/r/oculusdev

Photograph via snooOG

Discussion of VR development for the Oculus platform (Rift, Quest, Go).

/r/oculusdev

6,346 Subscribers

5

MQDH Performance Analyzer flags VRC Perf.1 periodically

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

https://preview.redd.it/2juzrz6diizd1.png?width=1315&format=png&auto=webp&s=cbef8b087064d56f2ae4ca25d9e68f7f6bc182f4

2 Comments
2024/11/07
17:12 UTC

2

Passthrough on pc?

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!

2 Comments
2024/11/07
08:19 UTC

4

Zero Knowledge

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 :)

4 Comments
2024/11/06
21:55 UTC

3

Fuzzy and laggy view on the Oculus Pro while questing or recording

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!

0 Comments
2024/11/05
20:43 UTC

9

How to make Meta Hand Tracking continue while scene is in Pause Mode

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.

1 Comment
2024/10/31
13:35 UTC

3

IAP.GetViewerPurchases() returns null in build but in Unity its working fine

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

0 Comments
2024/10/30
09:23 UTC

7

Problems with Store Search (Title Substrings)

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?

3 Comments
2024/10/25
06:58 UTC

4

How to Record a Full Mixed Reality Walkthrough in a Large Space on Quest 3?

Hey everyone, I’m working on a project using the Meta Quest 3 where I need to showcase a large architectural space in mixed reality (MR) that I have built in Unity. Specifically, I’ll be setting up a virtual house in an open field and doing a full walk-through with my client, showing how it integrates with the real world.

The challenge is that I need to screen record the entire experience, capturing the passthrough of the real world combined with the virtual house, but I’m not tethered to a PC, as I will be in a field. I’ve run into issues where passthrough screen recordings come out black, or MR elements don’t align well when I cast to my tablet and screen record from there.

Has anyone had success recording high-quality mixed reality experiences in large spaces? What’s the best workflow or tool for this scenario? Maybe an ADB command, not sure if thats a thing. I have to remain untethered while recording. Any tips or workarounds would be really appreciated.

Thanks I'm advance.

8 Comments
2024/10/24
17:25 UTC

2

Question about where to start

Hello

I am building WebXR functionality for a website on Apple Vision Pro and I want to do the same for Quest. The issue is I am confused as to where to start. I am not sure which to pursue, ThreeJS or Unity?

Are there good online learning content for Quest development(especially regarding WebXR)?

Any courses/books about building anything from zero would be much apreciated

thank you

0 Comments
2024/10/24
15:50 UTC

6

Interaction SDK: How do I disable a grabbable??

Man, there are so many absolutely basic questions like this that aren't answered anywhere. It boggles my mind.

Anyway, in the Meta XR Interaction SDK in Unity, how to do I turn off the "grabbability" on a grabbable? Like, if the player puts a grabbable peg in a hole, and I want to prevent them from taking it back out, how do I make it so they can't grab it anymore?

1 Comment
2024/10/23
20:33 UTC

6

Unity 6 or React?

Hey everyone, I’ve been a Unity game dev hobbyist for 5 years and work professionally in web development (Next.js, React, etc.).

I’m excited about the new opportunities with Unity 6, especially for VR and MR projects. I’ve also been using React Three Fiber, which I really enjoy, and I’m a big fan of JavaScript web games.

My question is: what tools are you all using, and what does the industry predominantly use for VR and MR experiences?

For those familiar with both Unity/C# and React, how do you decide which tool to use for different projects? I’m interested in building VR/MR experiences with both, but I’m curious about when people choose one over the other. React seems like a great tool for multiplayer since it’s built for the web and has networking baked in—please correct me if I’m wrong.

Thanks for any insight!

2 Comments
2024/10/22
23:32 UTC

2

How to record with microphone in Unity App?

Hi folks. I was wondering if there is a native way to capture audio using the Meta headset's microphone in an Unity app. Does the Meta SDK provides any such API? I can't use the Microphone API that Unity provides.

0 Comments
2024/10/22
18:14 UTC

5

(Developer Issue) Daily reports no longer showing up in dashboard after the 13th October 2024

Hello my fellow developers. Not sure if this is the right place to ask, I hope it is as I am at a loss. Today I am wondering if anyone else is having the same issue?

Usually I get daily reports regardless of if there has been a download or not across all my apps.

These daily reports have stopped coming in after the 13th October. Is anyone else experiencing the same issue with Meta Developer Dashboard?

I have tried both PC and Mac browsers and still no luck.

0 Comments
2024/10/17
09:22 UTC

2

Gradient fade with OVRPassthroughLayer Opacity

Hello! 

I'm working on a MR experience and would like to apply a passthrough surface to the walls of my room. On this passthrough surface Id like to gradually fade the passthrough effect so that the ceiling and top portions of each wall show digital content and the lower half of the room displays the physical space.

Right now Im using a stencil shader attached to the ceiling to display content which you can see in the photo below. 

https://preview.redd.it/4w7c8x95gtud1.png?width=1290&format=png&auto=webp&s=e353e2439732e6e3017d0fc666c49c06f76bfa5d

Basically instead of the hard edges on the stencil mask attached to the ceiling  I want it to gradually fade into passthrough. I know I can set opacity manually using OVRPassthroughLayer.textureOpacity however this changes the opacity of the entire passthrough layer. Im wondering if theres a way to apply an alpha gradient to the layer that makes the effect more gradual. Any help on this would be much appreciated!

0 Comments
2024/10/15
00:38 UTC

8

Has anyone else seen a sharp drop in organic installs & ongoing payment issues on Meta Quest?

We've seen a drastic decline in organic installs—from thousands per day to just over 100. Our sales have followed the same downward trend, and this all started suddenly around February.

In addition to the drop in installs, we're facing major payment issues. Our July payout had a significant error, August payments were delayed to the point of breaching the agreement, and we also had delays for June and April.

User notifications have been broken for some time, making it difficult to properly reach users.

These problems are making it incredibly difficult to sustain a business on the platform. Is anyone else in the same boat? Any advice on what can be done? Feel free to DM me too if you prefer.

5 Comments
2024/10/07
22:52 UTC

6

Using Meta Avatars SDK on iOS

Hey, sorry if this is the wrong forum but didn't knew where to ask. Someone told me over Threads that it is possible to use Meta Avatars SDK on Unity on iOS Development. Does anyone knows if this is a false rummor? I did a search and couldn't find anything about it so it seems so that would be really useful for me so trying one last attempt by posting here.

1 Comment
2024/09/30
17:09 UTC

3

September Payment?

Have any developers received the payment from Meta yet? Usually it comes in before the 23rd of each month.

9 Comments
2024/09/28
17:07 UTC

23

New camera Passthrough API to allow some amount of developer access to cameras

Surprised I haven't seen anybody talk about this. At 1:58:05 on Meta's recording of the event they say they are launching a new camera Passthrough API available "early next year". They don't explicitly say if we are getting raw access, or something else pre-processed like a list of objects it detected, but the list of use-cases mentioned suggest to me it would be actual camera access.

To me this was by far the most surprising and important reveal of the whole presentation. There has been a lot of developer interest in using the quest for various image processing purposes like object recognition, but Meta had previously explicitly said they had privacy concerns and had given no indication they were receptive to this. I think most developers had given up on this and assumed it would never happen, but here we are.

Even if you aren't interested in using the new API, this announcement should give you a huge amount of optimisim that Meta actually cares about developer feedback.

6 Comments
2024/09/26
18:21 UTC

3

Invite Link

https://developers.meta.com/horizon/documentation/native/ps-invite-link/

Hi everyone,
Is this feature dead or changed places?
I can't find it anymore.

0 Comments
2024/09/25
14:07 UTC

5

Meta Avatars - How can I fix movement jitter or hide Avatar for self?

I am using Meta Avatars SDK 24 and Meta Interaction SDK 68 for my Unity 2022 LTS VR multiplayer app.

The app is set up to use player's personal Meta Avatar and testing it over multiplayer shows that it is working as intended with the networked avatars.

My app relies on hand tracking (no controllers) and there is a virtual joystick which users manipulate for locomotion. Here is what happens when the user moves around:

https://reddit.com/link/1fkktiq/video/0x70mjb9prpd1/player

I would like to either find a solution to what causes this jitter OR just hide users own avatar from first person view while keeping the avatar of others rendered.

Another forum user pointed out in another thread about the "Active View" settings on the networked avatar object which allow you to limit what parts of an avatar are visible, but this works for OTHER networked avatars and not your own and thus is the opposite of what I would need. Any other ideas / workarounds would be appreciated.

Thank you in advance!

 

11 Comments
2024/09/19
13:26 UTC

3

Casting from multiple Quest 3 devices (on the same account) to different phones or PC/screens simultaneously

Hi everyone,
I have 3 "Quest 3" devices all connected to the same account. Is there a way to cast each of these devices to 3 separate phones or PCs at the same time?
I’m looking to mirror the gameplay of all three headsets onto different devices simultaneously, but I’m not sure if that’s possible with them being on the same account.
Any help or advice would be appreciated! Thanks!

1 Comment
2024/09/19
08:59 UTC

5

Organisation Verification Delay - Is This Normal?

I recently submitted my ID documents for organisation admin verification since I don’t have a registered business. The Meta website says the verification process should take around 48 hours after being reviewed by their team, but it’s been almost a week now, and my application is still under review.

Is this delay normal? For those of you who went through admin verification, how long did it take for you to get verified?

1 Comment
2024/09/13
14:32 UTC

5

How to solve app rejection due to VRC.Quest.Functional.9

I am submitting a fully MR only app to Meta Quest store early access and I am getting rejection due to the app failing VRC.Quest.Functional.9 : The user's forward orientation is not reset when the Oculus Home button is long-pressed.

I have selected the tracking origin to be Floor and enable Allowed Recenter on OVR Manager on Unity, yet I am still getting this rejection. 

I have also manually subscribed to OVRManager recenterPose event to reset the scene position in MR but it's still not the solution.
Also, I feel that this should be an requirement for a fully MR app since all the objects in the scene are tracked to user's space and should be change or be recentered. 
Anyone know what do I need to do to fulfil the requirement?

For more context, I am using Meta XR SDK and MRUK to detect user's space. 

https://preview.redd.it/ifprqkmfhgod1.png?width=1192&format=png&auto=webp&s=9d25c9b8c356c1adbcf2a017c65d836588b6ffe7

4 Comments
2024/09/12
22:39 UTC

5

Do I need to form an LLC to release an app on the Quest store?

I’m looking to launch an app on app lab (or the new equivalent) and see in the oculus developer page that I need to enter the name of my company. Do I need to to make an LLC before launching my app?

5 Comments
2024/09/09
19:31 UTC

6

Blocky, low res shadows in hmd build, what am I doing wrong?

Hello,

I am building an architectural visualization app for meta quest devices using Unity 2022 and Meta Interaction SDK v68. I am using realtime lighting where the user is able to manipulate the time of the day using a slider in real time to see how their apartment would look under different light conditions. No matter what light / shadow setting I set, in the headset build the shadows look blocky and pretty hideous. 

https://i.redd.it/qle7fdyboend1.gif

I made sure to:

  • Remove the window glasses with transparent material which could have affected the quality of the light coming through,
  • Adjusted URP settings to have highest resolution shadows, adjusted the cascades to make sure highest quality shadows within 25 meters, 
  • Adjusted the light / skylight settings to make sure I have highest shadow quality and soft shadows.

When I manipulate the direction of the directional light in the editor, I get flawless shadows:

 

https://i.redd.it/balps9tcoend1.gif

But as you can see in the first GIF, the build one suffers from blocky, glitchy looking light.

I would be grateful for any insight into why this is happening and if there is a fix.

Best,

7 Comments
2024/09/07
15:28 UTC

5

Anybody actually using Vulkan?

Hey all - is anybody actually using the Vulkan backend in a production game? I try it about every 4 months or so and have never found it to be ready-for-prime-time. It's about that time to try it again, but I thought I'd drop a line here first.

3 Comments
2024/09/06
20:00 UTC

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