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HiThe Quest Pro is updated to OS v56.But my app is trying to access the USB camera,I already set the permission to my app in the setting.But the app still crashes or close.Seems the OS runtime library did not return proper permission to my app. Unity 2021.3.16f / Unity 2022.3.7fAndroid SDK 31/ Android SDK 32Oculus Integration v55 or XR in Unity Need help Thanks!
Hello everyone, I have a problem when compiling my app for quest 2, the problem is that when compiling and uploading it to applab, everything loads correctly without problems, but when the app starts, it loads with the 3 points forever, the app never starts
I'm making a VR simulation that uses Vuplex's WebView for Android - the canvases are taken from the poke interaction scene, with a WebView added to the Unity Canvas. Most of them load up just fine, but the one webpage I have is popping up an error about render resolution being too high. This seems to be some kind of WebGL problem (since it has a max size of 4096), but sizing down the canvas resolution hasn't stopped this error.We've had this error pop up on our computers as well, but it was fixed by updating Chromium to v115. It seems like the Quest is only on Chromium 91. Is there any way to update this outside of an Oculus update, or are we just kind of screwed until that happens? Does anyone have other suggestions to try?
After upgrading Meta Quest Developer Hub app to version 3.4.0 when I connect my Quest 2 to my PC with USB cable Quest 2 no longer shows up as a device in Windows File Explorer (Windows 11) even though that worked correctly prior to the MQDH upgrade. MQDH itself continues to connect to the plugged in Quest 2 correctly.How do I fix this? Is this a known issue?
I've been having this problem with my Quest 2 game where the framerate drops significantly when looking at a mesh from far away. The meshes don't even have that many vertices, about 200 at most, and viewing them up-close is fine too. The same thing happens for particles when viewing them from a distance, up close they're fine but as soon as you get far enough away, the framerate drops significantly.I know rendering really small triangles can have an impact on performance but the drop seems way too significant to be normal. I'm using Unreal Engine 5, is there anything I can do to improve my game's performance?
READ_PHONE_STATE, ACCESS_COARSE_LOCATION, ACCESS_BACKGROUND_LOCATION, and ACCESS_FINE_LOCATION.Of all the permissions listed in this error, I am not using a single one. They are not included anywhere in my android manifest file, which I have confirmed is the one I'm using via the unity project settings. What is causing this?
Trying to upload to applab for two weeks and get this! Anyone know how to deal withy this problem ?
Our application utilises the companion device manager to connect to a BLE device. However when the companion device manager (as of V55) shows, it doesn't always show correctly (sometimes just a black screen) and backgrounds the app in a manner which shuts it down. Is this an issue in V55 as this never occurred previously? Additionally, it actually behaved worse when the hardware is updated to V56.We've updated the manifest to use the newer bluetooth permissions (Scan, Connect, Admin), and can only proceed beyond this screen when fine location is granted, which we are aware is a prohibited permission on both AppLab and Store. What do we do? Is it broken at an OS level?
Link: https://github.com/wwwtyro/python-ovrsdkWindows only still, but hope to add Linux support in the next couple of days, and OSX sometime after that.Enjoy, and let me know if you run into any issues with it.
There are countless videos of people using the headset and hitting someone that has moved into the user's boundary. Small children or animals are also incurring into the boundary and sustaining physical and emotional injuries. It would be good to be able have the quest switch to AR mode when the boundary has been crossed in order to protect individuals who are not using the headset from the user. Ideally something like a NFC chip would be able to be put onto the collar of a dog such that incursions from the rear could be detected, though a camera in the rear would be better.Is there any code in the Quest system software that can do this?
I have a rather large application in development which I just upgraded to the latest Oculus SDK and Unity 2022.3.6 and I'm trying to get Quest Link testing to work, so that when I press the Play button in Unity, it will render to the headset. My current build target is Android, since up to now I've been doing Build and Run testing (which is quite a long wait), and I'm wondering whether or not it's required to switch back to the PC build target for the Play button to work with Quest Link.What I'm seeing now is something like this: I enable Quest Link and am viewing my desktop monitor from within the Quest 2. I click on the Play button inside Unity. My HMD goes dark for a few seconds as the app begins to run. Then it comes back, I'm still looking at my desktop monitor in a window, Unity is showing me the Game panel, everything is in 2D and not VR. I could switch back to PC and test this, but if it doesn't work, switching back to Android from PC target will take a looong time (about 4+ ho
hello, anyone knows if there is any API to retrieve whether items have been revoked due to refund or payment charge back?
I've been contacted by several users of Dissonance Voice Chat (a voice chat system for Unity) reporting that starting the microphone takes an extremely long time (over 1 second) if the “Oculus Virtual Audio Device” is in use.The highlighted line corresponds to calling the Unity Microphone.Start method. I initially assumed this was a Unity bug and switched to FMOD instead, but that has the same issue. I reported the issue to FMOD and they concluded that the delay is not due to FMOD, but is simply the amount of time that the audio device take to initialise. It seems like this is a bug in the "Oculus Virtual Audio Device" itself. Something internal is causing it to take huge amounts of time initialising.
Hi, recently we have received multiple user reports that the logic of our Unity app has issues. Digging deeper, we realized that the error was related to Android KeyStore not found error. Our Unity app uses Andorid backend, which integrates with AWS Cognito SDK to store auth tokens. As you can see from the stack trace below, the token caching mechanicsm failed because of keystore issue. Have Meta Quest made any adjustment to the token store access? I couldn't find any resource to debug further. Unfortunately, this issue is disrupting user experiences, so any help is greatly appreciated. Thank you! 2023-05-02 12:50:58.975 17399-17913/? E/AWSKeyValueStore: Encryption Key cannot be generated successfully. com.amazonaws.internal.keyvaluestore.KeyNotGeneratedException: Cannot generate a key for alias: CognitoIdentityProviderCache.aesKeyStoreAlias in AndroidKeyStore at com.amazonaws.internal.keyvaluestore.KeyProvider23.generateKey(KeyProvider23.java:110)
Hi Meta Community,I am recently exploring on the Oculus Pro and I am really attracted to this function. As a developer, I wonder how I can get the press data from the stylus tip? Is there any relearsed unity sdk that I should refer to or such function is only available on specific applications? Thanks!
I was very surprised to discover that hand typing (direct interaction) on the virtual keyboard (OVRVirtualKeyboard) was only possible with index fingers, i.e. other fingers don't register any contact with the keyboard. Why on earth was that design choice made? If it's to mimic other input methods which use single contact points for each hand (controller, ray) or to minimise false positive touches with the other fingers because hand tracking isn't sufficiently reliable, why not at least include configuration options in the OVRVirtualKeyboard script to toggle direct interaction support for each individual finger for when tracking becomes more robust or simply if users want to use multiple fingers to type?But maybe devs at Meta code with their index fingers only. That would explain a lot about how the development experience for the Quest was designed.
Dear admin, Where can I find the Unity package for Hand Tracking 2.2 from v56?I cannot find it even though Meta has announced that it is released...Could you share a direct link to the package? If it is not out yet, then could you provide an estimate for when it will be released?
Today while playing robo recall that I had bought from a bundle I noticed I was teleporting randomly but just chalked it up to having sensitive joysticks. Then later while starting until you fall I noticed I was walking werid. So apparently my controllers have joystick drift. Which is werid because they were fine yesterday. I'm starting to think it may be a headset problem instead of a controller problem because the problem started on the left controller and then completely switched to the right one and now the right joystick doesn't even work unless I'm checking the deadzone. Another reason I believe it may he a headset issue is because I recorded a video to put in this post to help viewers understand my issue but despite syncing it twice it showed up both times as a corrupted video My controllers are both fading in and out of virtual reality and in this state any game requiring joysticks are completely unplayable, which again I find this very odd because I use my heads
Please support also reading video from USB c port directly and not by dlna server or local download
Hello,when I run SetupAndroid.bat it tells me that I have not accepted the licenses when I have accepted them.
There is no way we can get an account subscribed to the Alpha channel of our app after being subscribed to another app from the same organization (Us).The problem is that after sucesfully inviting the user and accepting the invitation despite of the fact that the "Congratulations" page did appear, officially subscribing the user to the Alpha app that app does not appear on the subscribed apps section and there is no trace of it on the Meta quest 2 Library on the headset.This is a big problem for me and I do not know any way around it, I need the same user to be able to test my 2 alphas, not only 1 of them. Any help?
Hello! I am working on a Unity 3D URP game for the Oculus Quest. The game works great on the Oculus Quest 2; however, I would like to have the game working on iOS and Android tablets as well. May I ask if there is a way to do this? Can I make one Unity application that can have successful iOS, Android, and Oculus Quest 2 builds? Thank you in advance!
So does anyone know if accessories for Quest 2, like golf club, will attach to Quest 3 controller? Would be nice to know so I can prepare before Quest 3 comes out..
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