Audio delay in meta quest developer hub and on oculus.com/cast
Hey there! Just as the title says, I have a very noticable audio delay when using any of the mentioned casting methods. I already tried installing new drivers and a factory reset. The delay is immediately noticable when playing Beat Saber on the quest and casting. Reducing the resolution / bitrate / frame rate did nothing. I am running a Quest 3 connected via Wifi 6 5ghz 2400mbit connection to my pc, connected via 2.5gbit LAN to the router. On the PC the Meta Quest Developer Hub is running in Beta Cast 2.0 ADB over Wi-Fi. The audio delay is also there when having the Quest connected via cable and normal ADB. Any tips appreciated! Kind regards Dustin3.5KViews1like8CommentsMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again4.8KViews0likes4CommentsHow can I get a depth map(or point cloud) just from my quest 3's depth sensor???
I know there is a depth sensor on the quest 3 and I want to use its depth data for further image research, but my MQDH only supports recording video from the binocular camera. 😞 I've checked the documentation for the Depth API, and it seems that the depth information has been encapsulated many times, and I wonder if there is a way to get the depth map or point cloud image directly, thank you very much!!🙏16KViews1like36CommentsQuest not loading updated addressable from remote server but loads cached version
Despite my efforts, I'm encountering an issue with my quest app where it fails to reflect updated content from Addressables after the initial run. Upon investigation, it seems like the app is pulling assets from a local cache even after I've updated the content on my server. To test this, I deleted the catalogs and bundles from the server and reran the app, confirming my suspicion – the assets were still loading, indicating the Addressable system was indeed relying on a local cache. I am doing addressable groups-> build ->"Update a previous build". Here's what I've already tried: Ensuring 'Build remote catalog' is enabled in the settings. Disabling 'Use Asset Bundle cache' from the group settings. Confirming that the group settings allow changes post-release. Despite these steps, the app persists in loading from the local cache rather than fetching the updated content. Any insights or suggestions on resolving this issue would be greatly appreciated. P.S: with the same configurations and project everything works fine for android and iOS device, there seems some device specific issue with quest only.896Views1like1CommentDifferent Pointcloud settings but same OS Version
I have multiple Quests currently in use for the development of an MR application, and I noticed something odd. One of the quests is always having trouble with receiving the sent spatial data, and that's why we looked into the settings. And to our surprise, one of the quests has a different settings text in the Device permissions: It looks similar, but it is definitely not the same. The OS-version (and the other versions) are the same on both devices. Anyone has an idea why? Best regards Florian BuchholzNo scene mesh when building in .apk
Greetings. When using Meta XR all-in-one SDK v69.0.0.0 and “Scene mesh” block and working with the project within passthrough (i.e. it is MR project) using quest link, it works properly and generates space mesh, but when trying to build a project for android, i.e. .apk scene mesh stops working and generating mesh. How can this be fixed? I need it to work specifically with .apk. Unity version: 2022.3.44f1 I’m using oculus quest 3. Thanks416Views0likes0CommentsMQDH not recording my voice
Whenever I’m using the MQDH for recording gameplay videos it doesn’t pickup my quest 3 mic, so my voice is absent ingame footage, and i need this for content creation, This is the step i follow 1. I cast and switch to cinematic to get that sweet wide view 2. I record from there There's not setting indicating wether or not i want my voice captured I hope it would just do that automatically Is there a fix for this Problem???466Views0likes0CommentsCannot change/edit Immersive Image Layer Assets
Hey everyone, we have a new VR game coming out and with this launch, we wanted to update our assets within the Metadata. For some strange reason we cannot find the current Immersive Image Assets, nor can we change/upload new assets specifically for the Immersive Image Layers. Does anyone know how to solve this issue? We have created a new App Submission and everything with no avail.1.2KViews1like2CommentsHow to Hide Controller Models ?
Hi, I am a developer and am wondering how to disable the controllers being shown when using the Building Blocks in Unity. Can I use the Controller Tracking Building Block but hide the Quest controllers? I'm also using Networked Avatars, and want to pick up things using the avatar's hands, and not see the controller in the avatar's hands. Is this possible? It seems that documentation is really lacking when it comes to developing for the Quest. Hell, there's one small page on Building Blocks (https://developers.meta.com/horizon/documentation/unity/bb-overview) that isn't much of a deep dive at all. Am I missing something? Is there a page that has more detailed documentation? After spending quite some time on these forums, google, and YouTube it seems like a lot of others have questions too. Thanks.Solved1.5KViews0likes1Comment[MajorBug] Acceleration returns 0 for all Meta Quest, on Unity and Unreal Engine
Hi, Whatever the Meta Quest version 1, 2 & 3, whatever the node or device, on Unreal Engine 5.4.4 and on Unity 2021 to 6000, the requested acceleration is (0, 0, 0) and the requested angular acceleration is (0, 0, 0). In Unity, these (0, 0, 0) vectors are obtained using the TryGetFeatureValue(CommonUsages.deviceAcceleration, out deviceAcceleration) and TryGetFeatureValue(CommonUsages.deviceAngularAcceleration, out deviceAngularAcceleration) methods (but also using OpenXR) In UnrealEngine, they are obtained using the GetRawDeviceData in a blueprints. The bug has 100% repeatabilty and is very easy to reproduce Consequently: There is no way to get the acceleration for the Meta Quest The problem is neither Unity nor UnrealEngine nor OpenXR --> is has to be a Meta bug1.3KViews2likes5Comments