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I have successfully uploaded my app to the ALPHA channel. I can see the app inside the Quest 2 and it updates if I upload a new build.But when I click "Start" the app does not open. No black screen appears or any kind of message comes up. It just doesn't open.I need help figuring out what is going on, as I have tried everything I have found on the internet and everything I have come up with on my own.I am using Unity 2021.1.f1 and Meta Quest Developer Hub.Thank you very much.
I have tried everything. Checked spam. can't log in via facebook the confirmation code will not be sent to the email. my email address is naughty@hot.eeplease help!
Since we updated one of our Quest 2 devices to operating system version 59 our android code for requesting permissions no longer works.private void checkPermissionsAndInitialize() { // check permissions List<String> PERMISSIONS = buildPermissionList(); if (mainActivity.hasPermissions(PERMISSIONS.toArray(new String[0]))) { intialize(); } else { ActivityCompat.requestPermissions(mainActivity, PERMISSIONS.toArray(new String[0]), PERMISSIONS_REQUEST_CODE); }}@Overridepublic void onRequestPermissionsResult(int requestCode, @NonNull String[] permissions, @NonNull int[] grantResults) { super.onRequestPermissionsResult(requestCode, permissions, grantResults); intialize();}private void intialize() { Log.d(LOG_TAG, "Build version: " + Build.VERSION.SDK_INT);}This snippet should be straightforward but for some reason the if statement always evaluates to false and onRequestPermissionsResult is never called, so the log is never printed. (The 'hasPer
i made a developer account, i turned the developer mode on on the mobile app and it wont activate on my meta quest 2. when i connect it with a cable to the pc there is only usb file transfer notification no usb debugging.i have adb drivers installed.Did i miss something?
hello! I have downloaded the Oculus Occlusion sample here: https://github.com/oculus-samples/Unreal-OcclusionSampleI am using the 5.2 Oculus branch and I do not have access to the OculusXRFuntionLibraryThere is also no soft occlusion check box in my render settings under VR, but I do see it enabled in the config file. Very confused and curious if anyone else has this working. I've read through the documentation a hundred times and can't seem to figure out what I am missing. Thank you!
Hi,I submitted my app on app lab and have been waiting for 10 weeks for approval.As far as I remember, the 1:1 inquiries for developers was closed since last year. Therefore, there seems to be no window to ask developers, especially regarding app lab submission.I cannot wait any longer, so I inquired through an e-mail that came up with a meta-contact on Google, but I received a reply that "the form you submitted is only used to handle complaints related to your privacy." I couldn't get help with the development.Does anyone know the contact that I can ask directly about the development or app lab process? I'm desperate...
I am encountering a memory leak in the meta os with my vr game i'm developing using unity for my headset, this is a issues that has persisted since os v56 and is ruining my ability to test my game to make sure it runs, works as intended and is optimised. (happening with other vr games)
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So I was updating a project in unity to the v57 and all the passthrough functionalities broke. Im trying the default Passthrough scene and even that one doesnt work. Also the spatial anchors doesn't work neither.Even a new empty project with the oculus integration package doesn't work the example scenes of Passthrough or spatial anchors.Any idea on how to solve it?
My son's Oculus Quest 2 will not charge (no lights and this is a new cable) nor will it turn on. Tried holding the start button down for 10 seconds and also tried pushing the start button along with the minus sign on the volume and nothing. The unit just stays black. Any help?
I am integrating Speakatoo API in my project its giving me cookies error, Please any one can help me.
Hi,I'm working on a project based on LibVLC and it's now live on the applab. My application works fine on other devices older than Quest 3. But on Quest 3 there's no sound at all with both my application and vlc-android. I don't know if there's a problem with audio output. Also, I see some other sound problems with other applications such as MXPlayer it sometimes plays awfully. Can someone tell me how to fix this problem? Thanks.
I cant make the window MetaXR Simulator appear in Unreal.I followed the tutorial onhttps://developer.oculus.com/documentation/unreal/xrsim-unrealbut the window does not appear, so I cant enable it. Anyone knows how to solve this?I tried using the full location with "json" file written on the path (xxxx\xxx\ file.json)Tried using inversed bars (xxx/xxx/file.json) but the tab to enable the simulator just dont appear.restarted the engine after all this changes and nothing
I have a material set up with Masked blend mode. Somehow it doesn't get MSAA and there is no documentation clearly explaining how to enable alpha to coverage in UE4 for materials that are made for Oculus Quest (Android ES3.1 or Vulkan).Any ideas ? Thanks
Hello there! I'm a new to Oculus SDK developing. I need to add achievement in my game and facing some problems with it. I already install Oculus Integration to unity and implement just one unlock function of one achievement, that already has been added to my dashboard as simple client-authoritative with name "COMPLETE_TUTORIAL". I also setup Platform Settings in Unity editor with some test email/password from my test user in dashboard and type in APP_ID there. For some reason I also initialize Oculus.Platform.Core.Initiailize(APP_ID) in code. After that I invoke Oculus.Platform.Achievements.Unlock("COMPLETE_TUTORIAL") when custom event happened in game. In editor I also debug this moment and code is reachable and works.Then I build my game and send apk to Quest 2 and try get this achievement in game, but nothing happened when I finished my event... Need some help with this... I think, maybe I should upload game to dashboard? I'd appreciate any help!
I am using Quest 2 controllers represented as hands. Started with the Complex Grab sample scene. I've created a custom object with custom grab points, hand pose, etc. and that works fine.What I have been trying to do is, if you have picked up an object the object + hand should collide and not be able to pass through a panel. Think of, for example, drawing on a board. You don't want the pen and hand to simply pass through the board.I know ways to do this in normal Unity or using XRI Toolkit - it's a fairly trivial thing - but the Interaction SDK is not playing nice.I also tried deconstructing the pin board prefab and using those OneHandTranslateTransformer and InteractableTransformerConnection components but I couldn't get it to work how I want. For one, they affect rotation as well as position but I just want to constrain position. In addition, those constraints kick in the moment you grab the object, but I need the constraint behavior to happen only when the tool (e.g., a pen) touches
How do i set my own Skeleton Joints transform objects instead of creating new ones when i load my Meta ? for example instead of creating Joint Objects (Head/both hands etc..) i already add them to my avatar prefab but the ovr scripts still creates new ones
Hi, I have a project where I'm streaming a live source to an animated canvas texture (using A-Frame WebXR). The texture animates in 'flat' view in the Meta Browser, but freezes upon entering full immersive mode.I'm not sure of the cause, but would like to ask the dev team to please consider a fix for this for the official Quest browser.Thank you for all your work on this great technology.
When I play in-editor with VR preview through AirLink with Unreal Engine 5.1,I see a squiggly line on the border of the pass-through field of view, and a black surface is also visible beyond that line.Every time I turn my head and look, the border disappears one beat later, and remotely rendered virtual objects are also drawn one beat later in Meta Quest 3. https://drive.google.com/file/d/1uFCzU5AktYFgdz39WeXbXasiYmbxFVEF/view?usp=share_link
I'm trying to figure out how to do the room scanning on Quest 3 (like in the demo app "first encounter", not the basic plane detection that sets up walls from your room setup). I'm pretty frustrated with the lack of documentation and I'm having a lot of trouble getting this going. Does anyone know how to get this setup, or just some pointers in the right direction?
The new meta quest virtual keyboard has far too many draw calls out of the box. I measured 3k draw calls in just the demo scene alone, most of the draw calls are coming from the virtual keyboard. I've tried SRP and URP and both have the same amount of draw calls. Am I using this wrong? It doesn't seem like this is usable on quest in its current state.
Hi, I am completely beginer about unity and meta quest 3. I want to see some object in VR, so I put OVRCameraRig and cube in my project. Then I executed Build and Run, but I cannot see the object in VR world. Could you tell me what is the problem and how to correct it?
i keep getting this change request. "Please resubmit with an attached build. Please do not use the Pre-Launch Submission option. We look forward to reviewing your application in full." can anyone tell me how to change that?
I recently baught a new Meta Quest 3. Like all Android devices, the Quest includes Free Software[1], some components even under GNU Copyleft[2]. I did not find a written offer for those components, nor an optical disk including the source code of those copylefted Free Software components. GPLv2 includes the following paragraph:3. You may copy and distribute the Program (or a work based on it,under Section 2) in object code or executable form under the terms ofSections 1 and 2 above provided that you also do one of the following:a) Accompany it with the complete corresponding machine-readablesource code, which must be distributed under the terms of Sections1 and 2 above on a medium customarily used for software interchange; or,b) Accompany it with a written offer, valid for at least threeyears, to give any third party, for a charge no more than yourcost of physically performing source distribution, a completemachine-readable copy of the corresponding source code, to bedistributed under
Hello,I am using this link to load my Scene Mesh into my Unity Scene. The model loads in but it is rotated differently than what I expect. I have to rotate the mesh by `(-90, 0, -180)` to get it to where I expect. Is there any reason for that?
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