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Hi!So, day 1 and the Mrs has setup the quest, I've also got my Dev account but as a visitor / guest / additional profile. I'm trying to connect to mqdh but it won't connect. The instructions say "make sure you are logged in with the same account" and mine is the active profile. Do I need to be the admin user? (I.e. wipe and restart)? Bonus question, if we wipe and restart, will the game sharing only work from the admin account and any games my wife has already bought only work under her profile?
Returning busy signal for connection from 127.0.0.1 after change ReplayContext while using RenderDoc for Oculus, no matter choose “Oculus Quest 2” or “Oculus Quest 2 Profiling Mode”…RenderDocForOculus_v25_0_1_12_64 and UE4.26.2 in RomoteHostManager, these two Oculus Quest rows are Remote server running (Busy)...
hello guys, I'm trying to convert the Survival template pro from unity (used to make tha forest game in steam) into a VR game using steam VR (HTC vive headset.) but i'm facing lots of truoble and tha main error is that when the camera rig is set active and used in the scene. The main figure is place outside the scene itself. Also the game is only visible from the right dispplay in VR and Left display is blank and only shows static images when pressed escape https://100001.onl/.
May I ask if anyone is able to make the fb_foveation work? As we are implementing the OpenXr and wanna use the eye gazing features, which seems to require the fb_foveation work. May I ask how I should access this or get the eye gaze location from Quest Pro?
I'm at a loss. I've never had this issue before, but doing a search comes up with several people having this issue, but no answers on how to resolve it. I also reported it as a bug directly through the app, so they do have my logs that say "Unknown error", and the cli reference. Here's the message I got after trying MQDH 2.7.2:I had to downgrade from 4.0.0 to 2.7.2 to get the above error. I had to downgrade because 4.0.0 would no longer let me upload, because it was infinitely trying to "install new cli".Here's what I've tried:re-installed MQDH 4.0.0 (kept showing the spinning progress instead of upload button)installed MQDH 2.7.2, shows upload button but displays that error in my screenshot.upgraded my project to the latestreset the manifest using Unity's "generate compatible manifest", recompiled and tried uploadingtried pointing MQDH to one of the other adb.exe files from other Unity versionsI'm not sure where to go from here.Thanks in advance
With the Quest 3, since user's are scanning their environments, is there a way to convert that automatically to an HDRI that can correctly light Virtual Objects and Characters? Is there already a way to do this?
Hi,I have the Meta App Lab beta channel that I no longer need for the time being. I want to disable the build that's on there such that no one can use it but I don't want to remove the users that have signed up already for it. What's the best way for me to achieve this? Does deleting someone from the invited users also delete the app from their device?
We have bunch of apps built with same tools and they work fine after the recent update, but for some reason one app stopped working and I can't figure out why. It's one of the more simple apps we've done and doesn't (to my recollection) have anything too different from the others.The app just crashes before it even goes to the almost empty initialisation scene.I checked the MQDH logs to see what is wrong and it seems to point to a shader not compiling, but it doesn't tell which shader. How can I know what shader is the problematic one? We only have couple simple custom shaders.What I've tried:-I've updated the Oculus Integration package(that we don't really use, but still).-I updated all unity packages used in the project and removed few unnecessary ones.-I tried deleting our custom shaders - build still crashed... which makes sense since we have those same shaders in all of our projects and the others still work.-I deleted and recreated AndroidManifest from Oculus tools.-I c
Hi, could someone please help, we are unsure as to what the exact tests are and also how long is the QA process for applab submissions.Kind regards
Hi, I am following this tutorial when trying to load saved handposes from a collection as GameObjects (Step 4 in the "Hand Grab Pose Recorder", nothing is appearing in the editor window, does anyone has thoughts as to why this may be? Thank you!
I have a PCVR application that interfaces with Quest devices via Quest Link and is implemented using LibOVR.I am interested now in adding a mixed reality component to this application, for which I need a passthrough API in LibOVR. Does anyone know if such an API is available?There is some description of a procedure for "Mixed Reality Capture," (https://developer.oculus.com/documentation/native/pc/dg-mrc/) but this appears to be for use of a totally external camera, and not the built-in passthrough cameras.
How can I, as a community manager for a game on the Oculus store, track who has used a referral code sent by someone else to them? I assume it should be visible somewhere on the Oculus developer hub but I can't seem to find it.
Hi support team,I'm testing traditional Android apps on Meta Quest 3 to solve some of my needs (specifically remote desktop at this time). I was able to install and run some apps. However, I'm confused when it comes to app touch input. Is there documentation explaining how controllers and direct touch works with Android apps? So far I've found this:B = back buttonA = tap where the pointer isTrigger = tap where the pointer is2 triggers + move controllers - pinch-zoomI tried coming closer to the screen and tapping with 2 fingers at once - this doesn't seem to have any effect. Can you confirm? While testing NoMachine Client app, I was able to do right click (done with 2-finger tap) only once, and I did not understand how I did it. Can you provide some guidance? Can I do 2 finger tap with controllers or hands? What about 3 finger, 4 finger?Additionally, can you please allow resizing windows in "Near" view just like they can be in "Far" view?Essentially I'm looking for a direct-touchable re
It wont let me edit or its just me being Dum but it will not let me change or do another app submissionhere's a picture and this I can't edit it please help I beg anyone because I don't under stand
Have the developers worked on Crunchyroll, Hulu, ect apps? I can access Disney + on bigscreen but I havent found an app to play video. Watching through the browser is tedious.
I am being charged 19.99 to my bank account every month and I have no idea why? I have looked on my subscriptions and there is nothing there. I also need to know how I can get meta off my FB and use my email instead.
Hello,colleagues at my company need an aggregated internal dashboard to access our key metrics plus internal stat KPIs based on the raw data.Does the platform provide APIs to access the data, if only number of daily installs per country? Or just access to a daily CSV containing all purchases?Thank you for your help,
O Audio Prime Funciona Mesmo? Sim, o Audio Prime funciona! Muitos clientes relatam resultados significativos em apenas alguns dias de uso. Isso inclui uma redução notável nos incômodos zumbidos no ouvido. Os resultados podem variar de pessoa para pessoa, mas a fórmula cuidadosamente desenvolvida do Audio Prime já ajudou milhares de pessoas a recuperar sua qualidade de vida e a desfrutar de uma audição mais nítida e clara.O Audio Prime é Confiável?Sem dúvida, o Audio Prime é confiável. Ele é a escolha ideal para quem deseja cuidar da saúde auditiva de forma natural e segura, sem preocupações com produtos químicos agressivos. Além disso, a empresa confia tanto no produto que oferece uma garantia de satisfação de 90 dias. Isso significa que se você não estiver completamente satisfeito com os resultados do tratamento, seu dinheiro será reembolsado.Quais São os Benefícios do Audio Prime?O Audio Prime oferece uma série de benefícios, tais como:Ajuda a recuperar a audição nítida.Alivia o
Hi all,I have a playable area of 1Km square indoor. I want to use it to develop a real life scale maps where players have to walk to go anywhere. what is the maximum playable area that the quest 3 or any other device can handle? Is it even possible to go for 1Km square with current technology? thanks,best regards,
So when you go to occulus casting and online and then link the PC then you can see what you are seeing on the headset on a screen etc. This feature still works with regular apps but any and all. But any apps we make in unity doesnt cast. But this is something recent that just stopped working, is there something we now need to do during build settings in unity or does anyone know of a solution for this
My app I am developing is not starting after an update until we restart the device. We are using Unity 2021.3 with addressables and spliting the app into apk and obb. Seems like the addressables are not correctly found after the update. It happened in incremental updates (few megabites) but also updates that downloads apparently the whole app again (1.1 GB). Then after restarting the headset it opens with no problems which makes me believe it is something wrong with the update process.Does anyone had this issue. Would be great to hear from the Meta team as well.
Hi so I've tried implementing networked avatars (using PUN) in a unity VR app but no matter what I try to do, my local avatar always ends up t-posing sideways without any animations in front of the main camera rig. Everything is as its supposed to be, entitlement checks working, deploying on alpha channel, adding test users.I ended up getting this unity asset to cross-reference and see what I was doing wrong, but even in their implementation, the local avatar is t-posing outside first-person view, same problem as minehttps://assetstore.unity.com/packages/tools/network/meta-avatars-pun2-vr-multiplayer-template-211918Any insight would be appreciated!
Hello i am facing some issue and i need your help I want to spawn a oculus customize meta avatar in my unity game so what can i do??
In the past there has been guidance on accessory development in the dev center. Is there a way to get specs/guidelines for newer devices, specifically the Quest 3? Thanks!
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