Developer Forum [Archived]
Recently active
This is a weird issue but I have basically tracked a bug as far as it can go on our end and I believe it lies in the Meta Quest OS level. What we’re observing is that the system WebViews on Quest does not react when key events involving arrow keys (KEYCODE_DPAD_RIGHT, etc) are dispatched if there is a WebView that has loaded “xbox.com” open. As soon as the xbox.com webview is loaded, other webviews do not react even when arrow key events are directly dispatched to them. As soon as the xbox.com webview is destroyed, the webviews return to their normal behavior when these key events are dispatched to them. Is it possible that Meta OS is doing something behind the scenes to override the onKeyDown/onKeyUp methods of the System WebView that is taking over these key events? Maybe this is related to the built-in Xbox app on Quest? We’d appreciate if you could help us check on this or put us in contact with someone who would know more as this bug is quite disruptive t
Hello and thank you for submitting your application to App Lab. We are currently not accepting progressive web applications nor 2D applications to App Lab at this time. If you have an immersive VR application, kindly resubmit that.
Hey, I have noticed a massive reduction in Quest 3 v66 vs prior haptic strength (battery saving?) using Meta Haptic Studio files and HapticClipPlayer at 1.0 amplitude (max), has anyone else observed?
Using XrSceneModel from the OpenXr Samples, I can see it loads only one room when I have several rooms scanned.xrQuerySpacesFB triggers XR_TYPE_EVENT_DATA_SPACE_QUERY_RESULTS_AVAILABLE_FB and XR_TYPE_EVENT_DATA_SPACE_SET_STATUS_COMPLETE_FB correctly but only returns one room. I can force the query again but it only returns the same room. And if I force the query again with excludeFilter set with the uuid of the first room, nothing is returned aferwards.OpenXR Mobile SDK v66 still uses OpenXR version 1.0.34, and it says in the download page that in the upcoming versions (>= 1.0.38, but it doesn't work if I try to get this or newer versions) xrQuerySpacesFB will be able to receive multiple rooms. However I don't understand why if I force the query two times, with the second one with an uuid exclude filter, I can't retrieve two stored rooms.
The "Purchase.ReportingId" field is blank after a successful payment, but for us this is a problem because we need this field to be able to attach the purchase to our own users, the question is, is this field left blank because we used a test user with an application that is not currently released?If we try this with an App Lab released app, will the contents of the "Purchase.ReportingId" field be available to us?We don't want to release the app with no guarantee that the ReportingId field will be filled, we want to avoid any potential problems
Are there Approaches to Get Spatial Data Simultaneously when There is Already an Application Running on Meta Quest 3?
We are making an app to view VR videos with Unity (2020.3.21f1).I want to play a video in the "Movies" folder, which is a public folder on my Oculus Quest device, but when I browse to a file in that folder, an "access to the path '~' is denied" error occurs.Obviously the file exists, but it cannot be read.Permissions are "ExternalStorageWrite", "ExternalStorageRead" both permissions are given.The accessed folder location is "/storage/emulated/0/Movies"."Exists" returns "True" when checking a folder using DirectoryInfo.But even if there is a file in it, I can't read it.How can I put a movie in the "Movies" folder and watch it in my app? Android Version : Android10 API29
I saw a game saying it was like RUST for VR. Can I say my game is like another popular title in the bio description?
This was previously fine. i was able to add developers to my app through my QA role for my unpublished app. They were able to see and download the app successfully.However, the app has ben approved and i have scheduled for release. Unfortunately, new members are unable to see the application.Anyone experienced this before?
Hello everyone, I am building an app that requires shared spatial anchors, thus it is a multiplayer app. So I have two questions:1- Quest development requires using Quest Link when trying the app in Unity, which is fine, but when I want to test in multiplayer, I often use ParallelSync and open two Unity editors. But it seems abit difficult to do the same now on the same PC connecting 2 Quest devices. Any suggestion around this? 2- Sharing spatial anchors requires App ID, which seems to only work after you build the app and upload to App Lab, this will be incredibly time consuming, is there a way to use and share spatial anchors using Unity Editor and Meta Quest Link without building every time? Thanks alot everyone.
I keep getting this error when trying to upload my apk to applab, and i have already checked google and idk how to solve it. "The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version." Even though i have changed everything, i have looked through my keystores and there is only one that uses the key i have made.
I have a script that listens for an event from another script. The thing is, everything works exactly like it should in the Unity game/scene, but the event doesn't seem to be working when I run the exact same app on the headset. Has anyone else encountered something similar?
is there any particular reason this hasn't been done? would be a useful tool to be able to live translate signs and book to your preferred language through the quest's cameras. I scoured the internet in search of any project like this, i tried using a translation app for android but it obviously doesn't have access to the cameras so it won't work. It would have to be an app directly made for the quest and sidequest doesn't offer anything like this, if anyone knows of something like this please let me know. I have a quest 3.
Hi all, After updating to v66 I noticed that I can't attach my usb flash drive to my quest 3 anymore. It will pop-up the usb permission for the device in file Manger but it won't save my choice which is allow even though I check remember my choice. It will pop-up to ask every time a plug in the flash drive but no matter what I choose it won't allow the usb connection. Has anyone face this issue? I used to install apks using this method or display a hdmi output to my headset like steam deck. But now the usb permission won't allow and save. Error in logcat: UsbManager: exception in UsbManager.openDevice UsbManager: java.lang.SecurityException: User has not given 10120/com.shenyaocn.android.usbdualcamera permission to access device /dev/bus/usb/001/002 it wont give permission even though i click Allow and remember my choice. i think its a bug
I have seen shared spaces and visited photon website, but I can't find any direct SDK links, only projects containing it. Also, is it possible to integrate it with VR? Let me know!
Hi, After 55 update of oculus integration for Unity Variable OCULUS_XR_VULKAN_DYNAMIC_RESOLUTION starts to be false On 54 version are no such problem Because of that Dynamic Resolution stopped working. Unity 3D version is 2022.4.3f1Oculus XR plugin 4.0Oculus Integration 55.0Do you know any workarounds?
I create an Unity GameObject and then add the OVRSpatialAnchor component.When it calls CreateSpatialAnchor in its Start method, it always fails when on Oculus Link (works fine if I make an Android build) Digging into this, it is this call in OVRPlugin that fails with Result.Failure_Unsupported: OVRP_1_72_0.ovrp_CreateSpatialAnchor Are there any suggestions on what could be going wrong - this error message isn't the most helpful and I can't find documentation online about it.N.B. I've managed to get the example spatial anchors project (https://github.com/oculus-samples/Unity-SharedSpatialAnchors) working perfectly over link and creating anchors successfully with the same machine & headset so the problem must be something to do with my project's unity configuration. I can't for the life of me find the difference between the example project and my project though - OVRManager settings look identical.
I figured it out. For me I'm using new controllers and when I factory reset the controllers were connected to a different headset. Essentially uninstalled everything from PC and Mobile. Factory reset headset. Once in factory reset you get the menu saying pull the tabs. Obviously controllers won't connect. You can't even connect to the app right? Well I had to go on PC and download Meta Quest Developer Hub. Once there you still can't connect but your device will be detected. Through the link wire. At that point you're going to now have both the developer and you need the quest app on your phone. Once it's visible on the app saying nearby and connecting or nothing at all. As long as you see the device it's good. Back to the controllers. Individually on each controller hold oculus button + B on the right controller and hold 3 dash button + Y. You will then feel a vibration in both controllers. After that vibration put them down, they are syncing. Go back to the app on your phone. Go to he
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 24th, 2024. Updates: The topic Monitor Performance with OVR Metrics Tool has been updated with links to the latest version of the OVR Metrics Tool on App Lab (Unity | Native | Unreal). New content has been added on the Boundaryless functionality for MR apps: The topic Boundaryless has been added (Unity | Unreal) The topic Boundaryless Safety Best Practices has been added. The Unity topic Get Started with OVRSceneManager using Building Blocks (deprecated) has been updated with in-headset guidance for space setup. The Unity topic Spatial Data Permission has updated guidance on related MR Utility Kit settings as well as corrected instructions for turning on spatial data over Meta Quest Link. The Unity topic Passthrough Loading Screen has updated steps for configuring passthrough loading screens. The experimental Unity topic Use Meta XR Simulator to Speed Up Unity OpenXR Deve
Hi, i am silence vr and i am trying to publish a game to applab but it says • The APK installation location should be "Automatic" (android:installLocation in AndroidManifest.xml). You can find the related documentation here: https://developer.oculus.com/distribute/publish-mobile-manifest/can someone help me? i am trying to make a game but it no working :(( please heelppppp
It will be an excellent opportunity for us to share experiences, learn together, and strengthen our developer community. I look forward to seeing all of you there! See you soon! Best regards,Fernando Sobrinho (Rocky Developer)
Hello everyone! This is Fernando Sobrinho, also known as Rocky Developer. I would like to invite all of you to our next developer live meeting. Link: https://discord.gg/9xfkgX9B
I am new to Quest development and have no prior experience with the now deprecated SDKs. I am rapid prototyping a simple training concept demo using Meta's new all-in-one SDK. Overall, it seems pretty good. I was able to get passthrough, teleporting, and player movement working pretty easily and happy with the results. But I still have not been able to get a simple left wrist floating UI menu button highlight/press interaction to work with the controller and pointer/lasers in worldspace, similar to how the standard UI canvas buttons work with a mouse in flat screen apps. All the building block examples seem to demo only hand interactions. I've pulled in the Unity samples from Git and can test those via link but cannot seem to reproduce them on my own custom menu tests due to confusion between the old methods and the changes in the new SDK. It seems from researching and comparing the older docs and tuts that Meta renamed a lot of stuff and r
Hello,I'm trying to work with spatial anchors for the consistent placement of objects. I can create spatial anchors fine, but whenever I try to load them using LoadUnboundAnchorsAsync(), I get an error and the code does not proceed to the creation of loaded anchor data. The functionality works as intended when testing through oculus link in the editor, but stops working inside a standalone app.InvalidOperationException: The OVRResult does not have a value because the operation failed with FailureUnsupported.at OVRResult`2[TValue,TStatus].get_Value () [0x00047] in .\Library\PackageCache\com.meta.xr.sdk.core@66.0.0\Scripts\Util\Async\OVRResult.cs:257 async void LoadAnchorData(Guid[] ids) { List<OVRSpatialAnchor.UnboundAnchor> _unboundAnchors = new(); var res = await OVRSpatialAnchor.LoadUnboundAnchorsAsync(ids, _unboundAnchors); //The errors come at this line if (!res.Success) { Debug.LogError($"[SpatialAnchorManager - Load]
I spent hours FAILING to get my Meta Quest 2 set up with MQDH (on a PC).Each time it completed the Set Up New Device "successfully" (not), but:1. It did NOT ask me to accept access to data on my PC. (hmmm, suspicious...)2. After each successful setup, my Device list was empty.I tried several different USB cables. Same result.THEN, I realized that I was connecting the USB cable to the USB port on the Meta Quest 2 Elite Strap!DOH!Once I disconnected the Elite Strap USB connector and connected the USB calbe from my PC, it worked first try!I'll bet that I'm not the only idiot that wasted time on this. 😄
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.