/r/oculusdev
Discussion of VR development for the Oculus platform (Rift, Quest, Go).
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/r/oculusdev
I am following Blackwhale Meta Voice SDK tutorial and getting an error with Voice SDK when I am running it.
Did anyone face this issue before or know probable fixes for this?
Hello there,
I need to develop an Unreal Engine 5 app for Meta Quest 2/3. The content of the base app will be very small, but there will be a lot of DLCs to add new accessible levels.
The app MUST be set as a "private app" (it will not be shown in the Meta Horizon Store, but I want to release it to a specific account).
Problem is, I cannot find any info about the possibility of uploading DLCs for private apps.
For instance I found this https://developers.meta.com/horizon/resources/add-ons-setup which says: "If your add-on requires additional files that are not provided in your main app package, such as DLC, you must upload these to the Meta Horizon Store. You do this with the Platform CLI Utility.". As you can see, it explicitally mentions the Meta Horizon Store to upload the DLC.
Is it possible to upload a DLC in the App Lab without publishing the app on the Meta Horizon Store?
If so, can you give me some documentation on how to do this and which are the dlc size limits?
Thank you in advance
After a event i cannot track (but render / stream related) i get tearing and artifacts.
Quest 3 , Level 4 adjusted , 120 Hz , 60 native renders , no interpolation in between (spacewalk). Resolution 4096 encoded. Nvidia sync on 60hz.
I tested everything.
Lower FPS, lower Setting, other frequency (45/90)
Only thing is that the tearing is different in appearance.
If i press power once wait a second, press again - the three dots come op and after that the stream is perfect again for sometimes 1 minute, sometimes 10 minute.
Cable did not do a difference, it is a 10GBit, the original 5m does the same.
What is weird is that the microphone and audio is not tearing or stuttering - not the slightest.
But if i set the quest with the running stream aside (proximity disabled) the microphone lin stops working after approx 2 minutes.
To reinit i have to long press to power down menu - chose abort and then do the above. Solves it.
Power and display settings are 5 or 15 minutes and the proximity sensor is disabled.
Help - i am at a point where i am running out if ideas.
Hello everyone,
I want to use the meta Avatars as NPCs in my project.
I would like to record the animation by playing out the actions and audio in headset, and save that to play on an NPC avatar. Unfortunately I can't find any documentation on how to do that.
I saw this part in the documentation which might help, but I couldn't figure out how to use it and there are no further docs on this as far as I can see.
I would appreciate any help in this matter.
Im using this tutorial to integrate the Meta Voice SDK into my existing App
https://www.youtube.com/watch?v=nKprzndVHQM&t=399s&ab_channel=BlackWhale-XRAITutorials
I basically copy paste the code he uses in his tutorial
I am encountering a NullPointerException in the Meta Voice SDK while attempting to activate AppVoiceExperience in my Unity project. The error occurs when the SDK tries to access Android's Looper.mQueue during initialization. I am on Mac.
I am developing for the Meat Quest 3. I have the Latest version of the Meta Voice SDK installed (v71) as well as the latest version of the Meta Core SDK. I do NOT have the Meta All in One SDK installed. I've set up all the Wit voice configuration files as well.
appVoiceExperience.Activate();
This code is causing the error. When I run it in game mode. I dont get an error
Here is the exact error:
2024-12-07 15:02:31.125 14100 14148 Error Unity AndroidJavaException: java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQueue android.os.Looper.mQueue' on a null object reference2024-12-07 15:02:31.125 14100 14148 Error Unity java.lang.NullPointerException: Attempt to read from field 'android.os.MessageQueue android.os.Looper.mQueue' on a null object reference2024-12-07 15:02:31.125 14100 14148 Error Unity at android.os.Handler.<init>(Handler.java:257)2024-12-07 15:02:31.125 14100 14148 Error Unity at android.os.Handler.<init>(Handler.java:162)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.voicesdk.core.VoiceSDKConnection$1.<init>(VoiceSDKConnection.java:54)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.voicesdk.core.VoiceSDKConnection.<init>(VoiceSDKConnection.java:54)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.voicesdk.logging.PlatformLogger$2.<init>(PlatformLogger.java:57)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.voicesdk.logging.PlatformLogger.<init>(PlatformLogger.java:56)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.unity.logging.UnityPlatformLoggerServiceFragment.createAndAttach(UnityPlatformLoggerServiceFragment.java:53)2024-12-07 15:02:31.125 14100 14148 Error Unity at com.oculus.assistant.api.unity.logging.UnityPlatformLoggerServiceFragment.createAndAttach(UnityPlatformLogg
This happens regardless of whether I call Activate() in the Awake, Start, or through a delayed coroutine. The same error persists in all cases.
Im actually also getting the exception before my script is even called.
Awake in VoiceManager is successfully called, but Start encounters the NullPointerException.
Even delaying the Activate() call with a coroutine or button click does not resolve the issue.
The required permissions (RECORD_AUDIO, INTERNET, FOREGROUND_SERVICE) are all declared in the AndroidManifest.xml, and the app has been granted these permissions on the device.
Any help would be greatly appreciated!
Hello! I'm trying to use Oculus hand tracking with a non-oculus rig in unity, but I'm not sure what scripts I need for it. Does anyone have any idea? Thanks!
Has anyone had this happen at the Meta Quest store? The only way to find my game in the store is to write its exact name in the search box.
It's a snowboarding game, and you just can't find it writing "snowboard" or "snowboarding," which is a major downside for reaching my audience, even though I have added those as keywords.
Support ticket just tells me the same thing over and over which is "it takes a while", but I've seen new games appear with their keywords working on day 1. Really just don't know what to do anymore.
What's the trick? I'm creating a simple game with pass-through in underlay mode, but it requires setting up the room boundary. How to get rid of the required boundary?
Unity 2022.3.52, Meta 71
My project is configured, so it runs on iOS or Meta Quest.
I’m getting build errors if I try to build for iOS. It has to do with the Meta package, causing errors:
NullReferenceException: Object reference not set to an instance of an object
OVRGradleGeneration.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Editor/OVRGradleGeneration.cs:135)
Library\PackageCache\com.meta.xr.mrutilitykit@71.0.0\Core\Scripts\MRUKNative.cs(59,8): error CS1029: #error: ‘Unsupported platform’
Error-building Player because scripts had compiler errors
This did not happen in previous version (v66.0.0). Any idea how to fix this?
And yes, I have Open-XR/Meta XR disabled everywhere in the XR Management project setting.
I´m on Meta XR SDK 71, with the buldings blocks etc. I have a rig, multiplayer, voice chat, all the fancy things. But ONE THING is missing: TELEPORTATION!
edit. the answer is: it is in the Meta XR Interaction SDK Essentials package
I want to add simple, standard teleportation but to my surprise this is nowhere to be found!?
When searching in my assets+packages folders, nothing comes up when typing in "Teleport". What am I missing?
It's quite annoying that you should always press power button to activate cameras and microphones https://www.meta.com/help/quest/articles/getting-started/getting-started-with-quest-3s/sensor-lock-meta-quest/
I mean it's okay for most of the use cases but not ok for developing purposes and for some sidequest usage.
How do you install a root certificate into Quest 3?
The Quest 3 game builds fine into the headset from Unity... runs locally on the headset even when not connected to the computer, but does not load when submitted to distribution platforms... just a black screen... I think it's related to the androidmanifest and androidmanifest.ovr?
Anyone have experience with this?
I get an error when async initializing the SDK. It only happens on Mac. Anyone else have problems initializing on Mac? Is it like not supported or something? I'm on the latest version, 71.0.0.
Error: DllNotFoundException: ovrplatform assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Platform.StandalonePlatform.AsyncInitialize (System.UInt64 appID, System.String accessToken) (at ./Library/PackageCache/com.meta.xr.sdk.platform/Scripts/StandalonePlatform.cs:57) Oculus.Platform.StandalonePlatform.InitializeInEditor () (at ./Library/PackageCache/com.meta.xr.sdk.platform/Scripts/StandalonePlatform.cs:51) Oculus.Platform.Core.AsyncInitialize (System.String appId) (at ./Library/PackageCache/com.meta.xr.sdk.platform/Scripts/Platform.cs:84) Mirror.VR.MirrorVRManager.LoginWithOculus () (at Assets/Mirror/Transports/MirrorVR/Scripts/MirrorVRManager.cs:225) Mirror.VR.MirrorVRManager.Awake () (at Assets/Mirror/Transports/MirrorVR/Scripts/MirrorVRManager.cs:116)
My voice sdk text to speech is working fine in the editor but in game it shows web stream error I tried http and websocket both it has the same error can anyone help me? thankyou
Unable to login to dashboard, anyone else?
If I try to login I just get:
Sorry, something went wrong. We're working on getting this fixed as soon as we can.
Go Back
Using Chrome, rebooted twice, still same issue.
Hi,
(this is a doubled post from here for more visibility)
Anyone knows why the graphics memory usage is doubled from Vulkan to OpenGL on quest 3 ?
These are the exact same app, the only difference is Vulkan vs OpenGLES3 in player settings.
Thanks
Hi, I'm working on a VR project for Quest 3, and am including hand-tracking. But I only have a Quest 2 right now. I know quest 3 has improved hardware and potentially better hand-tracking performance, so I'm wondering if it's a good idea to develop and test these features on Quest 2.
Can I expect the hand tracking elements on quest 2 to transfer smoothly to Quest 3, or are there significant differences?
Thanks
Hey all,
My game has over 100 unique conversions, but the Analytics Overview is still locked. I thought it would unlock at 100 lifetime active users. Are unique conversions the same as lifetime active users, or is there something I’m missing?
Anyone else run into this? Thanks!
Hi all, I'm testing my app with the Performance Analyzer included in MQDH. The problem is that it flags periodically VRC Perf.1, even if the fps are stable in the app (I know that becouse I measure fps also with OVR Metric Tool and the graph is stable on 90 fps
Instead the graph produced from the Performance Analyzer is a sort of sawtooth wave, as illustrate from the following pic, that oscillate from 90 to 17 (or another low value).
Any help please ? I fear the reviewers use this tool :/ Tnx very much
Hi everyone,
I‘ve done my research but so far, all the answers to my question if I can make passthrough work on pc vr have been no..
Does anyone maybe sorta do know a way to make it work?
Please dont suggest the VD Green Screen way or just keep it running in the editor. I know it works for dev mode.
I‘d be willing to hack / jailbreak etc. into the quest :)
Thanks in advance!
Hi everyone,
I have had an idea for a meta game for a good while, though I have absolutely no idea where to take it.
I genuinely believe the idea has potential to do well, with the game being a fun to play, happy vibe with not overly complicated mechanics. The opportunity to expand further, add content through dlc and even have collaborations.
I have literally zero knowledge on even where to begin, so i guess, in short- my question is what is my next step if I wanted to make the game a reality?
Thanks in advance :)
Hi guys
So, we have a VR app that has been developed in Unity. We used to cast it to Chrome cast, and everything worked well.
For some reason, a week ago (ONLY When starting to cast or record video), the app view became jumpy and fuzzy, it seemed like massive frame skips and stuttering (could also be described as a violent screen shake, which makes you immediately nauseous)
However, The video on the cast and video output was smooth!
We still do not understand what has changed. I usually do not update the headset version, but maybe it was automatically updated.
Any idea?
Thank you!
Hello everyone,
I have a new project in Unity 6 using the Meta Interaction SDK ver 69. I implemented a pause / resume button in my scene where the player can use a pokeinteractable button and pause the game, which brings up another canvas with an unpause button and other paused-time functionalities.
The pausing depends on Time.timeScale = 0; which is also used by the SDK hand tracking. The options presented by GPT was to either write a custom script for an unscaled time tracking of hand tracking (which I do not want to implement) or using the Time.timeScale only for the elements that I want paused (which is everything else other than the hand tracking.)
My search on the online communities resulted in one thread where one guy says the Hands have the "run when paused" option, which I could not find in any of the Meta SDK components.
I would be grateful if anyone knows a straightforward way to keep the hands tracked while everything else is paused.
I am trying to detect if the user has purchased the subscription or not using the IAP.GetViewerPurchases(), it returning the values when its in unity editor, but after installing in the oculus it always comes as null. I am using Test users for this testing and the app has not been published or reviewed yet
I've been talking to support but the answers I've gotten back have been kind of disappointing (had my ticket closed twice), so I wanted to check in to see if other devs have a similar experience.
I worked on a game called "Berklee Online Ear Trainer" and released it a couple of weeks ago. Not trying to self-promote (it's free and I'm just a contract dev), but the name is relevant to the problem. My game is only coming up in search if I search the EXACT game name. If I search, say, "Berklee", then I get "No results found".
I even added "Berklee" as a specific keyword (also a couple of weeks ago) and still no dice.
Other games I've worked on (like "Thrasher") work fine here, I can search "Thras" and the game comes up.
This was originally going to be an app lab title (approved as an app lab game, but released after the horizon store launch), and it feels like the app lab 'exact name only' search restrictions still apply. I'd understand if a new game with low installs was hard to find (if I searched 'music game' I wouldn't be surprised if it was buried). But when searching for part of the game name and getting zero results, that feels bad.
Anyone else deal with this/have luck resolving it?