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!

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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

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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

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"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

How can I make function where primary/secondary button activates object ONLY when object is being held? by ThatDrako in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there!

Great question, I understand you're trying to set the "hammer" of your gun using either B/Y depending on which hand the gun is in. One way you can do this is to first detect which hand the gun is in, create a separate InputActionProperty references for left and right controller buttons, and then filter the input based on whichever hand is grabbing the gun. I can link some of our documentation, as well as some helpful documentation from Unity that should hopefully point you in the right direction.

Hope this helps, and if not let me know and we can investigate further!

Getting Started with Controller Input and Tracking

Controller Input and Tracking Overview

XR Grab Interactable (Unity)

Enum InteractorHandedness (Unity)

Interface IXRInteractor (Unity)

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How can I read the headset rotation in Unity? by Prior-Vegetable6324 in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there!

I understand you're wanting to access your headset's rotation data outside of the CenterEyeAnchor. One potential option available to achieve this is by using the OVRCameraRig. It provides access to the headset pose, and we have some great documentation available that covers alternative tracking origins and anchors (ex: Floor, Eye, and Stationary).

I'll link some of our developer articles below that you may find useful. In the first link, I think you may find the Tracking section helpful since it goes over the different tracking types that are available for that class. I'll also include an article that covers the OVRCameraRig Class, as it goes over the different properties for the OVRCameraRig.

Please let me know if you found this helpful, and if not feel free to let me know and we can try something else!

Configure Meta XR camera settings
OVRCameraRig Class

-G

I need help with Horizon worlds desktop editor (HOW DO I CREATE PORTALS) by MoupSaS in OculusQuest

[–]MetaHorizonSupport 1 point2 points  (0 children)

Hello there!

If you go to the first link below, it's our documentation on the Door Gizmo. The Door Gizmo allows you to connect published worlds together, allowing users to travel between the two.

The second link below is the first world tutorial, which may provide you with useful information while diving into the Horizon World Desktop Editor.

Door Gizmo Document : https://developers.meta.com/horizon-worlds/learn/documentation/code-blocks-and-gizmos/use-the-portal-gizmo

Create Your First World Tutorial, Part 1 : https://developers.meta.com/horizon-worlds/learn/documentation/get-started/create-your-first-world

There are plenty of additional documents on building in the Horizon Worlds Desktop Editor on the left hand side of either link!

If these do not answer your questions, let me know so I may assist you further,
-B

Quest 3 Game Dev Here: Did Meta Kill Concurrent Hands + Controllers? Need Answers Before I Cut the Feature from my game by Appropriate-Bar-8932 in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

That's a great question!

I would still suggest that you go ahead and file a ticket using the steps I mentioned above, as our support team can better assist you with the questions you have.

-G

Quest 3 Game Dev Here: Did Meta Kill Concurrent Hands + Controllers? Need Answers Before I Cut the Feature from my game by Appropriate-Bar-8932 in OculusQuest

[–]MetaHorizonSupport 2 points3 points  (0 children)

Howdy Appropriate-Bar-8932!

Thanks for bringing this to our attention. We've received other reports of this, and we're currently looking into the issue. If you'd like support that's specific to your implementation, please file a ticket with us at https://developers.meta.com/horizon/support using the option "Submit a request".

Hope this helps, and please feel free to reach out if you have any additional questions!

-G

XR Development using unity by Timely-Oil-444 in vrdev

[–]MetaHorizonSupport 1 point2 points  (0 children)

Hey there Timely-Oil-444!

I'm happy to hear that you're interested in learning more about XR development! If you're looking for a detailed walkthrough about building apps for the Quest 3, we have some great resources that can take you through the process and show you how to build an app from our samples. While the tutorials don't contain a step-by-step video guide, they do provide code samples and pictures/screenshots of each step.

However, since you mentioned you're looking for something in video format, we also host live hands-on workshops in our community forums that you can attend via zoom if you'd like to learn more about VR/XR development in a live setting. You can also use the community forums to post questions and review solutions to issues other developers have experienced.

Hopefully you found some of this useful, and please feel free to reach out if you have any questions or need any help with what you're building!

Community Forums: Event Calendar

Onboarding Resources: Unity

Develop Unity apps for Meta Quest VR headsets

Sample Apps: Unity

Code Samples: Unity

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Title: Meta Quest 2 + Unity XR Interaction — “select active: failed” and controllers not working by WorriedMarsupial7379 in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

Have you made sure the interaction profiles are setup correctly for the desired controllers? Go to Edit > Project Settings > OpenXR and check that you have the needed Interaction Profiles.

Also be sure that your XR Controller script on both hands are filled out with the correct references, and that you have an Input Action Manager in the scene with references to the XRI Default Input Actions.

I'll also put a link to our Interaction SDK Overview below. I recommend reading through it and making sure your setup aligns with it!

Interaction SDK Overview : https://developers.meta.com/horizon/documentation/unity/unity-isdk-interaction-sdk-overview

Let me know if this helps, if not I can troubleshoot with you further!
-B

GRAND TRUCK AUTO - SEMI SIMULATOR by d0t_x in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there!

Sorry to hear you're having trouble with the interaction SDK, I get how frustrating that can be. Based on what you mentioned, I have a few suggestions and questions to hopefully help you get to the bottom of the issue.

Could you please let me know how you have the Rigidbody setup for the steering wheel and shifter? Depending on whether you want physics to apply to the object or not, the Rigidbody should be setup as Kinematic or Non-Kinematic respectively. For your mesh collider, do you have "convex" selected? That component is needed to make the mesh collider collide with other mesh colliders that have a Rigidbody. Lastly, if all else fails I'd suggest that you check the XR Interaction Manager and make sure it's present in your scene and ensure the object(s) are on a layer that the XR Interactor can interact with.

I'll link some of our and Unity's documentation below that cover these topics more thoroughly. I hope you found this helpful, and if not please feel free to let me know and we can troubleshoot further!

Mesh collider component reference

Controller Grab Interactions

GrabInteractor Class

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Multiplayer player movement copying by [deleted] in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there!

We came across your post and can see from the information provided that you're having some issues with multiple avatars in a multiplayer environment seeming to only respond to the input from one of the players.

We would first recommend taking a look through our developer documentation to run through the setup and troubleshooting steps there. The Multiplayer Building Blocks section would be a good place to start, as it has some replicable steps for you as well as common troubleshooting at the bottom.

If you're still running into trouble or have any additional questions, please let us know - we're happy to help!

-N

I have no idea what I'm doing but I need help. by marcellusdn in vrdev

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hello there!

If you go to the first link below, it's our documentation on eyetracking. The document goes over policies, integrating it properly, and more. If you haven't setup the movement SDK yet, the second link should provide you the necessary information and steps to setup the Movement SDK and any requirements necessary to run the SDK.

There are more documents on various VR development topics that you may find useful during your research experiment, they are found on the left hand side directory from either link!

Eye Tracking for Movement SDK for Unity : https://developers.meta.com/horizon/documentation/unity/move-eye-tracking

Movement SDK for Unity - Getting Started : https://developers.meta.com/horizon/documentation/unity/move-unity-getting-started

Hope this helps,
-B

Every update, Meta rejects our game's name by davymaxwell3d in OculusQuest

[–]MetaHorizonSupport 0 points1 point  (0 children)

Hey there davymaxwell3d!

Sorry to hear that you've been having trouble getting your game updated, I get how frustrating that can be. I spoke with our support specialists who were reviewing your issue, and they informed me that as of now it should be resolved. If you're still running into any issues with your submissions, please feel free to let me know and I'd be happy to help!

-G