FL studio on meta quest 3
FL studio should be available for the meta headsets standalone it would be a great addition to the apps that are on the headset. Not the mobile version the actual full app which would need porting over from pc but it should be possible and would bring alot of producers over onto the meta platform you should work with image line the FL software developers to make this happen.636Views0likes0CommentsAccess private folders
hello, I have this problem, I have the Meta Quest 2 and to mod a game I have to access private folders, but when I try to use them I get a pop up where it says "to protect your privacy you can't use this folder" or something like that, despite I have the account in developer mode I can't use certain folders, Can anyone tell me how I can fix it?378Views0likes0CommentsQuest 3: How to keep audio playing on PC speakers when headset is off? (ignore proximity sensor)
Hello, I'm developping for a special hardware and we're trying to switch from HP G2 PCVR to Quest 3 since the availability of the former is waning. We've been working hard to make it work at least as well as it did with the HP, both visually and performance wise. Now we're close to having it all together, except for the sound. With the HP Headset we had audio in both the HMD and PC speakers. With the Quest 3, we have that as well, but only when the proximity sensor is triggered (aka. Headset is on). - Headset On -> audio on both HMD and PC - Headset Off -> only audio on HMD. Is it the expected behavior ? Cause I feel what you'd want, is to have the audio from the HMD turned off when you remove it, not the opposite ? Wether it is expected or not, is there any way, in unity or in the meta software to disable that and keep the audio of the PC playing ? Thanks for your helpSolved3.1KViews0likes1CommentXR Simulator only works once
Whenever I try to test my game for the second time after opening the project, the XR Simulator won't open and I get an error saying "Failed to set DeveloperMode on Start". I know there's already a thread on this, but the script they provided didn't work for me.549Views0likes0CommentsHow to get the camera's transform in the currently established room data?
I have scanned and built the room data in quest3. But I don't know how to get the camera's transform in the known room data when starting the application. I got all the OVRSceneAnchors, but I don’t know. That anchor represents the origin of the entire room, so I can’t determine the relative transform of the room and the maincamera. My development paltform is Unity.612Views0likes0CommentsHow to learn MetaXR Spatial Anchors for Unity
Hello! I cannot seem to follow the documentation for MetaXR Spatial Anchors - they implemented 'Building Blocks' and I cannot find any documentation for it, I am working on a simple singleplayer local spatial anchor setup and I simply cannot make any headway. How do I learn to use this feature? Its so important for Mixed Reality 😞 Also - if you happen to know the most stable version of Unity and MetaXR (or if you use other XR integrations) that offer DepthAPI Dynamic Occlusion/Room meshes/Floor pathing for NPC's, otherwise I've been struggling on Unity 2022.3.24f1 with MetaXR v63831Views0likes0CommentsO.Q.2 - Worst produuct i ever used
the worst and most pointless device I have ever encountered in my life. Don't get me wrong - the hardware is fine, it's great. But the software, OS, working shell - is terrible. It is impossible to simply turn on the helmet normally - it requires a bunch of verifications, which cannot be completed without special controlers - it simply refuses go further, and keyboards and aero mice are not suitable. Oculus Quest 2 - basic testing, report on major issues Quest Link (+meta quest remote desktop) does not work, neither via cable nor via Air Link The cursor works abnormally, controls both the hand and the finger at the same time, it is impossible to accurately click and interact with the interface no customizable control panel (not displayed running programs, some kind of editable list of installed applications, no panels with links to programs) Voice input does not work in the browser screenshots and screen recording, in room and environment transparency mode, does not record this video, but replaces it with a black background no built-in multi-screen feature (although it should be a basic feature), installing additional software and configuring it is not an adequate solution In aditional ... - The ecosystem is closed and does not represent a normal working operating system, - Device didnt synchronize properly with the phone or computer. the helmet does not respond adequately to its connection to other devices, even when programs for synchronization on other devices have already connected it... not via cable - not via Wi-Fi, - it is impossible to connect any other devices or wireless manipulators to the helmet, such as keyboards, mice, remote controls. It is simply impossible to start the helmet without brand’s manipulators. At hardware level it can track his hands - but at the same time, the developers themselves have disabled the ability to influence the interface with their hands at start, and almost all apps in AppMarket. - To use the helmet as a monitor for your other device, there are no ready-made programs or tools. It is necessary to additionally install programs and additionally configure them. - workspace is weak and primitive. 30 years ago, Microsoft and Apple came up with the concept of "WINDOWS", a graphical interface with which you can interact by calling the necessary functions. And Meta guys has ignore that basics of UX\UI principals. Now, Having an excellent hardware-level, ready-for-everything device, Facebook (Meta) engineers deliberately turned the software shell into a pile of garbage.500Views0likes0Comments[Feature Request] Visual acuity filter for meta quest 3 ???
Hello everyone and especially the people who are in charge of the technical development of the Quest 3, We're developing a non-commercial application for visually impaired people. The goal is to obtain the image representation in the quest 3 as the real image of the visually impaired person. Through this application that person can show and and let his employer experience what his real visual limitations are. The app is almost done but there is one big hurdle we can't cross. We can't figure out how we can create a visual acuity filter for the quest 3, one that is adjustable to the degree of the person in question. We don't have access to camera software or have the possibility to do in post-processing. We desperately need some help and advice. This application has a noble purpose, your help will be a great help to thousands of visually impaired people around the word !!! Many thanks in advance, Bart.🙏1.7KViews4likes3Comments