🛠️ Unreal Profiling + Performance Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for an introduction to profiling tools in Unreal Engine as well as defaults that make Unreal projects more performant on the meta quest device Bring your project to the session for a hands-on performance and optimization clinic, where Sidney will show you how to analyze it using industry standard profiling tools and techniques to uncover what’s holding your app back. Are you already an optimization pro? Join in to help investigate other member’s crashes, memory leaks, and performance bottlenecks. Join on Zoom38Views0likes1CommentUE5.6 passthrough windows Ques
I'm trying to implement passthrough windows using the MetaXR plugin's passthrough feature in UE5.6. I achieved passthrough using https://developers.meta.com/horizon/documentation/unreal/unreal-projected-passthrough-tutorial/#1-create-a-solid-plane, but I'm having trouble implementing the same feature as https://developers.meta.com/horizon/documentation/unreal/unreal-customize-passthrough-passthrough-windows/. An actor is always obscuring the view, and replacing materials doesn't work. Are there any solutions or methods to resolve wall obstruction in passthrough implementations?😭10Views0likes0CommentsOptions for PVP Multiplayer Hosting
I have been building PVP games in Horizon Worlds for the last year, and now that VR in Horizon worlds is going away I am looking at doing a native PVP VR game instead. I have used both unreal engine and unity, was leaning on using unity because I feel I may program quicker in Unity. I have some cloud experience using AWS, mostly hosting websites. But for hosting or implementing Multiplayer, I am looking at options and others experiences. I am thinking of two main solutions, one being AWS (this is my go to for cloud tasks, but I use mostly for hosting websites) and proton (it sounds to good to be true, its free and you can have 100 concurrent users). AWS likely will be a pain to setup and seems like it will cost more (which makes no sense to me, usually cheapest for most tasks). Photon seems super cheap and easy to implement (sounds to good, feel like there is something I am missing). Have any tried both methods, and how do they compare, or are their better solutions.Solved77Views0likes4CommentsMetaXRInteraction missing Ray visuals for ISDKControllers, but ISDKHands working as intended.
I recently upgraded to the version 1.81.0 of MetaXRInteraction on the Oculus Unreal engine fork. Version 5.6.1 And the controller components don't have ray visuals when interacting with menus. The functionality works, I can click, and elements change when hovered, but it's hard to aim. What's weird, is that the ISDKHand components, do have proper ray visuals. (Expect for the right reticle not getting blue when pinching) I am not sure what is broken, or how to get this working. All parameters are defaults. And I only turn off/on the Ray and Grab components (for both ISDK Hands and ISDK Controllers) when the user selects a hand preference in settings using the Set Active function. Video demonstrating the issue. https://drive.google.com/file/d/1GZB-dCXpaxryZP92I9jXAnZO34Lg9WHP/view?usp=sharing Thanks!37Views0likes2CommentsMeta Quest 3, Unreal 5.7: Need help with trying to get Opacity to work.
Hi, is there a way to get Opacity to work on Meta Quest 3? The simplest and most obvious way in UE5.7 obviously refuses to work on VR glasses but I was wondering if there was some work around on this? I tried to look everywhere for any glues how to get it to work but googling around hadn't yield any results. I'd be most grateful for any advice and help I can get.117Views0likes1CommentUnreal Engine 5.7 plugin or fork ETA?
Hi! As I'm compiling 5.6 I was thinking of just checking if there is any sort of timeline or ETA on a potential UE 5.7 fork and/or a 5.7 compatible plugin? It's probably a lot of work for Meta considering the improvements made in 5.7, but the nice features the 5.6 fork has would be really awesome to have in 5.7 as a sort of "new baseline", best of both worlds kind of deal. I'm starting on a rather large project soon and I'm afraid that I'll be stuck on 5.6 if migration doesn't play nice, and by the looks of it 5.7 seems really promising performance wise as well but I'd love to have some of the features from the plugin to go with it. Alternatively, if you have already started with 5.7 and have some indicators of whether or not migration is looking doable then I'd love to know. Best regards Morten132Views1like3CommentsAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.125Views1like0CommentsPassthrough randomly disables during runtime
UE 5.5.4. Meta XR plugin v78. I have an apk that I sideload onto several headsets. The app works fine while connected to my laptop for development. Never an issue. The packaged apk works fine on the headsets during testing. Seems solid. But then I'll launch the app and hand out 10+ headsets to the customers, and they walk around for a while, eventually some of the headsets lose passthrough. The app is still running and tracking. You can see the virtual objects, but they are on the field of black. You can't see and of the surroundings. Double-tapping the side of the headset simply pauses the app and takes me to the menu. I can't get passthrough working again once this happens. I added blueprint code that every 10 seconds checks if the passthrough object is null and, if so, initialize another passthrough, but that didn't help. I've fired up 10 headsets let them run and walked around the room holding several of them, grabbing them all over the headsets (in case the customers are pressing some button), but I can't get the passthrough to stop working. Hence why I don't have a log file to attach. I'm at a loss what could be happening and how to recreate the issue. Any help or suggestions would be appreciated.19Views0likes0Comments3D Raycast from hands... where is it coming from?
I have a Unity Mixed Reality project... and added the hands and real hands and that's cool. Tossed in a Zombie so I can try to get him to follow me or I can shoot him (finger gun special). Now I want to fixup the ray cast from the hands/controllers so I can interact with game objects from afar... but I'm not even sure where that ray is coming from so I can see the script. My "change" would be to have the ray extend 50m... and return a bunch of "hits" with "target class:" GameObject, yellow [put an explosion effect on that zombie -- if it's hitting the mesh] Interactable, a blue disc appears [press trigger to activate object] something from the 3d depth [depth raycast], an orange disc appears [put bullet hole on that] a scene object [floor/wall], a green [grounded] disc appears (note that that may not be the final terminus -- if there's "more models" outside the window or wall (or maybe you're picking something on the other side of a table).... [code has to see if you can shoot through it] All of course, flat against the object, and usable in code (you might be able to fire a laser through the window, but it won't go through a wall; code will see if that works)... But... I don't know where to look... the ray from the hands does #3... but I don't know where in the Asset Tree it's coming from --it will probably also tell me how to make those discs (is it a Gizmo, or a GameObject?). I figure I can add #1/2 [from the cubes, but I haven't quite figured them out yet either, and #4 [EnvironmentalRayCast [ERC] but I might have to iterate on that one because I don't see a "give me all the hits" from the ERC). Questions: a) Where is this 3d ray coming from in the asset tree so I can learn? b) Is there a good way to "scale" the discs so they're "always ~20px dia" no matter how far away they are? c) It looks like I need to change the shader of my zombie, but I'm not getting the terminology -- it occludes fine (eventually I want the IRL table to occlude it), but I need to say "oh, user picked the bellybutton -- spawn an explosion effect in his gut..." -- and how do you change shaders anyway? I can change materials from the editor, but...?Solved37Views0likes1Comment