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Hi, Every time I deploy any apk from either Unity or adb install com.oculus.appsafety process has CPU usage of >= 100% for a couple minutes (for my app ~5 minutes), but it varies on the size of the installed app (I think). This creates a lot of heat and makes profiling the game and iterating extremely challenging. This looks like a safety feature, but it actually isn't. When you reboot the device and start the app manually, then it doesn't start, only when installing an app, so it doesn't actually do anything except create annoyance. It also doesn't block you from starting the app. If the app is malicious, and you start it, the damage is already done, it's unclear what's the point of then running this while the app already did the damage.I've tried various configurations, but nothing helps:* different Unity versions (2022.12 or 2021.27).* different projects (I've tried mine and example mixed reality template from Unity).* different users (I've tried developer test acc
I'm having difficulty linking my Windows pc to Quest 2 device. I can airlink them and get the code verified, but it goes into Ocuus Mirror mode immediately, and I cannot exit unless I turn it off. It simply says, "Your Library is empty, You have worlds to explore. Fill your library with apps and games from the Oculus Store!" The Oculus menu button doesn't work, and nothing seems to work when I'm in that mode. Can anyone help me with any tips? All I want to do is to work on my Unity project.
For health reasons I need to reduce to the minimal expression the Electro Magnetic Fields so my house is a almost perfect zero EMF zone, that changed with the Quest 3 which even though says that it turns off or on the Wifi I know with the help of a sensor Acoustimeter that the EMF are exactly the same with the Wifi ON and Wifi Off, I would like to know if there’s a way to REALLY disconnect the Wifi.
I am trying to do the shared spatial anchors demo (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). I built it to my quest device a while ago, and it worked fine. Then yesterday, I tried it again and it seems no longer to be able to access the user account info: private void GetLoggedInUserCallback(Message msg) { if (msg.IsError) { SampleController.Instance.Log("GetLoggedInUserCallback: failed with error: " + msg.GetError()); return; } SampleController.Instance.Log("GetLoggedInUserCallback: success with message: " + msg + " type: " + msg.Type); var isLoggedInUserMessage = msg.Type == Message.MessageType.User_GetLoggedInUser; if (!isLoggedInUserMessage) { &nb
I get the following every few minutes ```EntryPointNotFoundException: ovrp_QplMarkerStart assembly:<unknown assembly> type:<unknown type> member:(null)```Any suggestions?
I thought I created a post about this already but I can't see it anywhere. Anyway, I've been trying to run the new XrHandsAndControllers OpenXR SDK sample in v56 SDK on my Quest Pro, and build.bat won't even compile.I get this error: Aside from that, XR_METAX1_simultaneous_hands_controllers_management OpenXR extension isn't listed on my Quest Pro with v57 firmware and v56 SDK (which is where I got the headers for this from). I added the hand tracking permission and experimental flags in the manifest, just like XrSample above has, but it doesn't enumerate the XR_METAX1_simultaneous_hands_controllers_management OpenXR extension by the runtime.Can anyone help me with either or both of these issues? Thanks.
Hello, ad the the latest update the SDK version 32 is supported. I installed the sdk version. however when i install the build. I get this error. failed to install AFS_OCD_VR_cignusGames-Android-Shipping-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Requires newer sdk version #33 (current version is #32)]So i fail to understand what to i need to manually add for SDK API level and NDK levels. andriod-29 or andriod-32 or andriod-33 ? Also what should be the minimum and target sdk. Can someone please guide. I am not every familiar with andriod versioning. But as per meta update they said andriod 12L (sdk version 32 ) will be needed from june 2023. so what is happening now do i need version 33?
I have 5 APKs I've built in Unity 2022.3.7f1. This project has worked in my Quest 2 before, multiple APKs uploaded from it. When I install the APKs (sidequest, ADB, dev console) the uploaded APK overwrites the previous one. I can do this individually or in bulk. Individually the APKs run perfectly on the headset. There are no error messages and no other issues. I have performed a factory reset on the headset, changed project identifiers and file names. This is a project that has been working for several months, I've delivered a bunch of work-in-progress APKs to a client from it without any problems. Tonight is, of course, the deadline. Any suggestions gratefully received.
Trying to create object which will be grabbed with two hands. Object might have physics when grabbed with one hand.
I'm making an exercise app for people with limited arm movements.My users have very limited arm and hand movements. I have designed my games using Unity such that they can interact with a user interface using their head movements.I am worried however that they might not be able to run the app from the home screen when the headset is turned on, as this requires either using the hand tracking or controller button presses. My users won't be able to do this.Does anyone know if there is some functionality that would enable my users to run an app themselves without using the controllers or hand tracking? I was thinking of interacting with the UI using just their head movements with a cursor, or I also heard there was a voice command function.Any help with this would be greatly appreciated!
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some painUpdating to API 32:- using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed)- Tools stay at 29 - we have 29.0.2 and 29.0.3 installed- Use the editor to set your android API to 32 Now problems we had with 32..-Sideloads of builds installs didn't work,-Dev builds couldn't save logs-We couldn't launch one app from anotherSideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.csNear the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/";Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/"Also in tha
I was looking at a tennis game and heard it would burns tons of calories, but it was like $30. I felt that was too much for just one game, I’m assuming there’s a game where you can play lots of games for a single price? Or maybe I should get like thrill of the fight if I am https://xender.vip/ looking to burn the most calories? I would also like to be fun though, and superhot was also another choice. Any thoughts?
Hello,We are using quest3 for the development of a multiplayer game with colocation in unity 2022.3.4.With the update of the quest for v59 the function Oculus.Platform.Users.GetLoggedInUser starts retrieving 0 as result, without any error.Our app has the UserID and User Profile feature granted and we are getting the right values in quest with v57.We already open a ticket in the Developer Support and int Meta Store Support. but they are unable to resolve the issue and redirect us to the forums and documentation. None of those are effective.How can we solve this issue in v59?Thanks
Hello MetaI saw on youtube that you said you will release this sample. But I didn’t see this in oculus integration sdk v57. So when will this be released? This sample will be very helpful for our ongoing development. Thanks for your great work.
It would be really great for the community if we could get some sort of timetable for support for Unreal 5.3!
Hi,allI built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store.And it replied:ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it.What is the cause of this problem? And how can I fix it?I hope to get some advice and help.Thanks.
None of the oculus scene features:-room data, Anchors, Shared anchorsseem to be working over link in unity editor. They all throw the following error. I've tried the Shared Spatial anchors sample project, Discover sample project, as well as the sample scenes in the Oculus XR Plugin. I also tried rolling back the Oculus XR plugin to older versions.
Hello,I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone),but cloth simulation did not work, actually it showed just a mesh without any cloth simulation.However, Played Correctly in Unreal Editor's VR Mode.So I was wondering if I did wrong with the unreal engine setting for oculus quest,Are there some specific unreal settings that I should do for using cloth simulation? How shoud I do for it?Thanks for advices, have a nice day 🙂
Hi fellow developers,I am in a time crunch trying to wrap up a project which runs just fine on Meta Quest Pro, but the same APK crashes after 3 seconds of black screen on Meta Quest 3. I tried to build a basic VR template as well to see if that works, but it crashes as well, so that makes me believe that the issue is not in my project itself, but in the build settings (Android etc.)I am assuming the issue is in the android SDK/NDK versions but I have no clue whatsoever what versions to choose... Please let me know if anyone managed to successfully build on UE 5.1 + Meta Quest 3 or any other tips. I urgently need to solve this. Any tips are very appreciated!!!
App Entitlement started failing for me since my headset updated to v59. Here is the error I am getting in my Unity game when I try to play a non-release channel build:E Unity : ERROR MESSAGE: user does not have app in libraryE Unity : ERROR CODE: 7E Unity : ERROR HTTP CODE: -1Does non-release channel deployment not work anymore? I am trying to test my app by running directly from Unity.
This is not a post about using Unity for Meta OpenXR development - more a lower-level question about how Unity's OpenXR implementation is interacting with the Meta runtime (specifically the Android/Quest runtime). Unity applies its own cross-backend action-based input layer onto OpenXR input. It doesn't really utilise OpenXR input, actions, suggested bindings etc in the spirit of their design, but as far as I can see the use should still be valid. However, this seems to me to be triggering a quirk in the runtime. My understanding is Unity's implementation works like this: - App configures Unity with a list of 'supported interaction profiles'- Unity creates one XrActionSet set per supported profile- For each supported profile, Unity creates a bunch of XrActions based on the profile, adding them to the XrActionSet corresponding to that profile (created in the step above) - Unity calls xrSuggestInteractionProfileBindings for each supported profile suggesting bindings (
Hi, my colleague and I are developing on Windows PC/laptop for Quest 2, using OpenGL. I have an NVIDIA Quadro P5200, and can successfully run the OculusRoomTiny_GL executable from my laptop and display on the Quest 2 via the PC Link cable (hooray!) However, my colleague, running with Quadro T2000 graphics, is getting an "Incompatible system hardware" error. I've checked the Quest hardware compatibility page, and the number of mentioned NVIDIA cards are quite small (and no mention of Quadro at all). Does that mean that some Quadro cards are compatible, but others are not? Thanks much.
There is a tutorial on how to create an OVRSceneManager component, but after creating it and placing a cube in a scene, the cube isn't actually placed in a room like it should be. After taking off the headset and putting it back on, the position of the cube is being reset! I noticed that the Phanto project doesn't have this problem, but I can't find a solution for my project. Isn't this something that should be already documented in https://developer.oculus.com/documentation/unity/unity-scene-gs/ ? I can't really create any mixed reality apps without this feature and there is no solution documented anywhere.
I have been getting the error below in my Unity 2022.3.11f1 project with the Oculus Integration v57, Oculus XR 4.1.1 when I click "fix" on the error "[Compatibility] Build Target (Unknown) is not supported" in the Project Validation Tool as seen in the screen shot here. I was on the Andriod Platform at the time of this error so unsure why it suggests I fix. When I click on the error the fix created, it takes me to OVRConfigurationTask.cs as the source. I am including a new, fresh project with only the above installed plus the Meta Avatars v20.3 with the hope someone at Meta can take a look. https://drive.google.com/file/d/1z_M8UTlkG7qhQRe9mtgTg1e-vO9V-XAO/view?usp=sharing It can also easier be reproduced via installing the above in a new project.NullReferenceException: Object reference not set to an instance of an objectOVRConfigurationTask+<>c__DisplayClass51_0.<ToValidationRule>b__2 () (at Assets/Oculus/VR/Editor/OVRProjectSetup/Tasks/OVR
Dear @MetaQuestSupport,WiFi performance is really bad since Meta Quest OS Version V57. Please check out this video, where I'm comparing the wifi performance (packet loss) of 3 devices simultaneously (please watch on desktop):https://youtu.be/XIsMOeJHwiU1) The first device is a Meta Quest 2 with OS Version V56.0.0.171.656.505989878. It doesn't drop a single wifi packet over the entire duration of the test.2) The second device is a Meta Quest 2 with OS Version V57.0.0.236.669.513665197. It shows significant packet drops especially as soon as you start moving around.3) The third device is a Meta Quest 3 with OS Version V59.0.0.162.706.533208878. Really high packet loss even at perfect conditions (standing still). All 3 devices run the exact same game/app. This clearly demonstrates that since OS Version V57, there seems to be a wifi related firmware bug which wasn't present in V56. I've tested different wifi routers and brands, but the problem is consistent with all of them
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