Noesis UI is now available in the Desktop Editor
We are excited to announce that Noesis, a 2D UI solution, is now integrated into the Worlds Desktop Editor so that creators can build more compelling UI and high-performance 2D UI panels, without needing to rely on coding. Some of the key features of Noesis include: Richer Featureset: Create a Custom UI experience for your world, without needing complex work-arounds. High-Performance Rendering: Immediate responses and fluid animation means your Custom UI will keep up with the rendering of every frame. Easier/Faster UI Design and Iteration: Noesis Studio provides creators with a WYSIWYG visual editor, instead of having to rely just on code for designing UIs In addition, the XAML you build today in Desktop Editor can be ported to the future Meta Horizon Studio with just some asset path and UI script adjustments so your work can be transferred and duplicated easily. How it works: Creators will build their 2D UI panels in Noesis Studio, import the Noesis project into the Desktop Editor, and then associate the right Root XAML file to the new NoesisUI component. Check the documentation here for information on creating a Noesis UI component, configuring your NoesisUI panel, setting up animations for your panels, performance considerations, and fonts. Want to see it in action? You can see the first live Noesis UI within Profit or Perish – check the Profit or Perish Speech Dialogs to see it today, with more to come soon.459Views3likes0CommentsOculus Quest 3 Dot Loading in Unity App
Unity 2019.1.3f1 and most recent Oculus SDK I built out a quick UI where the user is required to interact with this keypad. They need to click on the buttons to enter the code and press enter. Except every time a button is clicked, three dots appear and the headset takes has to load. Not sure why as this has worked on every other headset with no issues. Would love some feedback!3.5KViews2likes5CommentsRemove the new UI. It's the worst design I've ever seen.
At least give us the option for the old homepage and menu system? This new quick app **bleep**e is completely horrendous. It puts all the apps all jumbled around from games to social media in no ORDER. It's silly. Get it gone, who the F approved it? Fire the team!122Views2likes8Commentsv2.3 and still no navigator UI?? what gives?
Since the navigator ui was introduced I liked it a lot. I used it while on the PTC and was 100% relived that i didn't have to have the ugly grey bar with limited slots for apps i actually use just hanging there all the time. Then an update (which was more a downgrade) removed it and brought the old universal menu back which sucked. Then i hear the navigator is replacing the universal menu permanently - Awesome! except its been several months and 3 version updates since then and my quest is STILL using the ugly menu that is useless to me because i cant put more than one app i actually use on it and its just an eye sore when i using 2d apps. WHY? i get your goofy rollout process but its been months and months and updates keep coming but somehow not updating the UI? theres not even an option to choose? what is this bs?557Views2likes9CommentsUI button triggers not functional in build, but work as intended in editor
I am currently working to translate a VR game to the Oculus Quest 2 from a PC standalone version. In this game, I have created a VR menu with UI buttons that include box colliders with triggers active. These triggers have a script attached that when touched by the player, it will simulate the button being clicked. private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "VRController" || other.gameObject.tag == "LeftHand" || other.gameObject.tag == "RightHand") { this.GetComponent<Button>().onClick.Invoke(); } } This works as intended in the Unity Editor, however, when I build the game, none of the triggers work as they should. I am unsure what the reason could be.1.7KViews1like1CommentAdding ray pointer from Oculus Hands to interact with UI
I am trying to add a ray pointer from Oculus Hands to interact with UI. I managed to get the ray as shown in the screen capture below. However, as you can see, the laser pointer starts from the wrist position and aligned towards the right instead of pointing straight. Appreciate your suggestion if you know how can I correct this to point forward? Also, this laser pointer appears only on the right hand. Is there a way to change this? Please see my settings in Unity below.4.9KViews1like5CommentsStereo Layer Transparency broken for UI Widgets on Quest
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers. However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest. So here how it looks on the Quest: And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look): The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending. One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA. We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source. Any tricks to get this working? Thanks for the help! Daniel5.5KViews1like5CommentsHow to react to an incoming Session Invite by a Friend?
Hello there, I've looked into adding basic support for "Invite Friend to Session", "Accept Invite", "Reject Invite" and "React to Invite". Now I did things like these with Steam already, but it seems like Oculus didn't implement all needed functions. Here is how I would expect it to work: - PlayerA invites PlayerB to an open game, either via InGame FriendList, using the UniqueNetId and the SessionInterface, or via Oculus own UI. - PlayerB receives the invite, inside the Game and outside the Game in Oculus own UI. Now either: - PlayerB decides to reject the Invite either through InGame UI or Oculus own UI -> Notification closes, nothing else should happen. OR - PlayerB decides to accept the Invite either through InGame UI or Oculus own UI -> Notification closes, PlayerB joins PlayerA's session. Now some of this works, other things aren't documented or no one really asked about that yet. I found one post on this forum, but it was never answered by you. What I know how to do is: - Invite a Friend using the SessionInterface, as there is the "SendSessionInviteToFriend", which you seem to have implemented. - Joining a Session through a simple "FindFriendSession" and then "JoinSession". That already works for other systems we implemented. What I don't know how to do is: - Display the incoming Invite inside the game. Steam has a simple callback, which I can hook up with a function and then display UI. How does Oculus handle this? Where can I hook into to get notified, ingame, that someone invites me? In addition, can PlayerA be notified, if PlayerB accept or rejects the invite? Cheres, Cedric Neukirchen3.7KViews1like5CommentsOculus index finger raycast
Can anyone shed some light on implementing the Oculus hands fingers to shoot a beam out while index finger is extended for selection of ui buttons. I currently have the selection with a reticle and headset gaze but I would like to be able to use the hands instead to make it more user friendly. I am using unity 2017.2 Any suggestions would help3.1KViews1like4CommentsWhere is "Following Windows"?
I have wanted to be able to walk around my house watching YouTube with a floating window since I bought the Oculus Quest 1.... We are now on the Meta Quest 3, and I still can't achieve this goal. I have been told it was a feature, then they removed it..... Why on earth was this revoked from us before I got to use it? I would take a loan out in my own name for however much money you need to add this feature. I am so sick of walking around my house carrying my YouTube.... It's so annoying, and I want to know, am I the only person in the whole world who wants this but can't have it? I'm trying so hard to wait... I reached out to Meta in 2025 and was told it's coming. What am I missing that makes this feature so hard when all their UI pop-ups do this by default... I can't take no for an answer with this, and I want to be heard....97Views1like3Comments