ETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.99Views0likes1CommentExtra runtime permission visible in App Settings
Hello, I am testing my app, and I only use WRITE_EXTERNAL_STORAGE for media access. However, in Headset Settings → Privacy & Security → Installed Apps → [my app], I see that three permissions have been added. My manifest looks like this: <!--?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" package="com.example.app" android:installlocation="auto"> <uses-permission android:name="android.permission.INTERNET" tools:node="merge"> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"> <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"> <uses-permission android:name="android.permission.RECORD_AUDIO" 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"> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" tools:node="remove"> <application android:name=".AppDelegate" android:label="@string/app_name" android:networksecurityconfig="@xml/network_security_config" android:requestlegacyexternalstorage="true" android:icon="@mipmap/app_icon" android:allowbackup="false"> <activity android:theme="@style/Theme.AppCompat.DayNight.NoActionBar" android:configchanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchmode="singleTask" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludefromrecents="true" android:exported="true" android:screenorientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN"> <category android:name="android.intent.category.LAUNCHER"> <category android:name="com.oculus.intent.category.VR"> </category></category></action></intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true"> </meta-data></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.supportedDevices" android:value="quest|quest2|questpro|quest3|quest3s" tools:replace="android:value"> <meta-data android:name="com.oculus.ossplash.background" android:value="black"> <meta-data android:name="com.oculus.telemetry.project_guid" android:value="xxx"> </meta-data></meta-data></meta-data></meta-data></meta-data></application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true"> </uses-feature></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></manifest> and this is what I see in the app settings: As you can see, the "Photos and videos" and "Music and audio" permissions are also listed, even though I only requested the "Storage" permission. In my testing, I also found that disabling the "Photos & videos" toggle causes my app to stop working, even if the "Storage" permission remains enabled. I believe that seeing multiple permissions in the list may cause users to lose confidence and feel uncertain about granting them—especially "Music and audio," which is unrelated to my app.110Views1like1CommentThe error message:SocketError.Accessdenied
Hi guys, could someone help me? I'm making an online game. When testing on quest2, it was found that on the V35 system, it can be connected through the Internet (TCP protocol). However, on the V56 system, it cannot be connected through the Internet (TCP protocol). The error message "Client Recv: failed to connect to ip=34.86.33.208 port=9000 reason=System.Net.Sockets.SocketException (0x80004005): Access denied" will appear. Is it because I set something wrong? Could you share a similar experience? Thank you so much.1KViews1like1CommentUpdating Quest 2 refresh rate causing physics stuttering
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum available Problem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movement What I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below: Additional info: My time settings Unity Version 2021.3.12f1 URP Any help is much appreciated, thanksSolved3.5KViews1like5CommentsOVRPlugin CreateSpatialAnchor failed
Hello 🙂 I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it? - Unity: 2021.3.6f LTS - Oculus XR Plugin: 3.0.2 ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed. Thank you very much for your time.1.3KViews0likes2CommentsHow to get Oculus Quest 2 Controller Battery in Unity?
How to get Oculus Quest 2 Controller Battery in Unity? I am connecting Quest 2 using Oculus Link. Since it is catchable in official Oculus Software (Image Above), I think it is possible? But I can't access the battery either with SystemInfo.Battery() or SteamVR ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float or Unity XR battery level.Solved5.1KViews0likes5CommentsHeadset keeps freezing
Hi im destiny, And i have a issue my quest 2 keeps freezing if it using memory, When it using memory my headset it also get hot not normal warm or something realy hot, On a cold start and while using it it freezes a lot. What do i mean with freezes like all the apps not even one giving me a frozen screen when i try to rotate my head it is black on the edges and when i turn 180 its upside down and its issn't playable anymore. Iv'e tried: restarting factory reset cleaning lenses for tracking its even getting it on cold or hard boot. Let me say i have tried everything but the issue keeps existing. My headset is more than 2 years old and i have no idea what to do anymore. I hope somebody can help me. Greetz Destiny.770Views0likes1Commentv63 - The wireless ADB debugging prompt shows a black screen.
Hi, Two tickets were opened here : https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1171644 and here https://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/m-p/1171979 But I was asked to post this here. To resume : On Q2, Qpro and Q3 (v62, v63) when the authorize WiFi debugging through adb prompt shows up, the Quest will first enter a black screen state. Then, we must click the home button on the right controller to make this window show. If I do not click the home button, it will remain in a black screen state. USB debugging prompt had same problem on v62 but it has been fixed on v63 thank to the new look/UI of the prompt. But the wireless debugging prompt have not been updated and still run into this problem. To fix the problem, Meta developers should update the wireless debugging prompt to the new look/UI.771Views0likes0CommentsDownload Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4CommentsHow to use Bluetooth (HC-06/08) to transfer data between Arduino and UE5 VR Game on Quest 2
Hello, everyone. I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it. I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset? Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch. Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out. Thanks!702Views0likes0Comments