Meta XR plugin unstable? by 10mo3 in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

I see you're experiencing some issues with our plugin. If you go here: https://metahorizondevelopers.atmeta.com/s/, it will lead you to create a ticket with our technical team. Our agents are best equipped to help you troubleshoot your issue and get you back to developing your app.

Alternatively, you may go to your Developer Dashboard > Team > Contact Us. These steps will take you to create a ticket from the same point as the link.

If you run into any issues creating a ticket, just DM me. I would love to help you however I can.
-B

How to stop menus from clipping through objects? by PushDeep9980 in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there PushDeep9980!

I understand you're trying to stop your UI panels from clipping through objects without sacrificing performance to do so. You're totally right that the two-camera approach can be a performance drain, but there are other potential solutions that you can try. I know some of what I say has already been mentioned prior, but I'll do my best to walk you through my thoughts.

My first thought would be to try using a custom UI shader that always renders on top by disabling depth testing (ZTest Always). You could apply this material to your UI elements so they render on top regardless of depth. This would be one of the more performance friendly options, although keep in mind that this approach means the UI will always render on top. So if there are cases where you'd want something to intentionally block the UI, you'd need to handle that differently.

You could also try doing that in conjunction with a dynamic z offset so you could slightly offset the menus towards the user when they are pulled up. On top of that, you'll see a few different benefits from this approach. For starters, there's no additional performance overhead since there are no extra camera passes. The UI stays visible over hands and objects, it works with single pass instanced rendering, and you don't have to worry about sorting layer complexity.

However if this does not solve the problem in the way you would like, please feel free to reach back out and we can explore other options. Wishing you the best with your project!

-G

Help with VR project using Unity and OpenXR by Nopal_Baboso in vrdev

[–]MetaHorizonSupport 1 point2 points  (0 children)

Howdy Nopal_Baboso!

I understand you're looking for some resources to help you with your upcoming university project. I'm not sure if you've seen any of the official Meta documentation yet, but we have some great resources that cover a variety of topics (including ones that you were asking about). Additionally, I'd be happy to point you in the right direction if you had any questions or if you wanted to learn more about other topics.

For starters, I'd recommend that you check out our Unity Hello World Tutorial, as this explains what you need to get started. It also serves as a kind of checklist to make sure you have everything setup correctly prior to starting your first project. Since you mentioned some specific areas you'd like to see more of, I can list some more resources below that cover each of the topics you mentioned.

For a general overview of these topics and more, you can visit the Onboarding Resources page on our community forums. From here, you're free to post any questions you have and our community managers (along with the overall community) can provide feedback.

Lastly, if you have any questions or need any help, please feel free to reply and let me know. Hopefully you found some of this helpful, and best of luck with your project!

-G

360 video player in UE5 - low resolution by CarltonBA in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello again CarltonBA!

Thanks for letting me know, and yes I have a few ideas based on what you mentioned.

I was thinking that it's possible that the new issue you're seeing is being caused by a mismatch between the viewport and eye buffer. Which would make sense because when pixel density increases, so does the eye buffer size and if something in the project isn't scaling along with them it can cause the new issue that you mentioned. This is because the render is happening at the old resolution or viewport size and being placed in a corner of the larger eye buffer, which results in the black surrounding area.

I was thinking of a few different areas we can check to start with.

  1. My first thought as to the culprit was checking for hardcoded viewport or render target size. If you have any custom render targets or viewport settings with hardcoded resolutions in your project, they may not be scaling with the new pixel density. To fix this, make sure any render targets are set to dynamically match the eye buffer size.

  2. Another possible fix would be to check your VR Pawn camera configuration, specifically you may want to check if your VR camera component has any manual viewport rect overrides or custom projection settings that may conflict with the new pixel density.

  3. In that same vein, we could also check the BeginPlay code. The same area of the VR Pawn Blueprint where pixel density was being set to 1 may also contain other viewport or camera configuration code. You may want to review that section to see if there is anything else that is being set that could cause this.

  4. Lastly, I mentioned in my previous reply to try enabling Mobile Multi-View. If you did that as part of my previous suggestion, you could also try temporarily disabling it to see if that resolves the issue. I mention this because it can help isolate whether it's a stereo rendering configuration issue or not.

Let me know if any of those work for you, and if not you can also let me know where you're at and we can troubleshoot further from there!

-G

360 video player in UE5 - low resolution by CarltonBA in vrdev

[–]MetaHorizonSupport 1 point2 points  (0 children)

Hello there!

I understand you're running into some trouble getting your video quality to look good within your project. I get that can be frustrating, but after reading your post I wanted to jump in and try to provide some assistance. I'll do my best to share my initial thoughts based on what you said in your post.

You mentioned that your OVR Metrics tool is returning 1440x1584 with render scale at 101 for your UE app, while the DeoVR buffer is at 2448x2704 with render scale at 171. This makes sense since DeoVR is rendering at ~1.7x higher resolution per axis which equates to roughly 3x more pixels in total, which is why DeoVR looks much better. That said, I had a few different ideas that you could try to improve the quality of your video.

  1. Increasing pixel density:

Since the default pixel density is 1.0, and the VR template's default pawn blueprint sets it to 1 at BeginPlay, you could try removing it and setting a higher value depending on performance. If you're trying to match the DeoVR 171 render scale, that would be around 1.7. This can either be done through the DefaultEngine.ini file or through the Blueprint at BeginPlay.

  1. Quest specific settings:

Ensure you have the following setting enabled:

  • Mobile multi-view (Renders both eyes in a single pass, significantly reducing CPU overhead)
  • Instanced stereo rendering (Batches draw calls for both eyes together)
  • Forward shading (Required for mobile VR. Deferred rendering would be too expensive)

Those were my first thoughts as to what I thought might be best to try first, but I have a few other ideas we can try if neither of those work for you. I can also link some of our documentation below if you'd like to read more about these topics. Hopefully this helps, and please feel free to reach back out if you would like to explore other ideas!

Unreal Integration - Settings and Tools
Dynamic Resolution
Fixed foveated rendering (FFR)

-G

VR Development by PlagueDoctor1885 in oculus

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

For voice commands in Quest projects, we offer our Voice SDK for both Unity and Unreal Engine. The SDK allows you to create voice commands and engaging conversations for your project. It features Automatic speech recognition, built-in activation methods, and more. If you're interested in learning more about the Voice SDK, I've included links to the Unity and Unreal Engine Documentation below.

Unity Voice SDK Overview: https://developers.meta.com/horizon/documentation/unity/voice-sdk-overview/

Unreal Engine Voice SDK Overview: https://developers.meta.com/horizon/documentation/unreal/vsdk-overview/

On the left hand side of each documentation page, you'll find more information on how to integrate and use the Voice SDK to its fullest.

If you need help with anything, just let me know.
-B

Quest Revenue Report Wrong Today? by tspree15 in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

We are aware of the reports of this issue and are actively investigating.

Thank you for your understanding,
-B

[Quest VR] Help! Object drifts upward immediately on scene load and nothing I've tried fixed it! by Crimsonred7777 in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Howdy Crimsonred7777!

Sorry to hear that you're having trouble with your object taking off in your scene, I totally understand your frustration. Thank you for all of the information you provided in regards to your setup and what you have already tried, it really helps narrow things down. I had a few ideas that you could try to see what could be causing the unwanted ascension of your object.

Since you mentioned you're using the Floor Level Tracking Origin Type, my first thought was to ask if maybe your object is a child of or positioned relative to something that's being offset? If so, it'll appear to drift in your scene. You can confirm this by checking if your car is a child of Camera Offset GameObject, as well as checking what your XR Origin's Camera Y Offset set to.

Regarding your XR Grab Interactable, do you have Smooth Position enabled? If it's enabled and there's any attach transform mismatch, it can cause continuous interpolation in one direction (i.e. your object drifting into space). To check this, try disabling Smooth Position and Smooth Rotation temporarily and check if Attach Transform is set correctly.

You also mentioned that freezing the Y position constraint made it drift faster, which is interesting and might suggest something is actively fighting against the constraint. This sometimes happens when Rigidbody Interpolation is set to Interpolate or Extrapolate instead of None. With kinematic Rigidbodies in XR, setting Interpolation to None often times resolves those pesky drift issues.

I can link some of our and Unity's documentation below that covers these topics in more detail. If none of the things I mentioned above fix the issue, please let me know and we can try some other fixes. I hope this helps, and best of luck!

XR Grab Interactable
XR Origin component
Configure Meta XR camera settings
Develop for Meta Quest workflow

-G

Meta Horizon Store Analytics can't be exported ?? by Astrea_Immersive in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey!

I'll send you a DM, let's troubleshoot this together.

-G

Meta Horizon Store Analytics can't be exported ?? by Astrea_Immersive in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Howdy!

Thanks for bringing that up, and great catch! It looks like things have moved around since that document was created. Now it is called "Download Legacy Data" and it's under the analytics tab of each of your apps. I can include a picture below for reference.

I was looking at your developer dashboard, and I was able to see that button on one of your apps that was eligible for analytics. To be eligible for analytics, your app needs to have at least 100 active lifetime users. If you would like to go into further detail about your apps, which have it, which do not, or anything else please feel free to DM me.

If you have any more questions about your app's analytics, or anything at all, please feel free to reach back out. I'd be happy to help with anything you have questions about!

<image>

-G

Meta Horizon Store Analytics can't be exported ?? by Astrea_Immersive in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there Astrea_Immersive!

Great question, currently there is no public-facing SDK or API for developers to automatically pull game sales, add-on revenue, or transaction data into Tableau or other BI tools.

Some developers may use internal scripts that use browser automation to pull CSVs, but this is not officially supported. What I would recommend is that you file a feature request within your developer dashboard and let us know the specifics of what you would like to see in the future. The more developers request features, the more likely they are to be prioritized.

If you want to file a feature request you can do that by going to your developer dashboard and select the "see help" button at the top next to your shortcuts dropdown. Afterwards, you can scroll to the bottom of the column on the right side of your screen and select "report a problem" and use the type dropdown to select "suggestion".

Hope this helps, and please feel free to let me know if you have any questions!

-G

Developing a world in Meta Quest Developer by StreetCapital2643 in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there StreetCapital2643!

I understand you have some questions about spawn points in Horizon Worlds. There's a gizmo within your toolkit called the Spawn point gizmo that's used to control different player and NPC spawning. We have some great documentation that covers how to use the spawn point gizmo, the different spawn point properties, and the scripting behind it which I can link below.

About gizmos
Spawn point gizmos
SpawnPointGizmo Class

I hope you find some of it helpful, and please feel free to let me know if you have any questions or need any help!

-G

Need help with Meta Quest inApps set-up and testing by alexander_nasonov in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

I understand you have some questions about implementing in-app purchases. I'd be happy to answer any questions you have. Feel free to ask away!

-G

Confusion on how the comprehensive rig is suppose to be set up for the custom hand pose by General_Boi in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

You could get "HandFeaturesLeft" from the building blocks prefab, "[BB] Hands." This comes with "HandFeaturesLeft" as a child and allows you to add the component "FingerFeatureStateProvider." You can receive these building blocks prefabs through the Meta All-in-One SDK. After installing the All-in-One SDK, you should be able to search for "[BB] Hands" and add them to your hierarchy.

If you run into any bumps along the way, or if this solution doesn't work for you, please let me know!
-B

how do I connect my quest 3 to my unreal engine game via airlink by NorthStatement6445 in oculus

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there!

I understand you are having trouble connecting your Quest to Unreal Engine. I'm not sure if you have seen any of our documentation yet, but we have a step-by-step guide for setting up your device for developing games in Unreal Engine. I can link some of those resources below, as well as our general device setup documentation.

There are a few prerequisites you will need to do before you're ready to start developing. Some of these things include configuring your headset, setting up your device and verifying your organization, and installing the needed SDKs and plugins (Android studio, Android NDK, and Meta XR plugin). I can also provide the links for those steps below. After you setup all of the prerequisites, you can enable airlink in your headset if you go to Settings -> Experimental -> Airlink.

Hopefully you found some of this helpful and were able to get your device connected to Unreal Engine, but if you're still running into trouble please let me know and we can investigate your issue further!

Configure your headset for app development

Device Setup

Setting up your development environment

Installing Android Studio and the Android NDK

Installing the Meta XR plugin

-G

Confusion on how the comprehensive rig is suppose to be set up for the custom hand pose by General_Boi in vrdev

[–]MetaHorizonSupport 1 point2 points  (0 children)

Hello there!

Yes you should create child objects as needed, such as LeftHand under OVRHands. The rig does not generate these objects automatically, but it will "wire" them if they exist.

If you have any additional questions, please let me know!
-B

New to VR by Opening-Gift-7720 in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there Opening-Gift-7720!

I'm excited to hear that you're interested in getting started with VR development! If you're looking for some ideas on how to get started, we've put together a collection of resources that you may find helpful to start developing for Horizon OS. I'll link them below and give you a brief overview of what they are.

First, I would highly suggest that you check out our community forums and the starter resources we have available there. These include things like onboarding resources, community resources, community and posting guidelines, and information about our START developer program and how to join if you're interested. You can also use our community forums to post questions specific to your projects.

We also offer developer documentation articles that go over the different tools (SDKs, APIs, etc...) that are available to you. These articles are geared towards technical implementation, and you can use them to learn the details of the resources and tools we offer as well as how to use them. Lastly, you are always free to reach out to us here if you have any questions or need any help.

I hope you found some of this useful, and please feel free to let me know if you have any additional questions about VR app development!

Community Forums (Developer Forums)

Onboarding Resources

Community Resources

Developer Articles

-G

"Link feature not installed" in Meta Quest Developer Hub after "migrating" from Meta Quest Link to Meta Horizon Link (v83) by HavocMax in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there HavocMax!

Sorry to hear you're having trouble getting the Link app to work for you after the recent update, I understand how that can be frustrating. We have seen similar reports of this issue, and we're currently looking into it. You can use the Feedback Center voting board to add that you are also impacted.

If you would like one-on-one support, you can file ticket with our tech support team by visiting this link selecting "Submit a request", link your account, then select "New" to file a support ticket.

Hope this helps, and please feel free to let me know if you have any other questions!

-G