The user is requesting an option to disable the proximity sensor indefinitely on their Quest device. Currently, they have to disable it for 8 hours at a time, which is inconvenient for their development workflow. They want to be able to disable it permanently, taking responsibility for any potential mistakes, similar to how users can disable the boundary guardian indefinitely.
The user's native OpenXR application using OpenGL graphics bindings terminates instantly in the Meta XR Simulator, logging that the XR_KHR_opengl_enable and XR_META_performance_metrics extensions are not available. The user requests suggestions on how to enable OpenGL alongside other graphics APIs in the Simulator.
The user is experiencing issues with the Meta Interaction SDK in Unreal Engine 5.6, specifically with hand tracking not working as expected. Despite following tutorials and guides, including those on the Meta website, the user's hands are not visible in the game and only controller input is working, not hand controls. The issue may be related to the version of Unreal Engine being used, as tutorials online show hand tracking working in older UE versions.
The feedback suggests adding support for CancellationToken in all async functions to prevent race conditions when stopping and starting new operations. Specifically, the functions that need updating include MRUK.Instance.LoadSceneFromJsonString, MRUK.Instance.LoadSceneFromPrefab, MRUK.Instance.LoadSceneFromDevice, OVRAnchor.SaveSpacesAsync, OVRSpatialAnchor.SaveAnchorsAsync, OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync, OVRSpatialAnchor.ShareAsync, and OVRSpatialAnchor.EraseAnchorsAsync. Currently, users are experiencing difficulties due to the lack of CancellationToken support, leading to the use of workarounds such as Mutex's to manage concurrent operations.
When using the Meta XR SDK in Unity, the Foveated Rendering API is being set to Legacy on build, despite being set to SRP Foveation in the OpenXR Plugin settings. This occurs when the Meta XR Foveation feature is disabled and the Foveated Rendering feature is enabled in OpenXR features. However, the XRDisplaySubsystem API can still be used to set the foveated rendering level with this configuration.
After the Feb 9th OS update to build 5205633.10050.150, deep linking between two apps developed with Unity 6000.0.58f2 and Meta SDK All in one v81 stopped working on Meta Quest 2 and Meta Quest 3. The apps were using the Meta documentation for deep linking, with hardcoded app IDs, and were working before the update. Now, when attempting to launch one app from the other, nothing happens. Logs show that the error 'User is not entitled for appid 31122667217381243' appears, which is an app ID from another app in the organization, not related to the two apps being tested. Additionally, PackageNotInLibraryDeveloperException errors occur with the same unrelated app ID and the package names of both tested apps. Despite adding try-catch blocks and verifying the code execution without errors on the Unity side, the issue persists, suggesting a problem with the OS update or Meta SDK interaction.
The feedback suggests adding the ability to import and export splats in the SPZ open format by Scaniverse, allowing for local storage and editing of splats. The SPZ format offers a 1:10 compression ratio, which would enable a 1GB splat to be stored in 100MB of space, significantly reducing storage requirements.
The feedback suggests adding a default floor plane to scans to prevent visitors from falling through the ground when scans contain errors, specifically when the ceiling is not properly scanned or is missing. This issue arises because the absence of a ceiling scan seems to be related to the lack of a floor plane, causing visitors to fall through the ground.
The user is requesting a feature to toggle the visibility of the walkable area in Hyperscape, which would allow for better control and visualization of navigable spaces within the environment.
User is unable to connect their VR Headset to their PC using ADB despite successfully installing ADB drivers, enabling developer mode on the headset, and verifying a physical connection (indicated by a Windows sound and file access). The issue specifically lies with the application not recognizing the headset connection, preventing the user from proceeding further (i.e., clicking 'Next').