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Hi all, I've watched/read a number of guides regarding the debug tool and optimal settings and all that, but I'm looking for some more specific settings to use for my setup to find an optimal balance between performance and clarity on my quest pro. I'm using a 3070 laptop with a Ryzen 7 5800HS and 24GB ram. I get that trying to use a laptop is suboptimal at best, but it's all I got. Can anyone help me out, thanks ^-^ (also using the quest link cable)
Hi there, I'm web developer. I am working on an interactive web application where I use Unity (WebGL build) for the front-end visualization and ASP.NET Core managed by Visual Studio as the backend. I've run into a significant challenge regarding the communication between the Unity WebGL client and the ASP.NET Core server. The issue I’m facing involves CORS (Cross-Origin Resource Sharing) errors when the Unity WebGL client tries to fetch data from the ASP.NET Core backend. Despite setting up the CORS policy on my ASP.NET Core server to allow all origins, methods, and headers, my requests from Unity still get blocked. Any suggestions!
So I have these 2 approved app lab games I made but I would like to delete them because im making a fresh new one. The first one is called "Kapuchin" and the second is called "Ossisim". Let me know if you guys can assist me with this! Thanks, Vlad.
If the user is prompted for record audio permissions for voice chat and they decline, we turn off an option in the settings menu. so then in future if they choose they can goto the settings they can turn it on again and it will show the permissions dialog if needed when turning it on.However If they same user declines but also says do not show again, the permissions dialog will not show up and instead we need to display a message instructing them to go and turn it on in the system settings before we enable it.We could create an Intent to show the app settings for stock android with android.settings.APPLICATION_DETAILS_SETTINGS, however Quest has it's own and would be much more natural for the user to use.
Hi whenever I try to upload my APK to the app lab it keeps on popping up this error code: OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE. Does anybody know howto fix this? I've tried stuff like renaming the whole project and deleting my application andremaking it. Can somebody tell me how to fix this?
After much back and forth I finally managed to get a package to upload using a placeholder package name. Now I'd like to replace my build using a proper package name. But I can't. When I try to upload with ovr-platform-util it says:This upload uses a new package name, "com.xxx.yyy", but the package name must not change between versions. Please upload a new build with the original package name, "com.company.game"How can I clear the build I have uploaded and replace it with a new one?
Hello! I am a strong believer in VR as a creative medium, and I have spent the last several years developing my first Quest game! I picked up quite a following online of people who have been following the journey - millions of view. I also recruited over a dozen creators to be voice actors in the game, so combined its many millions of people paying attention when adding all their combined followers up - these creators have been hyping the game up too. The game is done, but Quest Developer Portal is refusing to even upload the submission. It is saying:"The package name is already in use for another application. Every application must have a unique package name."The thing is, the package name is not already in use, and I get that error even when renaming the package to a long, random string of letters. I also get the error: Your manifest includes the following permissions restricted by Oculus, Please remove these permissions if they are not needed by your
So I’m primarily a pcvr player and for whatever reason my usb cable doesn’t like doing cable link so I started using air link, and now that doesn’t work either both oculus and computer are as up to date as they can be the oculus seems to recognize my computer but will not link I click on the computer from the quest link menu it says not connected I click again and try and link and nothing happens, I’ve also tried removing the device from my computer but now the oculus link app doesn’t even recognize my oculus, I’m puzzled and not sure what’s going on is this just an issue on my part I don’t really know where to go from here. I just wanted to play blade and sorcery lol
I want to create immersive virtual events and gatherings using Oculus VR.Problem: I’m not sure how to set up and manage virtual events effectively.My website URL is here.
Hello,Meta XR Interaction SDK OVR Samples 65.0.0Unity 2022.3.31f1Quest 3In the Sample Scenes : HandGrabExamples & HandGrabUseExamplesYou can see the same wrong behavior:Once your right controller becomes active by picking it up and grabing something, once you put it down you cannot use your right hand anymore to grab. The poke interaction is still working tho!The combinaison left hand/left controller doesn't show that issue, it behaves normally.I'm quite sure it's stupid, I tried to find the difference between the right and the left without any success. For all of those examples it's only appearing in Play test in unity (over link cable) once I built, it works.I can't grab anything with my right hand since yesterday in my game...Another issue I have is that when using concurrent hands et controller I can see when pinching with the right hand the A key beeing pressed on the synthetic right controller, how do you turn that off?Thanks a lot for your help.
Educational institution needs developer accounts for teaching. Hello dear Meta Community,We have the following problem, we are an educational institution and have developed courses for the development of VR applications. Now we are faced with the problem that we want to send 10 Metaquest + laptop to the participants of the course (since they are remote courses). Now the participants have to use the desktop app to use the developer functions, which means they need a developer account. But now we can't give the participants a cell phone for a 2 factor authentication or provide the account with a credit card (I think this is self-explanatory). What possibilities are there, I hope that someone can help me or that the request is taken up by support. Translated with DeepL.com (free version)
I’m having issues downloading the Alpha version of my Unity Application to my Meta Quest 3 for testing. The application appears on the Meta Quest app on my phone but does not show up on my headset. There is a “Purchased” button at the bottom on the mobile application but it is greyed-out. Any help would be greatly appreciated.
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of June 17th, 2024. Updates: The topic Apply Spatialization in Unreal has updated steps for using the Meta XR Audio Spatializer. v66 introduces new debug commands for tracking CPU/GPU thresholds. This is now documented in the Logcat Stats Definitions topic here: Unity | Native | Unreal With v66, hand tracking in the Meta XR Simulator is no longer an experimental feature. The content has been upgraded and migrated. You can find it here: Unity | Native | Unreal The graphics subsystem topic App Spacewarp has updated guidance on debugging (different from last week’s update) that highlights the most efficient way to discover quick objects are creating AppSW artifacts, including a suggested custom adb command for QA testers, artists, and other non-developers who use MQDH. The Unity topic Passthrough Basic Tutorial has been updated with new steps. The Unity topic Tutorial - Create Your Fi
Hey I’ve been wanting to play Vrchat and I downloaded it and when I entered my oculus account it said couldn’t authenticate this account I tried everything I don’t have a pc or a computer and my friend Hase no pc or a computer ether and he logged in into oculus account in vr chat and it worked for him but not me I don’t know what is happening to Vrchat if you have idk how to fix this issue reply to me plz I’m also 13+ @@Vrchat
Hello guys!Before anything, let me put you in context, I'm currently working in my master's thesis. This thesis involves the use of the Meta Quest 3 glasses with some external tools. In this thesis I'm researching the posibility of including VR glasses in a SLAM task. Basically, what this means is using the glasses hardware/software, recreate a real room into a virtual map. In addition to this, since I'm in the robotic's field, I will use the information to later on localize a robot into the room.To be more clear, an approximation to what I'm trying to explain is usually what cleaning robots (Roombas) do to localize themselfs in a house. They first "scan" the house using SLAM with the help of some cameras and sensors.The next image is an example of what a final virtual map would like as result of using SLAM. In this image, a tool called ROS have been used in order to help achieve this task. To summarize, ROS is something like an "enviroment" to help robot developers with thei
MetaXR plugin crashes UE5.2 at launch
I simply want to change my game to paid, from free. Through the dashboard, I select price, but the 'submit for review' button is disabled. If I hover it, it says 'your submission does not contain any changes to your build, app metadata, or pricing'...even though I have a price selected in the dropdown.
The Financial Reports page shows the latest three Monthly Reports (.csv). If you wish to see reports older than the last three, you should click on the "Load reports prior to" button. However, this button does not work, regardless of the browser used.Oculus and Meta support have been unhelpful with this issue. I have been trying to solve this for a year now.Does anyone else have the same issue?Any ideas on how to work around this?
We are now using the Entitlement_GetIsViewerEntitled interface for anti-piracy. But we still found pirated installation packages exist online. We found that they make this interface always return "success". Is there a better method, such as an online HTTP-based interface, that can inform us whether the meta user has access permission to use this app?
HelloI'm working on a VR application in Unity for the Oculus Quest 2.One of its features is to record in a video what the user is doing and watching. The recording session is triggered by an in-game button.For now I didn't find any useful solution compatible with the Quest. I don't see any API to implement such a thing. Does it possible to give access to developers to video recording feature?Is it possible to use the Oculus Quest SDK to integrate the recording feature in my application? Thanks
Does anyone know what kind of code I can add to Unity to block the hand tracking within the game? I use Unity to develop games.Thank you
I'm developing PC VR Quest 3 content through Quest Link with Unity 2022.3.15f1. I'm implementing interaction using hand tracking. The problem is that it doesn't happen when I run it on Unity Editor, but when I build and run it, I lose my hand tracking if I take off my headset and use it again during execution. Is there a way to solve the problem? Is there a way to make hand tracking happen again quickly at this time?
Hello,We recently saw a case where our app crashed while taking multiple screenshots from the meta quest menu.The error in logs wasAbort message: 'DeadlockObserver killing locked thread! [clientThreadMutex_UpdateInputData_PostLock]'backtrace: #00 pc 00000000000cf138 /apex/com.android.runtime/lib64/bionic/libc.so (__ioctl+8) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #01 pc 00000000000933c8 /apex/com.android.runtime/lib64/bionic/libc.so (ioctl+152) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #02 pc 0000000000046894 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+256) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #03 pc 00000000000478ac /system/lib64/libbinder.so (android::IPCThreadState::waitForResponse(android::Parcel*, int*)+60) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #04 pc 00000000000475fc /system/lib64/libbinder.so (android::IPCThreadState::transact(int, unsigned int, android::Parcel const&, android::Parcel*, unsig
I noticed that my ASW FPS drops down to 0 whenever I'm moving fast in my game. Is there anyway to fix this or should I not use ASW in my game since players will be moving fast most of the time?
I have noticed that the LoadSceneFromDevice() function in MRUK 65.0.0 does not work. However, strangely, it works when using the Synthetic Environment Server in the Meta XR Simulator. It only fails when running from the Unity Editor while the Quest is connected to the PC via Quest Link.However, if I check the "Load Scene On Startup" option in MRUK and execute LoadSceneFromDevice() from MRUK, it works. It only fails when I call LoadSceneFromDevice() from my script.These functions worked without any issues in MRUK 64.0.0. Why is this happening? I can't understand it.
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