New Loading/Splash Screen
Hello, the system splash screen behavior was recently updated. In the past the image supplied by the App would be shown centered on black with the three loading dots below and the size of the logo was pixel perfect so changing the resolution would change the display size. As described here: https://developers.meta.com/ Now after the recent update, the system shows this new fancy animated light rays thing and the image is scaled to fill the entire screen width, i think.. It's very large now and as a result it's very blurry. I was wondering if there is any updated documentation with newer recommendations on what resolution to use now or how the behaviour has changed. I want to avoid submission problems by just guessing, thanks everyone77Views0likes0CommentsLobby Tutorial
Hi, I've just been through the lobby tutorial (Meta Developers) and found the following invalid snippet: (this.props.matchSpawnPoint as any).as(hz.SpawnPointGizmo).teleportPlayer(enteredBy); It should be: (this.props.matchSpawnPoint as any).as(hz.SpawnPointGizmo).teleportPlayer(player); Also on the same page there is a step to add a single property however in the screenshot you add both properties this could be a little confusing for someone new when they only add the property like asked.24Views0likes0CommentsDoes Quest browser support any video with alpha channel?
I can't play a webm/vp9 video with alpha and the inspector doesn't log any error. it seems Oculus browser does not support any video format with alpha channel. The Quest documentation is also not clear. Appreciate any help/info on this.1.3KViews2likes2Comments'Multiple devices can’t access this app at the same time.' blocking use of free app
We have a free multiplayer education app that is often used at schools that sometimes setup fleets of devices all using the same meta account. We don't care if our users access our app with multiple instances of the same meta account, since our app is free and we want it to be easy for anyone to use it. It's understandable that the "Multiple devices can’t access this app at the same time. This app must be purchased separately to be used by multiple devices at the same time." error is a useful anti-piracy measure, but in our case it is not helpful and actually is a major blocker for hundreds of our users. Is there anything we can do to disable this check for our app, so that it will launch for anyone regardless of if the same meta account is already accessing it?718Views0likes3CommentsAchievements feature.
Hello, I am thinking about adding achievements to my game. But from what I see in the documentation, the achievement checker app will be discontinued at the end of the year and the meta itself does not encourage the implemtation of this feature. Will this functionality be completely removed in the future ? Or are there other plans. I'm wondering if I should spend time on this, from what I'm orenting people like this feature.546Views2likes1CommentPre-Existing Kotlin Android App - Unable to upload without Oculus SDK
Hi, I have an existing android application written in kotlin which I wish to upload to the quest store. I have built and run the application on a headset locally and it all works perfectly. Upon uploading to the store i get the error "* Oculus SDK not found or older than 1.0." The app does not include the Oculus SDK or similar as it is not needed. It does not take advantage of any headset specific features and is just your standard 2d app. Is bundling the sdk in required to upload to the store? If so is there documentation on how to do so with an existing kotlin app as all the documentation is largely around apps containing native code and doesn't provide clear guidance on this use case. I've considered grabbing the OpenXR samples and smashing that together with the existing app. Is this a reasonable approach? It seems over the top especially for an app that won't require the SDK (for now). Thanks, Nathan948Views1like2Commentscreating custom home environments
Hi there, i wanted to create my own cutom home environment and try to figure out how to do it properly. I found a tool on Github where you can turn a gltf scene into an apk. but i would like to use Uneal or Unity to have more controll over the outcome. Is there is something like an official guide or documentation on how to do that?1KViews2likes1Commentoculus system keyboard not working using bluetooth keyboard
I try to develop application in quest 3 using unity engine, but when I use system keyboard in oculus it just work for virtual keyboard. When I click input field the virtual keyboard shows up, but when I try to type with my bluetooth keyboard that connected to my quest, it won't work for typing any more. any help?784Views2likes1CommentAccessing Player's Oculus Username and Displaying it in-game.
Hello, I'm developing a multiplayer VR game for Quest and Windows PCVR. Unity 2023.2.19, XR Plug-in is set to OpenXR, latest XR plugins, and Meta XR Platform SDK 68.0.0. I've only pieced together loose information online to make this system for grabbing and displaying the player's Oculus/Meta/Account username, but I need help because it's not working. I'm going this route because I don't want to add moderation and check for unique usernames if Meta already has these systems. I made sure that the Meta XR Platform SDK was in my project which is the only Meta package I have: Meta XR Platform SDK | Integration | Unity Asset Store It builds and runs fine, it authenticates successfully thanks to the instructions from here: https://developer.oculus.com/documentation/unity/ps-entitlement-check/ try { Core.AsyncInitialize(appID); //Their docs had "Platform.Core.AsyncInitialize(appID), but their example only had ()" Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } // Called when the Meta Horizon platform completes the async entitlement check request and a result is available. void EntitlementCallback (Message msg) { if (msg.IsError) // User failed entitlement check { // Implements a default behavior for an entitlement check failure -- log the failure and exit the app. Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else // User passed entitlement check { // Log the succeeded entitlement check for debugging. Debug.Log("You are entitled to use this app."); // From https://communityforums.atmeta.com/t5/Unity-VR-Development/How-do-i-access-oculus-username/td-p/889007 Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); } } private void GetLoggedInUserCallback(Message msg) { if (!msg.IsError) { User user = msg.GetUser(); Oculus_userName = user.OculusID; Oculus_displayName = user.DisplayName; PlayerUsernameWeWillSet = Oculus_displayName; } else { setDefaultPlayerNameInstead = true; } } But when I try to use PlayerUsernameWeWillSet, it's not null or empty because I have checks to set it to a generic player name instead. I know it can take a few seconds, so I have logic to rerun a coroutine every so often trying to see if we got the username but it's still not getting it. My PCVR version is working with a username I'm grabbing from a different source, it displays properly in a text field. Maybe you see the problem, but if you don't you can help me know how to debug this and get a log after building it as an APK which I haven't tried yet. Thank you.1.5KViews1like5CommentsTrigger room setup /space setup from app
Hello community, I'm currently work on a Demo for mixed reality. For my demo I need space setup / room setup being setup correctly to work fine for occlusion but I don't found in documentation how to force room setup to be done before launch the app, verify space setup is present, or force to launch space setup from app like the Meta Demo "space encounters" do. There is any method to do this ? Or documentation ? Thanks you all for future answers.1.1KViews0likes4Comments