Please have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.52Views0likes1CommentQuest Runtime Optimizer cannot analyze frame capture on Quest Pro v79.1029
I'm getting errors analyzing captures, and after a day spent debugging, it seems to have started with the latest headset update. An untouched project that previously had no problems has the error now after the headset update. There seems to be an error caused by format incompatibility with the trace_processor_shell version (v46.0) and the Core SDK 70+ which causes the python script to crash? (Don't ask me the details, I'm just a tech artist trying to get frames benchmarks here). I'm running the following: Unity 6.1 and 6.2 on Windows 11 Quest Pro (updated to v79.1029 on Aug 25, the date the error started appearing) Here is the error text: MetricAPI: 68AE8CCB.json execode: 0 single positional indexer is out-of-bounds Traceback (most recent call last): File "C:\open\fbsource\arvr\projects\integrations\Unity\RuntimeOptimizer\Editor\PerformanceInsight\MetricAPI.py", line 1118, in main File "pandas\core\indexing.py", line 1191, in __getitem__ File "pandas\core\indexing.py", line 1752, in _getitem_axis File "pandas\core\indexing.py", line 1685, in _validate_integer IndexError: single positional indexer is out-of-bounds UnityEngine.Debug:LogError (object) Meta.XR.RuntimeOptimizer.Core.Util:DebugLogError (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Core/LogUtils.cs:19) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.MetricAPI:GetCaptureMetric (string,string) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/MetricAPI.cs:68) Meta.XR.RuntimeOptimizer.Editor.PerformanceInsight.CaptureTool:ProcessCaptureToJsonObjFunc (object) (at ./Library/PackageCache/com.meta.xr.runtimeoptimizer@e44a64bf5ef6/Editor/PerformanceInsight/CaptureTool.cs:787) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()30Views0likes0CommentsFIX THE ISSUE THAT RESULTS IN CONTROLLERS FAILING ON REGULAR BASIS
Why is meta unable to address the serious problem with controllers failing or bricking, or purple lights of death? Replaced mine 3x in month and keep getting refurbished junk. what is meta doing about this? It's costing me time, money, and a ton of frustration with terrible support & constant down time. I paid $500 for this thing but have maybe 3 full months of play time over 10 months. How is this OK?15Views0likes0CommentsMQDH Won’t Connect Quest 3 at Final Cable Step Despite USB and ADB Working
Hello everyone, I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78. ISSUE DESCRIPTION I enabled Developer Mode on Quest 3 via the mobile app. In the Quest headset, I selected “Always allow USB access.” SideQuest and ADB (adb devices) can successfully detect the Quest 3. However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that. No prompt appears inside the headset; MQDH hangs without progressing. I tried reinstalling MQDH and rebooting both Mac and headset—problem persists. WHAT I’VE TRIED Verified Developer Mode is enabled, and USB Connection Dialog permission is granted. Confirmed USB‑C cable works (SideQuest and ADB both connect). Rebooted Quest and Mac multiple times. Uninstalled and reinstalled MQDH, cleared caches/settings. Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbolt cable with Mac mini USB‑C Thunderbolt port). adb works fine. REQUESTED HELP Could someone please advise on potential causes why MQDH stalls even though ADB and SideQuest work? Has anyone else experienced this on Quest 3 running firmware V78 with MQDH 5.7.2? Are there any logs or advanced diagnostics I can capture to pinpoint the blockage? If anyone has successfully connected MQDH after the V78 update, what steps resolved it? FULL ENVIRONMENT INFO Headset Firmware: Quest 3 V78 MQDH Version: 5.7.2 (macOS) OS: macOS (latest version) USB cable: Verified data-capable USB‑C ADB Output: adb devices correctly lists the headset (adb cmd / MacDroid) MQDH Behavior: stuck at final prompt, no progress NEXT STEPS I’m considering doing a factory reset and strictly following the community-suggested flow (skip Air Link until first USB prompt), but not sure if firmware V78 changed behavior. Thank you in advance!80Views0likes0CommentsLobby 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.25Views0likes0CommentsPetition to allow developers access to camera feed
I know that Meta says that for privacy reasons developers can't access the camera feed but without direct camera access it is almost impossible to develop a good mixed-reality app. If the developers are unable to see what the user is seeing how are we supposed to develop actual augmented reality content, having access to the camera feed would unlock many new kinds of applications that would help give a scope to the existence of the mixed reality headsets. I am creating this discussion for two reasons: 1) I would like to understand how many developers have the same problem 2) Find a solution to the privacy problem My proposed solution would be to require specific authorization from the user and to display some kind of signal (like the green dot that appears on Android) that the app has access to the camera while it is being used because this is both an issue for the user and the people around him it would probably be necessary to add an LED on the outside of the headset that blinks when the camera feed is being accessed (something like the meta ray ban smart glasses). I believe that camera feed access will be necessary sometime in the future of this technology (maybe when it will be a pair of smart glasses) and it would be cool to be able to develop apps for that vision. P.S. I know that there are other discussions about the same topic but I belive that we should all discuss in one to attract meta attention.2.8KViews15likes6CommentsA way to disable the hand tracking menu shortcut (meta button when looking at palm)
We make games for upper-limb rehab, and want users to be able to have the freedom to look at their hand while making different gestures (including an index pinch). The shortcut makes this impossible without the user accidentally triggering the Meta menu, which is extremely frustrating. This feature is helpful in some cases, but should be optional/configurable, as it prohibits games that focus on refined hand movements that require the user to look at their palms.1.6KViews10likes2CommentsAchievements 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.554Views2likes1CommentSince last week lying mode stopped working in Meta Quest 3
Before last week I was able to watch movies lying on the side. Now it's only vertical! Please help? it was some update? or how can I enable this again? It was killer feature for me, not esear to use mobile phone again instead of oculus 😞 it should be with correct angle (I was able to see everything with correct level) I tried all options, "travel" mode. etc - not working. help!286Views0likes0Comments