Quest Logos for Game Marketing
Hello all, Am I allowed to use Meta Quest logos in my game's advertising? The game I'm developing is, at the moment, exclusively for Meta Quest headsets and I'd like the artwork to have the correct logos. If so, where on earth do I find them?! I've search the developers site and cannot find any logos. Surely there's a Meta logo kit? Can anyone provide a link? Cheers guys! Simon34Views0likes2CommentsHow 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.9Views1like0CommentsDisabling Physical Space Features - do Spatial Anchors still work?
I'm trying to have a truly boundaryless mixed reality app for a research project; so I've disabled Physical Space Features, it works as expected however I need Spatial Anchors especially for the large environment I'm in. I have not seen any definitive documentation online regarding Spatial Anchors working or not working when Physical Space Features is disabled - logically it sounds like they would be but in practice I notice the headset still does use some physical space features like floor level regardless of the option toggled on/off so its possible Spatial Anchors might still be working. Has anyone found a definitive answer on this? Thank you!9Views0likes0CommentsTracked hand pushing away menu (canvas) attached to other hand
I am keeping my left hand almost completely still here in the video demo below, but something pushes the left hand or the menu away when I get the right hand near the other hand/ menu (hard to tell if tracking issue due to other hand being near left hand vs hand interacting with menu or menu item colliders or rigibodies. Video of error in demo Video of unity project setup I have an empty gameobject called 'menu-hand_attatcher' with this script on: using System.Collections; using System.Linq; using UnityEngine; using Oculus.Interaction; // for OVRHand & OVRSkeleton public class AttachMenuToHand : MonoBehaviour { [Tooltip("The disabled Canvas or prefab you want to spawn")] public GameObject menuPrefab; // assign your menu_0 prefab here [Tooltip("Which bone/joint to anchor the menu to")] public OVRSkeleton.BoneId anchorJoint = OVRSkeleton.BoneId.Hand_WristRoot; [Tooltip("Offset from that joint in metres")] public Vector3 localOffset = new Vector3(0f, 0.05f, 0.06f); private OVRHand hand; // we’ll find this automatically private bool attached; private void Awake() { // Auto-find the first active OVRHand in the scene (left or right) hand = FindFirstObjectByType<OVRHand>(); } private IEnumerator Start() { if (hand == null) { Debug.LogError("❌ No OVRHand component found anywhere in the scene!", this); yield break; } // Grab the OVRSkeleton attached to that hand OVRSkeleton skel = hand.GetComponent<OVRSkeleton>(); if (skel == null) { Debug.LogError("❌ OVRHand has no OVRSkeleton component!", this); yield break; } // Wait until the system has tracked the hand & built out all bones while (!hand.IsTracked || skel.Bones.Count == 0) { yield return null; } // Find the specific bone (wrist, index tip, etc.) by BoneId OVRBone targetBone = skel.Bones .FirstOrDefault(b => b.Id == anchorJoint); if (targetBone == null) { Debug.LogError($"❌ Couldn't find bone {anchorJoint} on the skeleton!", this); yield break; } Transform jointTransform = targetBone.Transform; // Spawn or enable the menu prefab GameObject menuInstance = menuPrefab.activeSelf ? menuPrefab : Instantiate(menuPrefab); menuInstance.SetActive(true); menuInstance.transform.SetParent(jointTransform, worldPositionStays: false); menuInstance.transform.localPosition = localOffset; menuInstance.transform.localRotation = Quaternion.identity; attached = true; } private void LateUpdate() { if (attached && Camera.main != null) { // Keep the menu facing the user’s camera transform.LookAt(Camera.main.transform.position, Vector3.up); } } } Anchor joint is set to XR Hand_Start Items in menus have collider + rigidbody (no gravity) to allow acting as trigger It's not so clear in the video but it appears going near the colliders for the buttons freaks it out and flips the menu around, but so does just crossing the right hand over the left (menu anchored to left wrist), or getting it near the canvas. So hard to tell what its interacting with. 1. What can I try using this method I'm already using? (I'm very new to Unity and coding so redoing things or doing them a different way could take me a lot of time and I don't have much) 2. If I were to - is there a better way to do this menu/canvas and hand attachment? Here's my script of my menus using UnityEngine; using UnityEngine.UI; public class MenuNavigator : MonoBehaviour { [Tooltip("Prefab of the submenu to open when this button is poked")] public GameObject submenuPrefab; // debounce flags private bool _hasActivated = false; private bool _ignoreNextTrigger = true; private Transform _canvasRoot; void Awake() { // cache the Canvas transform so we know where our menus live Canvas c = GetComponentInParent<Canvas>(); if (c != null) _canvasRoot = c.transform; else Debug.LogError("[MenuNavigator] No Canvas found!", this); } void OnEnable() { // every time this menu (and its buttons) become active: _ignoreNextTrigger = true; _hasActivated = false; } void OnTriggerEnter(Collider other) { if (_ignoreNextTrigger) return; // ignore the initial overlap if (_hasActivated) return; // and only fire once per exit/enter // 1) Spawn the next submenu prefab under the Canvas if (submenuPrefab != null && _canvasRoot != null) { var newMenu = Instantiate(submenuPrefab, _canvasRoot); newMenu.transform.localPosition = Vector3.zero; newMenu.transform.localRotation = Quaternion.identity; newMenu.transform.localScale = Vector3.one; } else { Debug.LogWarning("[MenuNavigator] Missing submenuPrefab or Canvas!", this); } // 2) Find *your* menu panel: the direct child of the Canvas Transform panel = transform; while (panel != null && panel.parent != _canvasRoot) { panel = panel.parent; } if (panel != null) { Destroy(panel.gameObject); } else { Debug.LogWarning("[MenuNavigator] Couldn't find menu panel root!", this); } _hasActivated = true; } void OnTriggerExit(Collider other) { // 1st exit after spawn turn off ignore, subsequent exits clear the activated flag: if (_ignoreNextTrigger) _ignoreNextTrigger = false; else _hasActivated = false; } } Many thanks :)3Views0likes0CommentsPassthrough 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.37Views0likes1CommentPlay Not Working in Unity with XR Toolkit and Link
When I select "Play" in Unity editor, I do not see the VR playing in my headset. Link is working and my desktop fully connects to the headset. For example, I can build to the headset. I am using XR Toolkit. I have link enabled and when I hit play I can see the game window in the virtual desktop in link, but do not see the entire VR immersively.11KViews2likes8CommentsPassthrough activates on Unity App on Resume from Stand-By
So I've build an app using Unity and the SDK provided by Meta on Unity Asset Store. The verison is the 2022.3.44f1 and the application works on Quest 2 and Quest 3 devices. The problem is that when the devices go in Stand-By mode and then they "Wake up" again, the application starts to flicker showing the reality with the passthrough and the application in a very fast and flashing way. The only way to stop this is to press the Power Button and make them go sleep again and then retry waking them up hoping that the problem is gone, sometimes it works at first attempt other times it needs more times. Is there somethign that I can do? This last part is interesting: https://youtube.com/shorts/7aZ976HhLz4?feature=share I'm also posting a video recorded with the phone through the lens because when I tried to use the recording program of the Quest, this was properly recording the applicazion while the flickering was happening, so the passthrough was not visible in the recording. This let's me think that the problem doesn't come from the Unity application or other settings that I should do...411Views0likes1CommentDepthAPI Occlusion Lit conflict with stencil shader
Hi there, I'm currently working on creating a local multiplayer XR experience that involves both portal effects (using a custom stencil shader) and DepthAPI to allow players to see each other in a shared space.I've managed to get DepthAPI and the stencil shader to work individually, but I can't figure out how to combine them. The main issue is that DepthAPI, which uses the depth sensor of the Meta Quest 3, recognizes physical walls around players and prevents pixels of objects that are virtually further from the headset than the walls from being drawn. So, while the portal stencil works, it can't render the "outside" of the room. Do you have any ideas on how to deal with this? I'm not skilled enough in shaders to resolve it on my own. Here some screenshots of my current progress :2KViews0likes8CommentsMeta XR Simulator starts only once
Hi, I have a problem with the Meta XR Simulator v60 in Unity 2023.2.7f1 and Meta SDK v60. When i start a Synthetic Environment Server, set the simulator to active and start the game, everything works as intended. But only exactly once! Afterwards i get always these 2 errors: XR Management has already initialized an active loader in this scene. Please make sure to stop all subsystems and deinitialize the active loader before initializing a new one. Failed to set DeveloperMode on Start. They appear each time until i restart Unity completely (e.g. just stopping the server does not work unfortunately). I think everything should be set up correctly (e.g. plug-In provider is set to Oculus and all the items in the verify checklist are applied), because it runs without problems once... But then it stops, no idea why. Any ideas?Solved3.9KViews0likes4Comments