"You've moved too far" popup negatively impacts mixed reality applications
I want to support large playspaces in my boundaryless mixed reality game, but moving 20+ meters from the last recenter interrupts the app with this popup (even when boundaryless): Because of this distance leash, I've had to add my own 'guardian' to avoid user confusion and complaints: Users can defeat this annoying interruption by disabling ‘physical space features,’ an option tucked away in system developer settings, but this is annoying and potentially dangerous. It disables the guardian entirely, even in VR apps, and it’s easy to forget to re-enable. (I've done it before!) tl;dr: this pop-up nearly ruins my game, and the only way to get around it is potentially dangerous. Is there any safer way around this? Are there any plans to lift this restriction for large-scale mixed reality apps? Other examples Spatial Ops support page https://resolutiongames.zendesk.com/hc/en-us/articles/29172767544603-What-should-I-do-if-the-You-ve-moved-too-far-message-appears-when-I-ve-moved-too-far-from-the-starting-point Old forum post with several supporting replies [META QUEST 3] Bypass the "you've moved too far" popup | Meta Community Forums - 1186667 Twitter post with decent attention https://x.com/_xulipa/status/1970795999648997584 Complaints from my Discord Complaints from other Discords407Views13likes8CommentsExport space mesh scanned on quest 3?
Hey, To cut to the chase, I want to scan my entire house, then export the space so I can load it into a 3D model. This is so I can take that low poly version of my house interior, and make my own 3D model around it. (Which would be super simple walls, etc) I could go around my house measuring and make the model from scratch but having the scan to kind of trace from would be way too good. I don't have an iphone to do lidar scanning but even then I wouldn't want the images or a huge complex file. What the space scan does is insanely perfect. I don't know if I'm asking a question or...does anyone have any advice for me? Maybe the community could advise me how I'd go about making an app that lets us do this? Maybe we can do this already by finding the file? I couldn't find anything that seemed like it would be the file for the space.23KViews9likes16CommentsTrouble with developer mode
I have had trouble turning developer mode on, on my Oculus quest 2. I have made an organization like 8 to be exact but it doesn't give me on option to turn on developer mode on the oculus app. After linking my oculus up, It just says get started but I've already made and organization and I'm signed in on my meta account we're I made the organization. this is we're I made an organization https://developer.oculus.com/manage/organizations/create/. If you have a solution please reply to this comment it would really help I've been working on this for 3hrs. I just want to be able to turn on developer mode on. MetaStoreHelp4.3KViews7likes9CommentsPlease let us developers access the cameras
Please permit us developers access to the cameras/pass through texture/mesh. We can make cool mixed reality apps with that. Privacy is not an issue because you can implement a permission that asks the user if he allows it. Many big companies do it like this. Like Apple/Google lets developers access the camera of a smartphone. What is the real reason why you don't let us access the camera?1.2KViews6likes1CommentSelect only Quest 2 as supported device
I'd like for my app to only work on the Quest 2, I've specified this in the android manifest like this (<meta-data android:name="com.oculus.supportedDevices" android:value="quest2"/>). Yet when I upload my app onto the dashboard and preview it on the store page is says "Supported Platforms: Quest, Quest 2". Is there any other place where I have to specify it?2.6KViews5likes5CommentsHand tracking system gestures, possible solution?
Hi! I am currently developing for unreal and I find the hand tracking will be perfect for my use. The issue is that of all the gestures we can use, the thumb and index pinch is by far the most accessible and easy gesture to use and for the headset to recognize accurately, and that is a gesture that is system reserved. Even if I try to close my fist and then pinch it still sometimes recognizes the pinch as a system gesture instead. It would be unreasonable to request access to system gesture behavior for obvious reasons as apps and programs shouldn't have that access to begin with. I'm not sure what would be the best solution here, as I'm probably not alone in feeling a bit hamstrung trying to use such an awesome feature as hand tracking but being constantly thrown to the menu while using it. Some proposed solutions: -Make it possible to change the behavior in the headset menu so you would have to hold the palm up pinch for X amount of time before triggering the system menu. 1 sec, 2 sec, 5 sec, 10 sec for instance. Maybe with a ring closing around the meta icon to indicate how far away from opening the menu you are. -Make it possible to change the behavior from thumb and index pinch to something less used, like thumb and pinky pinch, or requiring both hands to do the system pinch. -Personally I would love to be able to relegate that system menu to the power button, so that if you are within an application, the power button would bring up the system menu. (Then long press to switch off the headset) Any feedback or possible workarounds would be much appreciated. Best regards1KViews5likes0CommentsHand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?2KViews5likes6CommentsScoped Storage and VR
Ok, So..... I need to use Shared Storage to access folders that the users wants. I know it works, since flat apps like Amaze file manager can do the entire flow, but when I try from my VR app written in Unity, it fails to receive the request. What I have done Made a Jar plugin Added in a Activity to receive the requests From c# call into Java Start a new activity to receive the result, this makes VR go blank From java generate the OPEN_TREE... Intent and pass in a URI The Activity never receives the result after the popup is presentedSolved6.1KViews5likes9Comments