How to Disable Auto Startup of Meta Horizon Link
tep 1. right click on the meta horizon link app and open file location. File needed will most likely be named "Client" under the "oculus-client" folder. Do not click, but keep this window open. Step 2. Press the Windows key and R Step 3. Type in the box shell:startup Now you have both the startup and Oculus-Client folders open. Step 4. Go back to the Oculus window and single-click on "Client" and copy the file (CTRL+C) Step 5. Now paste the file (CTRL+V) into the startup folder you just opened. Step 6. Now go to settings/apps/startup (or search, startup apps) and you should see "Client.exe" app on there and now you can turn it off. Step 7. Test and let me know how it goes :)6.7KViews2likes2CommentsHow to disable the recording feature?
Hi, I'm building an app from Unity 2020 and I would not want the app to be able to record by the user. Currently, any application that you run directly on the headset (Oculus Quest/Oculus Go) has an option to record a video or take a photo if you open up the Home menu/Pause menu. Is there a setting or code that I can include in my Unity project to disable the ability of the user to record just for the application I'm building? Thank you! Regards, Faizal4.7KViews1like4CommentsDisabling OVRPlugin doesn't work properly
I'm working on a project for both oculus (OculusGo and GearVR) and cardboard platforms. When I build for oculus paltform I can run the app with no problems. When I build for cardboard I have no problem, but after installing, the icon doesn't appear in the Android app page, but only in the Cardboard application. In addition, if I run it from there it starts as GearVR app, showing the message which says to insert the smartphone in the GearVR. I'm using Unity 2019.2.14f1 now, but this problem appears when update OVR integration SDK from v1.39 to any newer version (1.40, 1.41, 1.42, 1.43), regardless the unity version. I didn't change any settings, just update OVR integration SDK from asset store, importing just Platform and VR folders, since I'm not using other features. Before importing the SDK I first remove the old one. My settings for Cardboard build are the following: - OVR plugins disabled - Oculus -> Tools -> "User required project settings" is unchecked - XR settings -> "Virtual reality SDKs" contains just Cardboard Are there any setting I'm missing?940Views0likes0CommentsOVRPlayerController - disable Running?
Hi, I'm looking through the OVRPlayerController script to disable running with left Touch trigger. I managed to do it easily for Shift keys here, by changing moveInfluence from 2.0f to 1.0f: // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveInfluence *= 1.0f; Technically it is still running, but it doesn't matter if it's x1.0 speed. But this doesn't change the left Touch trigger running - it still turns on run mode. How can I disable trigger running? Thanks!564Views0likes0CommentsAutomatic sitting guardian selection
Hi, we are developing Oculus Quest app in Unreal. Basically we have a couple of Quest's set up in a bus with a mapped route. Passenger has a seat with Oculus, and when the bus starts moving, we capture movement with couple of sensors, and recreate movement in the VR world. Passenger seat is safe and they are buckled up. App runs in kiosk mode. We have a problem, where we have to each time set up guardian system. Basically what we would need is an option to make guardian system default into standing siting mode, instead of constantly asking on boot to confirm the boundaries. Since the passengers are in their seats and buckled up, whit oculus set up in a way that can be used only in the chair, there is no need to recheck for guardian each time. Can we some how make this a default thing Thank you500Views0likes0CommentsPhone App: prevent accidental calling
Dear Meta Team, I’m a big fan of the Quest VR experience and the communities you’ve built around it. I wanted to highlight a small but important issue with the mobile app. Within the Meta Quest phone app, there is currently an option to call people’s real-world phones. The placement of this button makes it very easy to press accidentally, especially when navigating quickly or on smaller screens. The result is that people can unintentionally call others outside of VR, which can be disruptive and awkward. It would be really helpful if you could consider one or more of the following: An option to disable phone calling entirely A confirmation prompt before placing a call, even something like “You’re about to annoy everybody in your community with a phone call. Are you sure?” Adjusting the UI to reduce accidental presses, for example moving the call button away from other controls This feels like a small change that would significantly improve the user experience and prevent unnecessary interruptions. Thanks again for all the work you’re doing. I really enjoy the platform55Views0likes2Comments