A question about the casting function
Hi everyone, I am reaching out on behalf of one of our clients. They wanted to know if the casting feature of the headset requires that the headset and the screen being casted to communicate on a peer-to-peer basis, or do they both go through the cloud? I would assume it is through the cloud since the user is required to go to horizon.meta.com/casting, but I wanted to doublecheck. Thank you, and please let me know if I should ask the client for any clarification on their question.28Views0likes1CommentQuest 3 ADB permissions
Hello! I recently upgraded from Quest 2 to Quest 3. But my MQDH Custom Buttons to grab logs & bugreport don't work anymore. I don't seem to have any permissions on the headset via `adb` I can see the device with `adb devices`; I can shell into the device with `adb shell` But whenever I tried to pull a file or use `cat` I get a permission denied error on all the files in my sdcard/Android/ ... folders. Any advice would be much appreciated! JoelSolved9.8KViews1like8CommentsUnity 6.1 + Meta Quest + Building Blocks + Simple Interactable
Probably so simple... but I've been stopped here for days... Steps so far: I start a new project with Unity 6.1 with template "Mixed Reality (MR) core" Switched to Android platform on build profiles Imported Meta XR all in one package Imported Meta MR Utility Kit package Removed all items on my sample scene Executed Meta XR Tools -> project setup tool Selected OpenXR Plugin on the XR plugin management Added Building Blocks "Camera Rig" + "Passthrough" + "Controller Tracking" + "Ray Interaction" Placed a game object (mesh + material) on the scene and added a collider to it and a "Ray Interactable" script Up to this I run and everything goes right: my object appears on the scene, the passthrough works well and I can use my hands or the controllers to display a ray that impacts the object with the required cursor. What I cannot reach is to detect ray events on the object: I would like to change the color of the object material when the ray enters into the object or to make the object dissapear if I press the trigger on the controller when the cursor is on it (I guess the 'select' or 'activate' event, I tried both). So simple... but so hard to achieve... I have tried to add a "XR Simple Interactable" script the same level as the "Ray Interactable", but does not work. Is there anything on my project config wrong? If I use the "Project Validation" on the XR Plugin Management there are no error nor warnings. Is there anyone who can give me some light on it? maybe any free o paid tutorial on how to configure the environment for this case? Many thanks in advance!77Views0likes1CommentBatman: Arkham Shadow on Meta Quest 3 Echo 11 Bug
Hello! I just recently tried to find Echo #11. I tore down the statue in the way required to collect Echo #11, and there's a tunnel that's supposed to spawn that leads you to that Echo. However, the tunnel didn't spawn. I've restarted my headset, uninstalled and reinstalled, tried from a different save point, and I even beat the main quest line, so I know I've finished the quest that you need to do in order to find Echo #11. I even did the full quest again as a replay to try to find it, and it still didn't spawn. What else can I try to fix this, or is this just a bug?25Views0likes1CommentDepthAPI Occlusion Lit conflict with stencil shader
Hi there, I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them. The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room. Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own. Here some screenshots of my current progress :2.2KViews0likes8CommentsI am unable to upload to the production channel due to my Andriod manifest.
I am working on a MR application. Whenever I attempt to upload to the production channel I get this error: This APK includes the feature, `com.oculus.experimental.enabled`, which is not allowed. Please remove it from AndroidManifest.xml and retry. I have removed the line "<uses-feature android:name="com.oculus.experimental.enabled" android:required="true" />" from the manifest, yet the issue persists. Here is my entire manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.ossplash.background" android:value="passthrough-contextual" /> <meta-data android:name="com.oculus.telemetry.project_guid" android:value="76f99eb0-5638-4124-901c-3b3917cb882b" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest2|questpro|eureka" tools:replace="android:value" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" /> <!-- <uses-feature android:name="com.oculus.experimental.enabled" android:required="true" /> --> <uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" /> <uses-permission android:name="com.oculus.permission.USE_SCENE" /> <uses-permission android:name="android.permission.READ_PHONE_STATE" tools:node="remove"/> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" tools:node="remove"/> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove"/> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove"/> </manifest>839Views0likes3CommentsAdd Chinese input method for Chinese players
Can you add Chinese input method for Chinese players? Now more and more Chinese players have purchased quest3 and quest3s. Although a series of troublesome operations such as VPN are required, the quest equipment is very good, and more and more players are joining the quest. However, more and more Chinese players have reported that the system does not have a Chinese input method, which has a great impact on social aspects, such as Bilibili, the largest video platform in China. I found that YouTube VR has a Chinese input method, so this should not be difficult for developers. I hope developers can add a Chinese input method for Chinese players385Views0likes0CommentsHow to Set Quest 3 as the Only Target Device for Store Submission
We are developing a game that utilizes room scan data from Quest 3. Since the depth sensor of Quest 3 is essential, we intend not to support other devices in the store. However, I'm not sure where to set this preference. Should we simply select only RoomScale in the Supported Player Modes? Currently, all options are selected.1.1KViews1like1Comment