Child Meta account can't add Parent/Trusted Meta account as friends.
Hi everyone! So I am making this thread to raise visibility for child Meta accounts not being able to add their parents or a trusted account as a friend and vice-versa. If this situation does apply to you, please let me know of the following so I can get this info looked into. Which headset version are you currently running? You can check this in Quick Settings > Settings > Software Update > under the Current Version Details section. The formatting should be 60.#.#.###.###.######### or 62.#.#.###.###.#########. Are any of you currently enrolled in the PTC? If so, is it for the headset, PC app, or both? Can you let me know the mobile app version, along with the OS for the phone? Which headset are you using? Has anyone been able to add their child/parent as a friend from some workaround? Also, if you guys see any other threads with this problem as their main topic, please feel free to link them in the replies; I'll want to look over them if possible.Solved30KViews7likes117CommentsMeta Quest Pro WiFi setup fail on university network
We've purchased a bunch of new Meta Quest Pros for our university XR lab. We cannot connect them to the university's WiFi network at all -- cannot get through the initial device setup. In the WiFi settings, the Quest Pro does not seem to retain the CA Certificate selection [Use system certificates] nor the Domain name. It indicates that it has saved the network settings, but fails to connect. When I go back to the settings, all of the other settings appear to be retained: EAP method [PEAP], Phase 2 authentication [MSCHAPV2], Identity [correct], Anonymous identity [blank], Password [(unchanged) -- I can only guess whether it has been retained; I have retyped it many times]. But the CA certificate reverts to [Please select] and after selecting [Use system certificates] the Domain has reverted to [blank] again. These things are bricks if we can't get past this. We have many other WiFi devices running on our network -- notebook computers, phones, ... it is not a problem with WiFi signal strength or stability.Solved25KViews6likes42CommentsEnabling Facial Expressions on Networked Avatars
Hi all! I'm looking to enable face tracking for a multiplayer game I'm currently developing where each avatar is network instantiated. The current documentation explains how to set it up for local avatars. Is there any documentation available for networked instantiated avatars?4.4KViews0likes6CommentsMeta Quest Pro Eye Tracking Enabling Issue
I am working on an application that retrieves the eye position of a user by using collision of a surface with the OVRGazeRay. I was able to make it work and could retrieve the data points over the meta link to my computer. At some point I updated my Quest Pro and from then on it stopped working. The Movement SDK tells me that the eye tracking is enabled and working In addition to that the Meta XR project setup tool also tells me that there are no issues in my project. I have enabled eye tracking everywhere it needs to be and I did first send a build of the project to my quest to be able to enable eye tracking for the application in the meta quest pro and have verified that from then on it is enabled in the settings when using the meta link. In addition to the eye tracking using FixedUpdate (I doubled the frequency of the update) I also have an additional C# script taking controls from the controllers and interacting with a TextMeshProUGUI which is not used for collision detection (the two are hence separate). Everything seems to work just fine but somehow since the update I cannot retrieve the data anymore. Hence I asked the API directly if the eye tracking is enabled using (OVRPlugin.eyeTrackingEnabled) and this tells me that it is not enabled. This results from the following code if (OVRManager.isHmdPresent) { OVRPlugin.SystemHeadset headset = OVRPlugin.GetSystemHeadsetType(); UnityEngine.Debug.Log("Headset type: " + headset); bool eyeTrackingSupported = OVRPlugin.eyeTrackingSupported; bool eyeTrackingEnabled = OVRPlugin.eyeTrackingEnabled; UnityEngine.Debug.Log("Eye Tracking Supported: " + eyeTrackingSupported); UnityEngine.Debug.Log("Eye Tracking Enabled: " + eyeTrackingEnabled); if (eyeTrackingSupported && eyeTrackingEnabled) { UnityEngine.Debug.Log("Eye tracking is supported and enabled."); } else if(eyeTrackingSupported) { UnityEngine.Debug.LogWarning("Eye tracking is not enabled."); } else if (eyeTrackingEnabled) { UnityEngine.Debug.LogWarning("Eye tracking is not supported"); } else { UnityEngine.Debug.LogWarning("Eye tracking is not supported and not enabled."); } } Things I have already checked multiple times: - Developer Mode is enabled on the Meta App on my phone for the Meta Quest Pro - I did factory reset the meta quest pro multiple times - I am using 2022.3.35f1 LTS Unity which is compatible last time I checked with the movement sdk and the meta sdk. - I am using up-to-date versions on all my packages - Before the update I was able to retrieve the eye tracking data and I have verified that it matches the exact eye pattern. I also know that no collision is occuring as the eye gaze ray would change from white to red were it to collide with something. I have been trying to figure this out for weeks now and I really do not know what the problem is being caused by. I hope someone can help me. Thanks in advance.1.5KViews0likes3CommentsQuest Pro controllers go to sleep too quickly.
Both my partner and I have Quest Pros. We AirLink them to our PCs and play VRChat that way. However, we've both noticed that if we stop moving our hands for only about 10 to 15 seconds the controllers seem to go into a sleep mode which causes our characters in VR's arms to drop straight down to their sides. We can wake the controllers back up by wiggling them a bit but it's quite annoying and jarring to have your arms constantly fall to your sides. It's especially annoying when you're using one controller to scroll through a menu and the other goes to sleep causing the game to enter into one controller mode and then the controller you were using to scroll a menu now moves your character so the menu closes and your character starts moving in some direction. I have looked all over but do not see a way to adjust how frequently the controllers go to sleep when not being moved. I've also tried factory resetting both the headset and the controllers.Solved9.7KViews7likes14CommentsBug report - Half transparent materials leak Passthrough layer over solid objects
I am kindly asking the community for the help and Meta staff to take care of this bug report or redirect me to the better place to submit the bug report. Possible duplicate of: https://communityforums.atmeta.com/t5/Unity-VR-Development/Transparent-Materials-render-Passthrough-through-them-even/td-p/1060049 My setup is pretty much similar. Description: Semi-transparent unlit objects leak passthrough layer over the other objects in the scene. Most of the built-in transparent shaders (or similar like fade mode) are affected by the bug. Bonus: UI (and Sprite) shaders also have their own problems with passthrough and transparency - they leak the clear flags color instead. Bonus 2: I saw that the standard material with transparent mode is rendered over other objects as intended but invisible over the passthrough... Video link: https://drive.google.com/file/d/1IY28LuH17AACvX-IhW4aKclZlq_M-aix/view?usp=sharing Environment: - Meta Quest Pro - Unity 2021.3.25f1 - Oculus Integration SDK 54.1 (Package Manager - June 15, 2023) Steps to reproduce the bug: (0. You can fast-forward by downloading the scene I have created: https://github.com/ShivekXR/Passthrough-Transparency-Bug) 1. Follow the guide to create the basic scene (setup for Quest Pro): Tutorial - Create Your First VR App on Meta Quest Headset | Oculus Developers 2. Follow the guide to add the passthrough to the basic scene: Get Started with Passthrough | Oculus Developers 3. Add a semi-transparent object over another one using (standard / generic / built-in) unlit material. 4. Build and run the app and see the result (bug). Expected Result: Semi-transparent materials should be rendered over other objects in the scene. The solid objects behind them should block passthrough. Severity: Personally - I think 4 out 5. It doesn't crash the app, but makes passthrough visually unpleasant, confusing, not convincing effect. Any particle effect with opacity look bad by default.6.8KViews4likes9CommentsQuest 3 & Pro controllers stuck at 0% updating
0% update forever on both PRO controllers that are already sync with a quest 3 headset What I had done.. Pair them again and again the Q3 got them paired all the time Hard reset on controllers Factory reset on Q3 headset (even that involves a huge waste of time) V64 is the version of the software of my Q3 Nothing worked so far in other post I saw that randomly people finally got this controllers working what was not my situation Support on chat after we try it everything ask me to send the pro controllers back what I already did (I already did all that support was asking for but for respect the support guy time I follow all what he asked for "maybe it works this time by a chance"). As I see this issue as very common I want to know what is going on for PRO controllers, Q3 is perfect for me for work as I use them as tool, but for play even vs Q2 the tracking of quest3 is inferior by a lot. If there is no proper solution for this I see no point in order another controllers or even keep the quest 3.Solved16KViews3likes66CommentsQuest Pro left controller not work/pairing - V71(controller update)
I didn't use my headset for a while but left it on the charging dock. It looks like they auto -updated the system to the newest version . ( Auto- update check and sleep mode update are checked . ) V71 seems to have completely broken my left controller. It won't pair again , and it's not tracking at all . Actually , the V71 controller update caused the issue . They were paired and connected when the system update was completed . But after the controller update, the left controller started not working , and the controller icon turned into a "not connected " icon when the update was finished .Strangely, It was showing "Left controller is connected" via bubble messages. To try to fix the issue, I tried to reboot my left controller , and it connected for 2 - 3 seconds, during which I saw the dot at menu that tracking was working for a very brief moment before the disconnected icon appeared on the UI panel again. I decided do clean process steps from online guides . 1. Reset controller, ||| button with X => did not work. 2. 35 -second boot - up down - up process => did not work . 3. Factory reset the headset => did not work. 4. Perform a side-load reset => did not work. It seems that a reset is not the issue, so I downloaded the Meta Horizon app to check stats and manage the pairing . When app run, They showed as connected , and both versions and batteries were displayed , proving that they are communicating. To start from scratch, I removed the left controller from the app and tried to pair it again. Now I receive this message: "Your headset was disconnected . Please reconnect your headset to continue editing your headset settings . " This message seems to pop up immediately when they find each other and attempt to pair . With every attempt, they fail to connect . The left controller seems to be fine ; the LED is blinking normally , it can access factory reset mode , and it can enter Bluetooth pairing mode . Someone mentioned that they must be on the same network and bandwidth , so I tried changing the Wi-Fi setting to 2.4 or 5 for my phone and headset , but that did not help at all. So , in conclusion, I've done everything I could , and I don't believe my left controller has an issue or is defective because it was working perfectly a month ago , and I didn't drop it or anything. I am assuming that this seems to be an OS or software issue. Please tell me the fix or what more I can do. I really don't want to buy a new controller. If I had dropped it or damaged it through hardware impact while playing , it would not be a big deal to get a new one, but this seems to be a software issue , not a hardware issue 😞Solved6.6KViews4likes36CommentsPassthrough camera data is not available on Quest 3 developing with Unity
Basically it is not possible to access the real time passthrough video from Quest 3 in Unity. Many devs among the internet think it is a crucial feature to be able to process to create incredible mixed reality apps with object recognition using machine learning. Nevertheless, it is not possible to access the real time video captured by quest 3 in unity. Here is a reddit post made by me where people are requesting this feature. Please, we need access to real time passthrough video in Unity or other engines.47KViews109likes109Comments