Quest Development
Share Quest-specific development feedback, issues, and challenges here!
cancel
Showing results for 
Search instead for 
Did you mean: 

Forum Posts

Passthrough renders on all unlit transparent materials

Hey I'm curious if anyone else has had this issue.I am working with passthrough in a quest app and I have a movable passthrough window as a tool for the user. It looks great and its rendering just the way I want it, it is based off of the oculus demo...

Poggle by Honored Guest
  • 1835 Views
  • 4 replies
  • 1 kudos

FPS Test on Unity - Meta XR Simulator

Hello,Is it possible to test the fps values of the developing game with Meta XR Simulator with Unity?When using Unity game mode, do the fps values of the game I run with the xr simulator match the fps values I will get on the quest device?

voligde by Honored Guest
  • 377 Views
  • 1 replies
  • 0 kudos

All in one Package missing prefabs.

I am following the example tutorial for a basic app in Unity. https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ I have followed the example, but when I get to Step 7, adding an OVRCameraRig, the Packages folder is empty. There...

XR - using the scanned object specifications

Hello,Im currently working on a XR-Project with my Quest 3 and I need to be able to scan for example a window with the room-scanning, declare it as a window and then in Unity replace every Window with an image.Is it possible to access the object spec...

Caphter by Honored Guest
  • 174 Views
  • 0 replies
  • 0 kudos

Starter Quest Unity Project

So, one might assume that all Quest projects developed in Unity share 90% of interaction modes and features. I would assume this would mean Meta would have released a starter project that includes all of these.I've found "All In One SDK", but there's...

How to copy Depth API image to a PNG?

I want to use the Depth API to copy the depth image to a PNG file on Quest 3.https://developer.oculus.com/documentation/unity/unity-depthapi/#depth-apiI'm modifying the Depth API sample:https://github.com/oculus-samples/Unity-DepthAPII'm getting the ...

Combine real objects with real objects

Hi all,I am developing an Unity App. In my project, I want to use the AR camera to track real objects in a virtual environment. Considering that meta does not allow access to the oculus camera, I decided to use an external camera as a cameraAR for Vu...

MaraJets by Honored Guest
  • 248 Views
  • 0 replies
  • 0 kudos

Motion in Unity does not match actual motion

After updating to the most recent imports, i.e. using the latest UPM off Unity Store, Unity Version 2021.3.33f1, I am encountering a strange bug. With a very basic scene (an OVRCameraRig and a plane at 0,0,0), we find that the ground in VR does not m...

himeko_tsuruta_1-1705438834782.png himeko_tsuruta_2-1705438845854.png

Can't apply LocomotionExample scene to my project

Hello all. I am quite new to developing for VR, and have been attempting to work through the tutorials Meta gives for Quest 2 development using Unity. I did the Playground Tutorials (https://developer.oculus.com/documentation/unity/unity-tutorial-bas...

andrewblance_0-1700326100333.png

scene capture spam an error in the log

Hello,I'm currently working with the scene capture feature (https://developer.oculus.com/documentation/unity/unity-scene-overview/) and i've been able to set it up correctlybut I have a problem with a log which is insanely repeated : Warn OpenXR_Anch...

CorangeD by Honored Guest
  • 861 Views
  • 3 replies
  • 2 kudos

Unity Quest 3 Multithreaded performance

Hello, I noticed that in Unity (2022.3.15) when I want to use multithreading I only have 2 Job workers available. On PC I have many more, the question is if there is a setting or Quest 3 gives only 2 threads to use ? Thank you in advance.  

2024-01-09 14_39_16-Window.png

MRUK Create a new Scene

The documentation (Docs Link) says:Using Mixed Reality Utility Kit, the function MRUKRoom.IsPositionInRoom(Vector3 pos) can be used to check whether the camera rig pose is present in the loaded scene or not. If it is not, offer users to capture a new...

IseTM by Honored Guest
  • 526 Views
  • 0 replies
  • 0 kudos

Renderdoc + unity

Hello, i am using renderdoc meta fork v55. I can connect to development builds of my unity game on my quest 2, but when i go to set the workspace after ive picked the application to launch, i can only select on the device. And then saving captures do...

joe.sig by Honored Guest
  • 305 Views
  • 1 replies
  • 0 kudos

Unity 2D Texture array not animating

I'm running a simple test in Unity, playing frames of a 2D texture array over time with a shader. The frames play correctly in Unity editor, and with Oculus Link on device. But when I sideload an apk of the test on device, the fames do not play. I'm ...

DanaSN by Honored Guest
  • 215 Views
  • 0 replies
  • 0 kudos

Multimodal hands and controller coming to Quest 3?

Hi there, was hoping to do a quick prototype of a sword (right hand, controller tracked) and spell (left hand, hand tracked) game, but have found out the multimodal/concurrent feature is only for the Quest Pro.Are there any plans to bring this to the...

longcon1 by Honored Guest
  • 266 Views
  • 0 replies
  • 0 kudos

Resolved! IAPs Not working second time

I have a consumable item setup in my Meta Dashboard and have it implemented in my game. When you go buy it in-game for the first time, the pop ups to purchase appears and you can purchase it. Then the next time you try to purchase, there's no popup. ...

Meta Quest 2 Controllers Acceleration

Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both co...

0xMaty by Honored Guest
  • 1468 Views
  • 3 replies
  • 1 kudos
Labels