How can I run a Unity app as a background process while I play another game on the meta quest 3?
I’m trying to develop a meta quest 3 application that runs in the background so I can record controller data (IMU and button actions) while I’m playing a PCVR game like SkyrimVR. my headset will be connected to my pc with an oculus link.25Views1like2CommentsDaily Rewards not being awarded the points (Meta Horizon App)
In the last week all the Quest I do don't get rewarded with points, I'm glad to see it's a issue that a bunch of us are experiencing. Hope they fix it soon because updating the app, login off than logging in, forcing the app to stop etc, DID NOTHING. Mean while we are doing TASKS that benefit them FINANCIALLY like sharing, joining worlds and having to spend time there. We need this FIXED ASAP! The rewards have a limited time to redeem, it's just unfair and false advertising.90Views1like6CommentsPassthrough play mode doesn't work since Quest 3 update yesterday
I don't know how long the update was but it was working before the update and now it's not working. Normally I open unity and as long as I have quest link open on the headset and on my pc, clicking play in unity will launch the passthrough app preview on my headset. Now, when I go to launch link on the headset, it begins the colourful loading screen animation and then after a moment says "headset/pc disconnected - please disconnect and disconnect your headset" (or similar. Even though the desktop app shows the header as connective and active, and the quest home settings menu preview shows link as active.37Views0likes1CommentUnityWebRequest Not Working on Quest 3 - "cannot resolve destination host" error
Hello everyone, I'm currently developing an application for the Quest 3 using Unity. I've encountered an issue where UnityWebRequest isn't functioning as expected. When I attempt to make a request, I receive the error message "cannot resolve destination host." I've tried searching for a solution on the Unity forums but couldn't find any relevant answers. Has anyone else faced a similar problem? If so, could you please share any solutions or workarounds? Any assistance would be greatly appreciated. Thank you in advance!8.9KViews0likes12CommentsMetahuman 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 again4.8KViews0likes4CommentsQuest 3 No longer works on PC VR, and is COMPETELY BROKEN
so a few days ago I changed the OpenXR on my main PC to Oculus from Windows MixedReality just to get pavlov vr running, and ever since I did that it has completely broken my PC VR, now in standalone mode the Quest 3 works completely fine with no issues what so ever but once its linked to the PC all the problems start to come out. im going to list the major issues with it below and someone PLEASE tell me how I can fix this, im also going to list the fixes ive tried. -------ISSUES-------- 1. the main way I know how the VR is going to break is when I first start up Quest Link on PC and im in the menu on the quest 3, framerate is a little choppy, and the controllers have an issue with tracking, for example if I swing and stop with the controller in my hand, my VR hand will go flying and then fly back to where my controller is. 2. SteamVR, when going into steamVR everything works fine, keep in mind this ONLY WORKS FINE in SteamVR Home. When I open a Game my screen will go black saying its loading the game, it will then cut to the SteamVR loading screen, it has never gone black before, then on my PC it will Load the game but not on the headset, my FPS will dip into the 10s, while the FrameRate is still awful it ill load into my headset and LAG awfully while only displaying a tiny screen of what my PC does. 3. Sometimes when I open a game in steamVR the loading screen will Freeze and when i move around in the vr the same image will follow my headset to where im looking, best example I can compare this to is if you hold up a piece of paper to your eyes and move around as that paper is still in front of you, is also does that for the problem is listed above too. and when that happens it will also do it in the oculus link home too. ---FIXES IVE TRIED--- 1. Factory Restarting the headset. 2. hooking it up to my laptop (has the same issue but I didnt change anything on there) 3. going into beta mode on both Steam and Oculus Link 4. Clearing my download Cashe 5. uninstalling and repairing both SteamVR and Oculus link 6. going into the windows registry editor and changing the OpenXR\1 back too WindowsMixedReality from having it as Oculus or Steam. 7. Moving the install folder of Steam VR and Oculus so it has a fresh start. 8. going back and changing everything back to what it was before I went to change it just to play pavlov29KViews1like29CommentsIs it possible to perform AR tracking on images viewed through the passthrough mode of the Quest 3
If I use the passthrough feature of the Meta Quest 3 along with AR Foundation and the Meta XR All-in-One SDK, is it possible to perform image tracking on images viewed through passthrough? As far as I know, this is not possible because the Quest 3's camera lacks image processing capabilities.473Views0likes0CommentsWhen I Use the 【GetDevicesType】 Blueprint in Unreal Engine 5.2.1, I got a mistake
I want to get the device type of my Meta Quest In Unreal Engine, I found the doc to use "Get Device Type" node. But I got the "Oculus Quest 2" Output in Quest3 and Quest pro. So How Can I get the correct device Type. MetaXR Plugin 57.0365Views0likes0Commentsv63 - 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.723Views0likes0CommentsUnreal Application runs in Window mode inside the Quest 3..
Hello!! im creating a simple floor cube and a sphere to test my scene on my Quest 3... i am testing directly from Unreal (5.3.2) it cook, build, deploy and run successfuly my application, but when i put my Quest, i see my game running in a window rather than inmersive mode.. I tried then building apk, then deploy it using Meta Quest Developer Hud, but same happens.. An image as illustration of what i see: My setup: I exactly followed this tutorial : Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com) i'm using Unreal Engine 5.3,2, Windows 11, USB connection between computer and quest3... Any help will be very aprreciated..1.2KViews0likes1Comment