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I create an app with Unity and I'd like to delete a file in my "Movies" folder. However the file is not deleted(File is exist and i'm using File.delete) although my app has permission about external storage read/write.here's my code. string filepath = @"/storage/emulated/0/Movies/myfile.txt";if(File.Exists(filepath){ File.Delete(filepath)}is there anyway to delete file?
I am trying to enable Developer Mode on my Meta Quest 3 and am running into a problem while following 2 different official developer docs:Setup Development Environment & Headset doc; andEnable Developer Mode docI can confirm that I have logged in dashboard.meta.com using my normal Facebook account, I've created an "Org" and verified my credit card. I've enabled developer mode from inside the Headset Settings on the Meta Quest app on my phone.Both documents now want me to do the exact same thing: put on my headset, and then go to Settings >> System >> Developer. And from there, they want me to turn on the USB Dialog Connection option.The problem is, when I go to Settings >> System >> Developer, I only see these options: As you can see, no mention of a "USB Dialog Connection" option. There is only a "USB Link Auto-Connect" option, but that's already enabled. Can anyone spot where I'm going awry? Am I in th
According to the Tech Note on expansion files, the total application size of a Quest application can be increased by building an APK file that loads OBB expansion files. However, this page indicates that the maximum supported size of APK and OBB expansion files is 4GB. Our application is currently about 20GB in size. How would the asset bundle OBB expansion file along with the main APK file approach allow for the total 20GB size, so that our application can be uploaded? Are there any workflow tutorials on this method? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks.
Hi everyone, our product is developed using the UE4.27 engine and is packaged as an apk+obb file, with a total size of about 1.8GB. After releasing new versions to AppLab or any other testing channels, users have to update the entire 1.8GB each time. However, I remember there was a period when incremental updates were possible, meaning users only needed to update the parts that had changed. But later, it became necessary to update the entire package every time. Has anyone else encountered this problem? Thanks
Hi, I am trying to create an additional release channel for one of our apps and I get an error. I've opened a ticked with Meta dev support team but apparently they can't help. Anyone has any ideas why this is happening/ how it can be fixed? (error attached)
Hey! I've been trying to set up the passthrough API for the Unity HD rendering pipeline but no luck so far. I followed the tutorial and got it to work on the classic RP but with the HD one all I could get was a blend between real and virtual. Has anyone tried to do the same thing?
I am trying to upload a new build of my game through the Meta Quest Developer Hub. I am uploading it to a private release channel for alpha testing. I am getting a number of errors after multiple attempts with a different error each time. I get upload failed errors sometimes showing Processing Error please try again later, API error, or ECONNRESET Network error. I've tried looking at the log files but Im not experienced enough to know what to do. It is strange because I havent had these issues before, I've uploaded multiple builds with the most recent being a little over a week ago. I am using unity 2021, the most recent version of MQDH, and am attempting to upload an apk and single OBB file (2.2 GB). I have tried copying the adb files associated with my unity project and pasting them into the "Meta Quest Developer\resources\bin" file path. I've also tried changing the MQDH ADB file path to match the unity version in the file path "C:\Program Files\Unity\Hub\Editor\2021.3.15
In my game I want an intuitive tutorial showing the player how to move by teleporting using the joystick. Also how to grab object by pressing the trigger button. Do you know of a good example game with an open source repo that has this?
Hello ! We have seen the scanning of indoor spaces and adding 3D boxes in the mesh Using Meta quest 3. I was wondering> is it possible to upload a pre scanned room into the Device?The scan can be taken from the Meta Quest 3 or Some other tools that generates similar objects. In other Mixed Reality Device (mainly Hololens 2) we could export the scanned mesh as a 3D object. Unsure about the uploading though.> Is there any information regarding exporting and importing ? Is it possible in Meta Quest 3?purpose of this query is that I dont want to have one gigantic mesh for all rooms. Also for demonstration purpose scanning and making the mesh on the spot may take more time than pre populating the hardware with data. [Unsure whether this idea defeats the purpose of the current scanning feature of Meta Quest 3]Any suggestion or information is higly appreciated.Thank you!
Hi all, my question is maybe simple, but i need to be sure i won't get surprise on developing local multiplayer experience. How many VR headset can be used in the same room, keeping in mind area divisions, and the minimun space required per each?There is some limitation?Anyone have tried it before? The project involve into 6/8 concurrent players o less if we had no player on designed area spot.
In the financial information tab of my oculus developer dashboard when I click under the payment information it does not show the provided information. I need to check it and verify that the financial information provided is correct. This will affect my decision on whether to create a new organization or continue with the old organization that I had.
Hey everyone!I'm having a weird problem where some accounts in my organization fails their meta entitlement while other accounts succeeds it *on the exact same build*. 0.0 Here some more context :Engine : Unreal Engine 5.2Blueprint codeGame has been added to an app to the alpha release channel.Both user A and user B are members of the organization.Both user A and user B have been added to the release channel.Both user A and B can open the "official" appLabb app and get authenticated.But if I change the name of the app (myApp_02 instead of myApp for example), then user A can get authenticated but not user b. Error messages :User does not have app in libraryAnd if I call "User get user proof" I get : User proof error invalid OAuth 2.0 access token type OCApiexception Code 190 Token exception error data fbtraceidHaving build with different names is very useful during development. Is there a reason some accounts fails the authentication test while some others succeed?
Help, can't pass verification and get "successful" after "Verify Entitlement" node . I add these lines to the "DefaultEngine.ini" file:[OnlineSubsystem] DefaultPlatformService=Oculus bHasVoiceEnable=true [OnlineSubsystemOculus] bEnabled=true OculusAppId=[my app id] When I tested this earlier, half a year ago, it worked, but now no matter what I do I can't get success. What changed? What am I doing wrong? I created a new app in appLab and took the App ID from there. But I didn't upload the app itself to the server.
Hi, I'm one of the researchers who want to use raw eye tracking data I know that the raw eye tracking data is deleted immediately after getting gaze data.However, as the research propose, Can I get raw eye tracking image data in Unity?Thank you for reading!
I am trying to build an application that has a feature to select two objects and calculate distance between them. I used the XRInteractor to get the hit point data and calculate the distance. The obtained distance is confusing me as I am not able to understand where it is in meters or foot or others.
Is there any way to measure the size of the room scanned by meta quest 3 in unity?
I've been successfuly loging to Platform SDK with admin and test user credentials without any issues, but now user checking refuse any user (not authorised to use this app + Oculus.ID and Oculus.UserID empty) when running the app on the headset. It still works while in the Editor Play mode.I can't say why since I didn't changed any line of code, but I've done several updates (headset version, switched to new Meta XR package, updated Unity application, etc.)So I did a factory reset of the quest 3, I also did check the users entitlements and app settings, but I still can't figure what is responsible.Any help would be apreciated.
How to keep the floor coordinate position unchanged each time the room is scanned。 Is there any way to keep the coordinate direction of the floor unchanged or to make a certain wall a positive direction?
I'm trying to create a project and haven't been able to find any help on the intricate dimensions of the quest 2 controllers by this I'm talking about the exact diameter of the top and bottom of the ring and the angle between the top and bottom of the ring as well as all other dimensions but mainly the prior mentioned. The closed I've gotten to anything was a 3d model of the quest controller which I haven't been able to transfer into my CAD software so I haven't been able to get dimensions off of there. If there really is no help then would I just need to use a pair of digital callipers and combination square and gather the measurements my self?
Add a trupple or quadruple tap setting to disabke mounted cyros in quest link needed for non vr games with gamepad
Oculus, please allow PCVR users to turn off the ambient noise that plays while using Air Link ( not in "Home"). The sound is obnoxious and shouldn't be playing while users are on their PC and especially not while media is playing.
The background noise the developers foisted on its irritated customers is mind-numbing, both to hear listening to the constant hum and that Meta didn't include a toggle or even a way to change it to something else. How is this justifiable? Is there even a purpose for it. My recommendation is provide a tool to turn it off, or better yet let users decide if they want it. at all This must have been the boss's nephew who came up with this, and everybody else is afraid to address it. I see criticism and exasperation going back three years on forums.
I'm developing corporate VR experiences and am attempting to manage my applications and deployments through the Admin Center, which is recommended by Meta for device management. I cannot find a simplified way to add apps to devices without going through the entire vetting and review process. My apps do not and should not be deployed on the app store. I simply want to upload the APK files like I can on my private account and manage these apps for the companies I'm developing them for. The entire process is very confusing. I don't understand how a company like ArborXR can develop a much more simplified deployment process than Meta. I would go back and change it to a personal account but have already configured it for a business device and the factory reset won't revert back and give me an option to signup with a personal account. Now I'm stuck trying to figure out how to use this Admin Center to upload the apps.
Could someone please review my code? I am going mad from this. What I am trying to do is to move the World object to the hand but offset by some distance so the hand doesn't end up inside of the object. I got the movement right where it Lerps to the position of the RightHandAnchor/LeftHandAnchor, but can't for the life of me figure out what is wrong with shifting the destination by a certain distance. What currently happens is that when I release the DistanceHandGrab, the object moves to my hand and it ends up inside the object. I know that the HandAnchor is following the hand, since the object always ends up over the hand no matter from where I grab it. I just am not able to move the target position and it is driving me insane. Please help. public float distanceFromAnchor = 10; void HandleDistanceHandGrabEnd(GameObject endedObject) { // Save the World's new position previousWorldPosition = endedObject.transform.position; previousS
Hey,I've been having an issue with using haptics. I upgraded from unreal 5.1 to 5.3.2 and updated the MetaXR integration package to V60.0. After the upgrade, using "Set Haptics By Value" or "Play Curve Haptic Effect" both cause a crash in Editor and in the Meta Quest 2&3. When removing these from my BP, the crash does not occur.Did something change to the haptic functionality? Am i missing something?Sincerely,Raymond
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