique nature, I’d prefer to share full details privately or under NDA / confidential context. Who would be the right contact person or channel to discuss this idea securely? Thank you, Dalce31Views0likes2CommentsIssue with APK-to-APK Launch on Meta Quest — Unexpected Return to Lobby
Here’s the situation: APK(1) launches APK(2) using an intent — this usually works, but occasionally it returns to the Meta Quest lobby (immersive home)instead of opening APK(2). APK(2) then launches APK(3) — this frequently results in returning to the lobby (immersive home), and APK(3) does not open. All APKs are installed via "Unknown Sources" and are intended to run in VR mode. Tested on Meta Quest 2/3/3s, system version 81. Has anyone experienced similar behavior or found a reliable way to ensure smooth APK-to-APK transitions without falling back to the lobby (immersive home)?14Views1like0Comments