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Basically my game got reviewed and accepted by oculus super fast and I released that my screen shots are out date and not the best. I was looking and I can’t figure out how to change the screen shots for a published applab game. So how can I change my screen shots for a published applab game? Thanks!
Where in the world is a find my device feature for when your headset hasn't been connected to wifi. It's been 10 days since my autistic son has lost his meta2 headset, we always tell him to turn it off at night not knowing it would bite us in the butt months down the road. If you look up trademarks of individuals with neurodivergencies(autism, ADHD ect) they lose **bleep** at an alarming rate. My autistic son is no stranger to that, but he has a habit where he always puts his headset and controllers in the same place every night before bed, imagine everyone's surprise when the next day it was missing, we've torn through our home desperate to find his headset and the best answer I can get from support is to go on these forums and make a post because developers SOMETIMES read through these for new development ideas🥴 HERES MY IDEA META: add a find your headsets/controllers ability even when the device ISNT CONNECTED TO WIFI. You would save thousands of neurodivergent individua
Hello!I'm developing an app that is built for Pico and Oculus. Is there anyway to use the Meta Avatars on Pico?
Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs in the unity editor and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bugs and testing. Any ideas on what the problem is? I'm on unity version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utilities 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Integration 56.0. I know that before hand my hand's weren't tracking and I updated or fixed something on unity oculus project set up tool thinking it would fix it but then it wouldn't display to my headset. I tried to reverse it but I dosn't work.
The app is not getting published for Alpha release. It's showing api error on MQDH portal while submitting the app. It's getting uploaded if the size is less than 500 mb. I have also checked the forum but couldn't able to find the answer. is there anyone also faced similar issue ?
With minimal usage, my Quest Pro Headset in sleep mode sends requests every 1-3mins.Why is this?
Greetings.Issue:I and my team attempted to enable Oculus overlay/virtual keyboard but failed.Related links/attempted approaches:Spoiler (Highlight to read)https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/https://developer.oculus.com/documentation/unity/VK-unity-overview/https://developer.oculus.com/documentation/unity/VK-unity-gettingstarted/https://developer.oculus.com/documentation/unity/VK-unity-IntegratePrefab/https://developer.oculus.com/documentation/unity/VK-unity-sample/https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/https://developer.oculus.com/documentation/unity/VK-unity-overview/https://developer.oculus.com/documentation/unity/VK-unity-gettingstarted/https://developer.oculus.com/documentation/unity/VK-unity-IntegratePrefab/https://developer.oculus.com/documentation/unity/VK-unity-sample/Fix attempts by chronology:Trigger VK via Input Field in the old project's game sceneTrigger VK via code in the old project's game sceneTrigger
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos.Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing.The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution.This specific render texture is used as texture for a skybox material I added to the scene.The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS.I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appea
Hello all, I am adding in-app purchases to my Oculus app. I have created add-ons and provided all the details, but when I try to publish the add-on, it says "Please finish filling out your add-on's metadata." I have already provided the add-on metadata, as you can see in the screenshot attached. Please help me resolve this issue. Thanks in advance.
Hi,Figmin XR and Gravity Sketch can't display a large 3D model. So I decided to create a standalone demo capable of doing that. How to adjust Unity3D parameters to display a 3D model as large as possible?This is the biggest 3d model i have seen in passthrough mode, . https://www.youtube.com/watch?v=dmBZXAa02g8I'm going to replace my CV1 with a Quest 3. For the moment, I won't be able to test my demo.
Ringtone Selection:Sometimes, the chosen suonerie gratis mp3 download might have been accidentally changed. Go to your device's sound settings and select the desired ringtone for calls and notifications. Default Ringtone:If you've customized ringtones for specific contacts, make sure they are still assigned correctly. Check the contact details to ensure the chosen ringtone is active.
Using Unity3d 2021.3.27Oculus Package v56Build process fails when I set the ScriptDebugging flag on; with the following error:Building Library\Bee\artifacts\Android\d8kzr\libil2cpp.so failed with output: Library/Bee/artifacts/Android/87lik/2bu4ed5r2ps3.o: In function `il2cpp::os::PathErrnoToErrorCode(std::__ndk1::basic_string<char, std::__ndk1::char_traits<char>, std::__ndk1::allocator<char> > const&, int)': C:/Program Files/Unity/Hub/Editor/2021.3.27f1/Editor/Data/il2cpp/libil2cpp/os/Posix/Error.cpp:227:(.text._ZN6il2cpp2os20PathErrnoToErrorCodeERKNSt6__ndk112basic_stringIcNS1_11char_traitsIcEENS1_9allocatorIcEEEEi+0x54): relocation truncated to fit: R_AARCH64_CALL26 against symbol `access@@LIBC' defined in .text section in C:/Program Files/Unity/Hub/Editor/2021.3.27f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/bin/../sysroot/usr/lib/aarch64-linux-android/22/libc.so Library/Bee/artifacts/Android/87lik/2bu4ed5r2ps3.o: In
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The OculusXR plugin renders like 30fps when paired with Vulkan.GLES3 it works fine.Pico 3/4 are smooth as butter with URP + Vulkan.Does the Meta team test their OculusXR plugin with URP at all? What is going on here guys?
My code runs on Quest 2 (Android 12.0 and OS version 56) and subscribes to the Gatt Cadence characteristic of a cadence sensor. The Cadence notifications typically arrive once per second. However some notifications can take up to 5 seconds to arrive. In that case all 5 notifications arrive at once. This makes it impractical to control a biped character using an exercise bike on the Quest 2.To verify that this is not a problem with my app, I've installed Nordic Semiconductors nRF Connect app on the Quest 2. It exhibits the same behavior as my app. Notifications often come in groups.However when the nRF Connect app is installed on IOS (my IPhone 13). All cadence notifications come in separately, about one second apart.The OVRMetrics tool shows CPU Utilization at only 25%, so the Bluetooth Stack should not have a problem keeping up with notifications that come in one second apart.I tried submitting this as a bug report but it seems there is no way to submit technical b
I keep getting stuck with this issue. We lately been building and releasing some apps through the Release Channel.All of the invited users receive the invitation mail and accept that. But the odd thing is that the app only appears on some account and not on all of them.I already tried to accept the invitation more than once, restarted the headset, unsubscribe a specific user and re-invite that user again without any luck. How can I streamline this process?
In the IAP S2S API documentation ( https://developer.oculus.com/documentation/unity/ps-iap-s2s/ ), it says we need the app access token and the app id to verify entitlement of purchased items, which does not contain any user identification information.curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/verify_entitlementI tested the API endpoint with several combination of data, and it seems we need to send the user access token instead of the app access token to check entitlement (the response says DUC related document should be filed beforehand, which is expected).I would like to clarify two things:1. Should we send the user access token to the IAP S2S API to verify entitlement of an item?2. If 1 is correct, should the secure server acquire user access tokens from game clients?Thanks in advance.
Hey all - sorry for pasting in a tweet but I don’t have the video on my phone! This is the issue I am having: https://twitter.com/roydmagnuson/status/1506010679668576261?s=21 As you can see the material is rendering behind the UI element when passthrough is active. The UI is using mobile/particle/additive and the swirly thing is using a Tilt Brush shader. This project is using MRTK and, what is weird is that I have another project setup using XR Interaction and Oculus passthrough and this doesn’t happen - it just renders fine in passthrough. I spent a good chunk of the day learning about render queues and have tried everything I can think of/seen. Just can’t seem to figure it out, and I can’t shake the feeling that it isn’t that complicated to fix. Any help would be greatly appreciated!
Enabling passthrough layer makes all UI/Object with transparent material or even it's not transparent shows passthrough as well. I only make 1 object with SelectivePasstrough shader, but why other material effected too?
Hello!Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup.Is that possible?
Hello I was trying to build an web app using OVR Lipsync in Unity, it works perfectly when used in unity but it doesn't seem to work for WebGL build. I get this type of error - "output 2.framework.js:10 DllNotFoundException: Unable to load DLL 'OVRLipSync'. Tried the load the following dynamic libraries:" Can someone guide me on how to add this functionality to compile this plugin for WebGL. Thanks.
Hi!When I connect to my PC with Oculus Quest 2 airlink, can I get connection information from external software?Regards.
My Unity app uses a BLE cadence sensor to control the player movement. It works well except that the Quest 2 will randomly disconnect from the cadence sensor. It happens one or more times within a half hour period.The problem is not with the sensor because:1. The sensor is only a few feet away.2. I have an IOS app that has never disconnected from the cadence sensor.3. I've tested three cadence sensors from different manufacturers and the results are the same.My code does not initiate the disconnect. It comes from the Quest 2.When it disconnects, the BluetoothGattCallback state is STATE_DISCONNECTED, and the status is GATT_SUCCESS. This wouldn't be a problem if it could reconnect immediately, but it takes about 13 seconds to reconnect and re-subscribe to the cadence characteristic. Is this random disconnection normal? Is there anything I can do to prevent this, or at least to minimize reconnect time?For reference, my Quest 2 is running version 53. The vers
When I type deadzone or go to devices - controller the settings for joystick or the calibrations for deadzone is gone , can anyone check if theirs is gone too ?
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