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.65Views0likes1CommentDetect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.75Views1like2CommentsMeta deleted my organization
I created a Meta developer account several years ago and created an organization for my app. Back in 2022 I signed it and published the apk on itch.io and sidequest, but never submitted it to any of the Meta stores. Since then I've been enhancing its features on a different target system. Now I am attempting to port my enhancement for use on Quest and I find that Android Studio can't connect to my Quest 2. This used to work fine. It appears that Meta has deleted my organization between the last time I ran Android Studio and today, about a year ago based on some Reddit posts I read. I am guessing this is why I can't connect to my Quest 2 with Android Studio. So now I am trying to get my organization back so I can continue the porting process. I tried to figure out how to post a ticket to Meta support, but my attempts to do so end up going down a rabbit hole. Anybody know how I can recover from this? Should I just create the same organization? Does anybody know the link to post a ticket to Meta support for an issue like this?43Views0likes1CommentPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.206Views0likes4CommentsTraditional Chinese Zhuyin (Bopomofo) input method
Dear Meta Team, I’m a dedicated user of the Quest 3 from the Chinese-speaking community. I’d like to formally request support for Traditional Chinese Zhuyin (Bopomofo) input method in Horizon OS. Zhuyin is the most widely used Chinese input system in Taiwan, especially among younger users and students. Currently, the lack of support poses a usability barrier and limits communication and productivity within the ecosystem. I hope Meta will consider integrating Zhuyin support in future updates — either as a native input option or by allowing third-party IMEs like RIME. This enhancement will significantly improve user experience for the Taiwan market and expand Quest’s appeal in education and business contexts. Thank you for considering this request. Sincerely, A concerned and passionate user39Views2likes0CommentsRequest for supporting dynamic loading OpenCL
I am developing a native app that utilizes OpenCL, Vulkan, and OpenXR, but I’ve encountered a significant roadblock: `libOpenCL.so` cannot be dynamically loaded with dlopen because it is not included in `/etc/public.libraries.txt`. While it’s technically possible to extract the library using `adb pull /vendor/lib/libOpenCL.so` and bundle it within the APK, this is not a scalable solution for supporting a diverse range of devices, even within the Meta ecosystem. I understand this limitation may be due to security considerations, but it’s worth noting that `libvulkan.so` is already accessible. Restricting developers to Vulkan forces additional effort to convert OpenCL kernels into SPIR-V, which seems unnecessary, IMHO. Providing support for `libOpenCL.so` would significantly enhance compatibility and streamline development. This is especially important given that many deep learning frameworks rely on dynamic loading of the OpenCL library through stub code.802Views1like2CommentsPerformance hovering around 24 FPS on Quest, even though GPU and CPU utilization are low
This is a screenshot with OVR Metrics enabled so you can see some stats. The game feels smoother than the reported FPS count, and it's also very consistent despite high levels at times. However, a few minutes later the CPU level went down to 2 and both GPU and CPU utilization were around 25% in this same spot, but I was still stuck around 24 FPS. Walking over to more intensive scenes with nearly 1400 batches didn't reduce the framerate any lower, and walking up to a wall to have 30 batches didn't improve the frame rate. Unity 2023.2, OpenXR (aiming to build for Steam and Meta), minimal to no use of Oculus/Meta packages, multiplayer game using Photon Fusion 2, it's a pretty big game but I'm turning off dynamic objects that aren't in the same part of the scene (the picture depicts a fourth of the scene). I'm using a lot of optimization, the batch count is around 400 and poly count around 1 million. I've used the profiler and the update loop scripts are as optimized as they can be, all running at 90+ fps on PCVR. I've baked atlases and meshes, used texture compression, set everything I could to static, set up perfect culling, and used the recommended Quest build settings. (I was having a terrible problem where the game would run at .5 FPS when I was trying to profile the quest build, so I made a clean build and turned off profiling and it stopped that)350Views1like0CommentsOculus mobile SDK in android studio "no module"
Hello, Iam trying to build example from oculus_mobile_sdk on my oculus quest 3, gradle sync is okay, but problem is with project configuration, where android app wants module, which I don't have. Or is there any alternatives except Unity and Unreal Engine ? Thank you !326Views0likes0CommentsLosing APP Key
I lost my app key for several applications that are currently live in the store due to a laptop malfunction. Is there anything I can do to replace the App Store Key's or delist my apps currently in the store? I want to be able to update the current ones I have in the store.351Views0likes1CommentHow to alert the user when a background/foreground service completes after device is asleep
I am running a foreground service that takes anywhere from 30 seconds to 5 minutes to complete. I want to play an sound from the headset once the operation is complete, however all of my attempts seem to fail. I have tried using wake locks, local-notifications, and alarms but I can't seem to get the headset to make any noise until it wakes back up when the user places the headset back on. Once you hear the boop from the headset signaling that is asleep there doesn't seem to be any way to get audio from there on. Does anyone know how I can either wake the headset, prevent it from falling asleep, or play sound while the head set it already asleep? Sending a notification to the quest app would also work.340Views0likes0Comments