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Hello, I'm a developer working on a quest game. I applied for the game's release through AppLab and have completed the review process. However, I've discovered a few bugs and issues related to pricing in the released app. I would like to temporarily disable downloads from the Meta Store until the app update is ready. I'm curious about how to do this.
Noticed two scenarios where hand tracking does not work well When hands are crossedHitchhiker's thumb ( 24–36% of the U.S. population can bend their thumbs backwards by 90 degrees)Add more training data to track them better?
Hello, im a solo game developer working on a VR game and im trying to publish it with APPLAB but im running into an issue with it every time i submit a legal document for the Admin Verification it gets declined ive followed all the ininstructios all black background there able to see all 4 corners its straight it's got all my information in a readable quality but when i submit the document they decline it and tell me to make sure ive got all of those im unsure what to do in this situation sinse i cant verify my game cant go anywhere.
Hi!I'm an indie developer. Recently, tried to get the admin verification to launch my app on AppLab.The verification flow itself felt very broken. First, I tried to do this on my laptop, but when you need to take a photo of your ID, Meta asks you to rotate your phone. So, I tried to do this on my phone. Unfortunately, on my iPhone 14 Pro Max, Meta heavily blurred all my photos. I tried another phone (iPhone X), and it worked. All photos of my ID I took from iPhone X looked well (however, Meta compresses the quality and uses automatic detection to crop the taken photo, which in most cases was done wrong). But each time I sent them the ID photo, I got rejected because they couldn't read information from the photo, which was nonsense because any human being would have read it without any problem since all requirements for the phone were satisfied. At certain point, I thought maybe they couldn't recognise a type of document I sent. So I tried different documents — passport, driver's licenc
Expected = Squeeze the right hand trigger to create and release a ball. Notice that the ball bounces against your defined surfaces.Problem - I've completed my room setup on a Quest Pro and followed instruction for the Bouncing Ball Scene Sample (linked below), and it looks visually correct, however the balls fall through my floor and scene recognized objects when I expect them to stop the balls from falling by creating 2d planes and 3D volumes which the ball would collide with. Can anyone help me understand where I'm off (bouncing them) please? Thank you!Solution - When using Scene in your project it's required to enable its capability in the project config. Ref: https://developer.oculus.com/documentation/unity/unity-scene-bouncing-ball-sample/
For whatever reason, the Meta Quest Developer Hub will not authenticate. I click on log in with a Meta Account, which opens up my browser (I've tried with Chrome, Firefox and Edge as the default browser).I log into facebook, which then says I have a meta account, which I then log into. I then authenticate, and it opens the MQDH hub again, which then just says to continue in my browser again, and it just repeats. Not sure what to do. I've tried incognito mode as well to no avail.
Meta Avatars custom avatar works in unity play mode on headset but not when i build PCVR or apkhow can i debug this?what can i do to fix it?
Meta Avatars custom avatar works in unity play mode on headset but not when i build PCVR or apkhow can i debug this?what can i do to fix it?
hello, so ive been having this problem for awhile now and haven't been able to fix it. whenever i use Core.AsyncInitialize() or Core.Initialize(), it throws the DllNotFoundException error.
I am trying to use the button of the left hand controller "X" to select objects on my game but I am not able to use the input system. Any suggestion is appreciated.
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.
I am trying to build a very basic AR game. I have added the Passthrough block and would like to test it in the simulator. My understanding is that I can use the Room Model to simulate a room. When I do that and click the play button i get the error "No scene model available".How do I resolve this so i can test this without uploading to my headset? Unity Project Version is 2022.3.14F1Meta SDK V60Quest 3
Hi everyone, I'm developing project on Oculus Quest 2 with Hand Tracking in Unity.I need to provide additional input value from external sensor.Input value is just user's pressure on the sensor: may be float with 0.0 - 1.0 values. No movement, rotation or anything else. One sensor and one float value. Now I'm making it long way around using sensor with Arduino + WiFi and local server pairing but need something "less delayed". Have You ever tried to make Your custom Bluetooth controller / sensor to connect to Oculus Quest 2 and use it in Unity?
Hi all,I'm new to Meta Quest 2, Meta Quest 3 and android development. So far I've been using Unity 3D to create VR applications.I am looking for a way to patch the changes in an installed APK from within the APK.So the flow which I have is this:On app load, check for any updates.If update is found, download it and shows progress.On completion, the app closes and patching begins.After patch update, the APK starts again.I've seen this flow before in few mobile APK's but since I am a clean slate in android development, I don't know where to look for or how to start. I just want to do away from the oculus developer hub.Any suggestions or help are welcome.Thank you
When is the new Inside Out Body Tracking (IOBT) expected to appear for the Unity SDK? Are there any estimates? Are there any details on how it will be made available? Will it simply replace the existing IK-based body tracking?
Hi Guys. For the last few days I've not been able to get our game to launch natively in VR in the Quest and I'm wondering what types of topics I should be looking into. I can build in Unreal 4.27.2 Meta Fork v57, and it was all working last Wednesday lunchtime. I can upload the APK successfully to the Quest 2 and 3, and both fail to get past the initial loading screen and return to the main Quest menu/lobby. I have tried going back in Gitlab/GitHub to the last day it worked with a dedicated branch and I did manage to get one successful build to launch in the Quest, but unfortunately I am not really sure which setting made it work and when I try to reproduce it again it fails. The last setting I changed was moving it from 'Shipping' to 'Development' so I thought it was that, but it appears not. Since then I've been trying Git branches from different days with various settings I know I played with when it did work, and haven't had any luck. I'm now trying to see if I get a Vanilla VR Tem
In the 4.27.2 of the oculus distribution, there is no "Packaging meta quest devices" in Advanced APK Packaging - "Packaging meta quest devices". I hope to support quest1, so I add "<meta-data android:name="com.oculus.supportedDevices" android: Value="quest"/>" keeps getting packaging errors in <aplication>. I hope to solve this problem.
We are hoping to continue support for Quest 1 users while keeping that version of our app at sdk version 50. I've been looking around a while now for the best practice approach on how to potentially use release channels or something along these lines that isn't hacky and would continue to support these users with updates. One approach would be release channels, and ask Quest 1 users to manually switch release channels. Another solution would be to deliver builds to our release channel with different manifests, one that has <meta-data android:name="com.oculus.supportedDevices" android:value="quest2|cambria"/>and our latest sdk while another only contains <meta-data android:name="com.oculus.supportedDevices" android:value="quest"/>and the older sdk. This would require some hacky versioning but seems like it could be more elegant for the user. Is there any solution that is being officially supported by Oculus in regards to allowing us wa
Hello Guys, I have been working on a car simulator for Oculus CV1 in Unity...Initially I gained 100+ FPS but image resolution was so weird and then I changed RenderScale to 2. It made my game look perfect but FPS went below 60 FPS (with Realtime Lighting and shadows enabled). When shadows get disabled FPS reaches 70 - 75..CPU usage in Profiler shows Rendering takes some extra time that cause FPS drop and I couldn't track GPU performance as there is a bug in Unity 5.5..3...So the question is how can I get sharp and crisp visual with req FPS? Hope I will get some solution here. FYI, Unity Settings I use : Unity Version : 5.5.3 (for some reasons I don't want to upgrade to 5.6) &nbs
I'm having a really hard time , followed everything in this guide; https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/And tried the 5.0 version as well..But I cannot successfully target Android 32 which is now required for the store...Has anyone done this successfully and could show me what their Android SDK setup looks like in Engine + steps to how they get there, what is the right combo of Build tools, is it 8.0 + NDK25 + SDK32 ? That's what I have now then it complains about ndk25, so I set it to 21, then it starts building for android 30 and not 32...
When calling ovr_IAP_LaunchCheckoutFlow, a popup will appear showing three white dots and then immediately closes. No error messages and the purchase does not return as being cancelled. I can see in the android logcat an IAP API call that includes the SKU and I couldn't identify any IAP errors.I used the 4.27 Launcher and Oculus build of UE4 and both have the same issue.UE 4.27 (Launcher/Oculus Build)AppLabvoid UIAPSubsystem::AttemptPurchase(FString sku) { const char* skuString = TCHAR_TO_ANSI(*sku); Oculus->AddRequestDelegate(ovr_IAP_LaunchCheckoutFlow(skuString), FOculusMessageOnCompleteDelegate::CreateLambda([=](ovrMessageHandle messageHandle, bool bIsError) { ovrMessageType type = ovr_Message_GetType(messageHandle); const char* ovrMessageTypeString = ovrMessageType_ToString(type); if(bIsError) { ovrErrorHandle errorHandle = ovr_Message_GetError(messageHandle); const char* errorMessage = ovr_Error_GetMessage(errorHandle); OnPurchaseAttemptComplet
Hi people! Today I finally got a Quest 2 device and we are experiencing some serious issues with when porting a project to this new hardware. We work with Unreal Engine 4 (v4.25.3) and with the Quest 1 everything was working great, but at the time to run the build in Quest 2 we found that using Open Level crashes the execution (using the console command crashes too)Is there any way to solve this problem?Thanks in advance!
Hi,We noticed a strange behavior with our unity app : Whenever we put the device down or "change heads", the whole scene has moved away from its original position. (i.e, if you have two objects in front of you, put the Quest down, and then back on, the two objects will be well placed from one another but like 4 meters away on your right).After some research it seems like it is the world coordinate system that changes, as the world coordinates of our game objects don't move, but they are misplaced in the real world...This is really problematic and I can't figure out why no one had this issue before, anyone knows what's causing this ?
I really want to use the avatars in my game but I am stopped because I can not figure out how to "add" a game object to an avatar. For example if I wanted to add a wrist watch or a custom ray cast. Any help would be greatly appreciated!
Dear community members, I'm reaching out for help with a visual tearing issue I've encountered in a PCVR application when streaming from a PC to my Oculus Quest Pro (same as Quest 3).Issue Description: I'm developing a digital twin of a factory environment using Unity 2021 (same as 2022) and the Oculus Interaction SDK. Upon upgrading to computers equipped with RTX 40 series cards, I started experiencing visual tearing issues. These issues are absent on lower-end systems with RTX 30 series cards even at very low frame rates. Specific Symptoms: In the scene, there are two cameras: a VR camera (CenterEyeAnchor) and a tracking camera, the Main Camera (which outputs high-definition images to a PC monitor), thereby doubling the rendering load.The visual anomalies occur within the display screens of the VR headset.walkwayWithin a factory setting, there is a predominantly white floor texture and a green walkway on the ground. When the gaze lingers at the intersection between the green and
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