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Does my app need to work on Quest 2 in order to be approved in the App store? I'd like to just build for Quest 3 and Pros only.
HiI was curious, I am developing large museum style application that is a mixed bag of features and scenes that make up the main application.However the app itself will be an evolving system where additional scenes and exisiting scenes will be updated over time. A growing musuem with the initial foundation and performant functioning scenes.Due to the fact I have a large content base of assets developed over the past 8 years I would like to showcase some "work in progress" demo scenes etc. that are not yet optimised for full production. These scenes would not be deemed as part of the running application but merely snippets. Some of the demo WIP scenes may drop below 70 fps (50 fps on average) however they still perform without any serious visual impact therefore I think worth showing.Will such demo content render the whole application as unacceptable to App Lab due to potential frame reduction etc.? Is there a possibility to add a disclaimer to such specific demo scenes whilst inditcati
HiI am developing my app to run on Quest 3. I cannot guarantee it runs on earlier versions (Q1 or Q2) but I don't understand the logic. If a developer has to make the app work on older headsets then what is the point if it cannot benefit from the later models processing power?What I mean to say is this feels restrictive that an indie developer has to produce apps that run and meet VRC checks on older systems and not be able to benefit from the later tech performance.Is this dictacted by app lab submissions? If so then it seems hardly worthwhile using App Lab?I was hoping it could be classed as Quest 3 Only during submission?Could someone please clarify/Thank you!
Unmounted event fired when grab specific 3d model with unity, mrtk. The entire content gets stuck and the app appears to be paused and then returns to normal when i grab specific 3d model,i can find this unity logUnityRecenter event detectedUnityOVRDisplay:Update()UnityOVRManager:Update() Unity[OVRManager] HMDUnmounted eventUnityOVRManager:Update()UnityRecenter event detectedUnityOVRDisplay:Update()UnityOVRManager:Update() and i can find quest log These are the surrounding logs that are marked as UNMOUNT. 16:41:18.478 2107 2957 I [SEO] ShaderCache: ShaderCache::compiling PBR shader for featureMask 57616:41:18.482 2107 2957 I [SEO] InputTelemetryLogger: Adding hand deviceId = 316:41:18.505 1881 3333 I ServiceInputManager: HANDTRACKING hand 0 status set to OutOfView16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel guardianLaserBeam.gltf.ovrscene16:41:18.510 2107 2957 I [SEO] ModelDef: Destroying ModelFileModel pinchArrowBlend.glt
Game: The Final OversApp Lab Link: https://www.oculus.com/experiences/quest/3753844808017398/Game Engine: Unreal Engine 4.26 Short overview of the game: it's a Cricket game where the player (batsman) is supposed the hit the ball with the bat (attached to controller) as far as he can, as fast as he can. ISSUE 01: ball sometimes goes through the ground or bat i.e. misses collisionWORKAROUND: turn on CCD on the ball. ISSUE 02: if we hit the ball with the bat fast then the ball doesn't get the expected impact force and is slowed down. Sometimes also happen if we move the bat slowly, but mostly happens if we swing the bat even slightly faster. Sometimes the ball even goes through the bat without receiving any impact.WORKAROUND: turn on CCD on the bat. That fixes this problem, but then creates the next one. ISSUE 03: after applying the workaround above, the ball gets collided to bat even from a distance of ~1 feet. There is a significant gap between bat and ball but
I am not able to use Hand Tracking in the Unity Editor or a PC build on one of my computers. I have tested the exact same project on multiple other computers, all of which are able to use Hand Tracking. This has been an ongoing problem as this computer has never been able to use Hand Tracking including, when developer access was first released last year.This computer is using:Meta Link App Version 62.0.0.235.346Meta XR Interaction SDK v62.0.0Oculus XR Plugin 4.1.2XR Plugin Management 4.4.1 After extensive testing this issue seems to be unrelated to unity, as the projects I have test work fine on ever other computer.
I've been experimenting a bit with PWAs and tried to build and install one on my Quest. I notice some posts here with questions (about failures when following the docs) and I'm guessing the same will happen to me. So far I've tried several utilities and while the PWA runs locally or from the website I've been unable to build an .apk.I have little interest in building for a "store" I just need to get something running so I can test things out. Frankly I'm very surprised that PWA development on the Quest isn't finding a bigger niche. It seems plainly obvious that lots of utilities are needed to make working/playing in VR more like working/playing on a PC. I don't mean seeing a PC screen in VR. People won't be sitting in front of their PC all the time.So if anyone has any advice, pointers to tutorials or documentation "that works" or would like to chat about this please post a reply.
Hello there!I have looked around for quite a while but I couldn't find an answer. There are similar topics but they are old or unresolved... Sorry for bothering you again with this...What is the maximum resolution for a 360 spherical equirectangular image for being properly loaded and viewed in a Quest 3? 2:1 8192? 12k? more?I am referring to simple spherical panoramas, monoscopic... digital architectural renders in my case.Should I load them to the internal storage of the Quest 3 as jpg, png, or another format?Is the native Quest 3 viewer a good way to watch them or does it compress the files?If so, can anyone suggest an alternative app?Thank you in advance guys... Have a nice day everyoneFilippo
I want to show panel in front of user face. But when i try get OVRManager.profile.eyeHeight i've get about 1.65. How i understand it's some default value for standing position. And how to get real eye position of user? Or maybe just undertand is user seating or standing and use two constants. But i can't find how understanding what mode user select (seated/without moving or standed)
I'm currently working on developing an app for the Oculus Quest platform and I'm interested in understanding the process and requirements for deploying it on the Oculus Quest Store. Could someone please provide insights into the following:What are the technical requirements and guidelines that apps need to meet in order to be accepted on the Oculus Quest Store?Are there any specific content guidelines or restrictions that developers need to adhere to when submitting an app?Can you walk me through the general process of submitting an app for review and deployment on the Oculus Quest Store?Are there any common pitfalls or challenges that developers face during the app submission process, and how can they be avoided?Any additional tips, best practices, or resources related to deploying apps on the Oculus Quest Store would be greatly appreciated.
So recently I noticed OpenXR added support for FOV and Display Refresh Rate so I started to invest some time into figuring out how to enable them and change values in runtime. So after a week of a full mental breakdown of not getting anything at all to even get called i started to question my ability of human being. I could need some help to activate / enable this in my project: XR_FB_swapchain_update_stateXR_FB_foveationXR_FB_foveation_vulkanXR_FB_display_refresh_rate I also noticed they needed to get a featureID of packages? I really don't get where people can find those addresses. Etc: "com.unity.openxr.feature.example.intercept"So I came to this amazing forum to finally get some pro help.
I created a bot to play music in my world. I first tried my not-so-great desktop with 8G RAM and oculus desktop yet horizon runs fine. I can travel to worlds without a problem. My issue was that my music buffered too much with my desktop so then I installed it on my Lenovo X1 gaming laptop 64g RAM and all the bells and whistles but no dice! Horizon loads up just fine but I cant travel to any worlds. I have installed and uninstalled, updated both, set to English and cant get it to work. I even linked my Quest Pro to the laptop. It handled the graphics just fine and still it wont travel from the laptop horizon. Is there any help anyone can provide me with? Ive asked a few key people in the Metaverse and no luck yet.. Sad little DJ Bot
I've opened multiple scenes from the v62 SDK Samples. The hands show up but cannot do anything - they don't grab, they don't poke the samples menu. No interactions work. The Samples aren't usable or helpful in this state.
I was reading this tutorial https://developer.oculus.com/documentation/native/xrsim-native/It seems like the setup progress has changed quite a bit from when the documentation is written. I try to find more resources on it but on youtube it really only have tutorials for the unity setup. I managed to install the Meta XR Simulator, but can't find resources on how to launch it or any resources that I can read up on will be appreciated
Hello, i'm a visually impaired quest 2 user.I was wondering if there was any planned testing to introduce a zoom function to enlarge portions of the screen in windows or fullscreen vr apps, as without zoom, some text gets very hard or impossible to read even on the biggest font size.Is there any way I could suggest or help test a feature implementation?
Does anyone here use obi rope and applied hand grab interactable? If yes, can you explain to me how did you do it? I cannot figure out how to make it work. Thank you
I've almost completed what I think is a pretty solid script to allow the user to download DLC (assetbundle) for my app using Oculus Platform. All goes well from entitlement checks, to retrieving prices, to checking already purchased items, to the purchase itself. Starting the actual download however fails and returns this error:Either the service couldn't be connected to, Horizon isn't installed, or you're running an incompatible of home/horizonWhat's strange is that I can't find anything about this error. Literally zero results on google.I'm testing the app and it's IAP with test users, which should be fineThis error occurs in the build (I have a worldspace canvas showing debug info). Because there's such little information on this error, I think it's because the error comes from the Quest itself and not from any script of my project (and therefore hard to spot).It occurs both when I've installed the apk directly to my Quest 2 and after downloading it from App LabGPT suggest
hello everyone, I have one question related to the meta-store policy: I have built one application in Unity, and I want to upload it to the Meta Store. My application contains: using my application, users download many other applications and install them in Oculus. I have some doubts Can meta store approve my application?
I'm trying to recreate the "attach socket" (XRSocketInteractor) from Unity's XR Interaction Toolkit. Has anyone had any success? I've read through the documentation but can't come up with a simple way to do this. I've even tried writing my own script with an OnTriggerEnter using bothgrabInteractable.AddSelectingInteractor(grabInteractor); andgrabInteractor.Select();but still haven't got a complete snap attach..I've gotten the grabbable object to turn green (be Selected) seen with the "Interactable Debug Visual" script but the object doesn't "auto move" to the transform point and I'd rather see if there is indeed a proper way to do it. Any ideas?
Has anyone encountered this kind of situation?Passthrough effect drift from meshNeed help, Any help will be appreciated!Thanks guys!
The packaging and the product itself do not give the impression of being counterfeit, so I cannot definitively say that the item is not original. Therefore, the discussion will revolve around its incompatibility with the Oculus Quest 3 from a technical standpoint. When the fan, along with the included mask, is installed on the glasses, the glasses start to freeze terribly and completely stop working. Since I did not expect such an effect from a device developed by Meta for its own product, I initially attributed the problem to the glasses. WARNING: the glasses never (not once) froze before installing the magnetic overlay and fan with magnetic mount. Resetting to factory settings through the BIOS menu (power button + volume-) did not solve the problem. Without removing this mask, I barely managed (on the 4th attempt to reflash the glasses). After finally managing to install a new firmware, the glasses worked incorrectly (froze, constantly switched between VR/MR modes, did not recognize
I made a developer organization and everything but when i go back on the app to enter developer mode it still says I need to join an organization
Hi all,I thought it should be an easy task to recreate the multimodal functionality as it is working in the new Home environment since it offers a lot of cool interaction possibilities. However, I am not able to switch to an artificial Hand Model with predefined animations using the provided information of: https://developer.oculus.com/documentation/unity/unity-multimodal/ and https://developer.oculus.com/documentation/unity/unity-capsense/What I get is a runtime tracked hand with poor visibility when grabbing the controller that basically works but due to the different tracking speeds looks wobbly and weird. How can I manage to switch to the pre-animated Hand model that sticks solid to the controller like in the native Home environment?I am pretty sure that it can´t be difficult.... Any help is much apprechiated! Thanks in advance Allan [Unity 2022.3.20f1][Meta All-In-One SDK v62]
I am trying to convert the MovementHighFidelity sample scene (Meta Movement v4.4.0 with Meta XR SDK v62.0.0) to support the full body tracking and rendering instead of just upper body.I adjusted the OVRBody and OVRCustomSkeleton scripts to use Full Body and used the 'Auto Map Bones' button on OVRCustomSkeleton to add the additional lower body bones. I enabled the lower body meshes in both the first person and mirrored avatars. When I run the sample on device, leg movement seems to be working but the feet of the high fidelity avatar are distorted as shown in the attached image.I understand there are some differences between the MovementHighFidelity (upper body only?) and MovementRetargeting (full body) scenes. Specifically the use of Movement Samples -> Body Tracking -> Animation Rigging Retargeting script. If I follow the walkthrough docs and add this script, the feet display properly.Questions:1) Why aren't the MovementHighFidelity sample docs more clear about having to mak
Question about the Oculus Go, I have a injury and I really can't play meta Oculus 2 or do the thing with the three the hand gestures, due to my shoulder, can you guys create a metaquest go that incorporates you know that one controller, you could also have hand gestures implied into it and you can also use it to compete with the Apple vision pro without the extra edit you know motherboard features. Here's an example. If the company better you know to make something similar even compete with Apple but it doesn't have to have the same amount of power ratio because you're really just using it as a bridge for your computer and you know for people who are just you know trying to just get into the scene and not trying to be you know serious metaquest user.
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