Avatar customization
Hello everyone, please excuse if this question sounds dumb! I am new to Meta Quest and have been given an assignment in VR class. I am supposed to add gloves to my avatar and change the color once they are added. I have created my avatar and have followed the instructions on changing but somehow cannot find the area where I can add gloves. :( Can anyone help?3Views0likes0CommentsTrimesh floor, walls, and some assets gone for one person
Okay I have a weird one. I'm editing a world with 6 other people. The floor, walls, and a few items are gone for just me. I spawn in and fall. I can see them move around freely. I think it's a local issue because they published it, and I have the problem there. However when I switch to an alt it's fine. It's just my main character. I can't seem to clear local cash for worlds, and I can't seem to uninstall worlds to reinstall it...13Views0likes0CommentsLeaderboards not working
Since yesterday, the leaderboards in a couple of my worlds have stopped working. My other world creator friends have had the same issue in some (not all) of their worlds since yesterday too, so it’s obviously a Meta issue and not a creator issue. Can Meta advise when this will be fixed please?175Views1like5CommentsMeta interaction SDK: picked up items going through objects with collision.
I'm a newbie in vr and mixed reality development and I'm trying to create a game in unreal engine. I encountered an issue that if I grab an item and go through e.g. a virtual table with collision mesh. It doesn't react to this at all. I figured that the interaction sdk is turning the physics off in their ISDKGrabTransformerComponent, but I changed that and it still goes through, but with a bit of stuttering and teleporting. I think that's the problem with the implementation, because it snaps the grabbed objects to my hand position and I totally understand it. My question is: is there a way to bypass it, maybe some kind of thing that if I collide with object while grabbing another item it gets the position and it stays there until I don't end overlapping with it? But still I'm not sure how to implement this. If there is some kind of tutorial or anything let me know I need it for my school project.20Views0likes1CommentHow to test my world in VR
I am about ready to publish my world using Worlds Desktop Editor but I want to test my world in VR first. The "Switch to VR" button in the desktop editor doesn't seem to do anything. I can see the world when I'm in my Meta Quest, but when I try to preview it, it's just an empty void with nothing in it. I suspect none of the assets are loading for some reason. The headset editor appears to be deprecated now. There must be a way to test it with my headset before publishing, how can I do this? Maybe I just don't know how to use the "Switch to VR" button. (I've connected my headset to my desktop as well with no luck...)21Views0likes1CommentBlack screen when entering any world
Hello, I am experiencing a serious issue with Horizon Worlds that started today. This morning, when I opened the Horizon Worlds mobile app, I received a message saying that my session had expired and I needed to log in again. After re-logging in successfully, I started encountering the following problem. When I try to enter any world, the loading process starts normally, but right when the world should appear, the screen turns completely black. This issue happens on all platforms I have tested including the mobile app, the web version, and the desktop editor preview. The problem occurs with every world I try to enter, including public worlds. The UI appears to load, but the actual scene never renders. Because this issue happens across multiple devices and platforms, it does not appear to be a local device, browser, or network issue. The problem started immediately after the forced session expiration and re-login, so I suspect it may be related to account or session state on the server side. I have already submitted a report through the Report a Problem feature and wanted to ask if anyone else has experienced this issue or if there are any known workarounds. Thank you. This image is loading screen This image is when finish loading and enter the worlds135Views0likes6CommentsScreen went dark when testing a Unity build
Hi there, I'm testing a build of my Unity project on the Quest 3 (installed through the MQDH), and after a few minutes, the HMD just went dark (while the headset is on my head and with me actively testing my app) with what I believe is the "sleep mode" sound effect (the "shooooo" sound like you are moving away). If I press the Meta button on my right controller, the screen lights back up, and I can resume. I tested running the Horizon World to rule out the proximity sensor's problem, and I stayed in a world for 30 minutes without the screen going dark. I believe it might be some specific settings in my Unity project. Is it possible to log what's making my HMD go to sleep (that's what I'm assuming when the screen goes dark) and monitor it through ADB?20Views0likes2Comments