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I have added credit card info to my developer account and 2fa, but somehow in the MQDH the account remains unverified for some reason. I don't have an answer for this and I've been looking everywhere.
Hello,I am a UNITY Quest developer and wanted to ask a question.Is there a way where we can control the VR experience through screen cast from mobile? Like theres already a record and reset buttons while casting. Is it possible to provide a custom button where we can control the VR experience?Simple Example: Pressing a button where we can play a custom sound?Any advice on this would be appreciated. Thanks😊
Hi - My analytics data hasn't updated since June 1 (4 days stale). Typically, it updates for the previous day the next morning so this 4 day lag seems unusual; hence I wanted to log it. Thanks! Looking forward to Quest 3!!!!!!
I'm developing software to Oculus Quest. I need to connect a arduino board to my Quest via bluetooth.I tried to use the asset "Arduino Bluetooth Plugin" from Unity Asset Store, but my oculus quest bluetooth seems not be enabled.What is the way to enabled Oculus Quest bluetooth and scan/connect another devices?Thank you!
Hi! I'm developing some peripherals to use with VR games, but, i want to know if it's possible to connect any bluetooth BLE with Unity + Oculus Quest.
I had my PC wiped and my keystore file didn't get backed up. What's the best solution to keep updating my app on App Lab, do I need to submit a need application?
HI, I have an issue with TextMeshPro rendering when using FXAA. The long and short- the game uses URP- the game we are working on uses the Deffered Render Pipeline due to performance considerations- because of this MSAA in URP settings is not available- therefore FXAA on the Camera is the solution to reduce hard edges- [Problem] The TextMeshPro text now has very bad artefacting which makes them hard to read. Is it possible to reduce this or exclude it from the FXAA pass? Tali
I made a couple of apps in Unity, these apps had been running perfect for several years until now, but now they are running slow and laggy. I suspect it may be because of the latest update but I'm not sure what it could be. Does anyone have any idea?
Hi!I'm not really a developer, but I've been trying to get something to work on my quest for a while, and I'm wondering if I'm doing something wrong, or it's just not possible.Basically, I want to run this flatscreen android app on my quest 2. It records the screen of an android device, then sends it to a Hyperion instance. The exact details aren't important, but basically I want this app to be able to record what my headset is showing to me.However, screen recording doesn't seem to be a grantable permission, even with ADB, and even after compiling the app with the screen recording permission as a requirement, it did nothing.I can understand why this isn't easily given, for privacy reasons, but surely there must be a way to let an app see your screen? Or is the only way using Meta's built in things?Thanks!
I find Google Earth VR really interesting but thought its functionality could be improved. Imagine plotting a route between two points and then "walking" that route without the point and click that jumps between photos. The main issue being the speed of loading of each scene as you move. This could be harnessed when using a treadmill or exercise bike to take long walks anywhere you wanted. I though that if photos could be loaded into a local depository then shown in a linear fashion at a controlled or variable speed (that can be stopped when an interesting view appears) then the impression of moving in VR/Google earth would work so much better without the slow loading of separate images - almost like a moving video or a flyover at street view level.So, I asked ChatGPT the following:"Create a sub-routine for the Google Earth VR open source programme using python to allow a user to map a route from a point A to a point B and store the individual photographs between these two points in fo
Much of what was shown in yesterday’s announcement are already available on the 3D Web.For instance, virtual 3D conferences where people show up in 2D is like a last year’s demo of ours.Meta, IMHO, should invest heavily in WebXR, for instance, implementing DOM Layers. And not only for AR experiences like Chrome on Mobile but also for VR (not much extra work needed).When launching Quest 3, if WebXR DOM Layers is already available then a huge migration can happen of 3D web sites to achieve what Apple showed us with Multiple Apps on Vision Pro.Our 3D augmented desktop demos show the need for WebXR: https://demo.umniverse.com .Only with WebXR and having DOM Layers implemented, Apple’s ecosystem can be countered.
Are you using Meta Avatars and Photon Fusion? I have seen sample projects using Photon Pun, but none that use Fusion. I have tried using the docs and adding Meta Avatars to my existing Fusion project, but everything stops compiling once I add the Oculus Integration Package. If you have samples or insights, it would be a huge help. Thanks!
We are working on a mixed reality application where we want to use meta avatars, alongside that we are also working on a small desktop companion app where we would like to access those avatars. Our question is is it possible to access user's and other user's avatars on the desktop without having Oculus desktop app installed?
Hello. When i try to verify my oculus developer account, it asks me to either enter a card number or set up a 2fa. The card entry form doesnt have my country available. When i'm trying to set up a 2fa with my phone, it previosly redirected me to a page "This page isn't available", but now asks to try again later. I've managed to set it up using a 2fa app but when i go back to verification page it still asks me the same thing. What do i do?
We would like to publish our application on APPLAB, but we do not want to release it to the public, only to distribute download keys. Is it possible to publish in this way?
BoneLab app will not load. Uninstalled and installed multiple times. Internet connection is fine.
SOMEONE HELP ME
For some reason hands tracking is not working anymore in Unity editor.Tried with Quest Link and with Air Link.Tried in a clean project with the latest updates and Quest Pro.Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing.Checked with Oculus Integration examples - controller ok, hands are absent in the editor.In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene.And of course I tried to reboot everything.No errors in editor, but some warnings appear (only sometimes):I will be grateful for any help. Windows 11Unity 2021.3.4/2021.3.13Oculus Integration v46Oculus XR 3.2.2-pre.1Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes.Quest Pro v46.0.0.226
Hello,I've been struggling to have my Rift S app Exero Vet released. Often times it appears as approved with "schedule release" grayed out. Currently, it says it has been released, but we cannot see it when we search the store. However, we seem to be able to go directly to it with a link. The release channels listed say "Production (Store) , ALPHA ". There is an app with the same name on the App Lab for the Quest 2, and we are ok with it being on the app lab. However, the Rift app is hard to get to people since they cannot find it. We don't know what to do. At one point support told us our app was "keys only," but we don't see anything in the review that would indicate that is the case or why that would be the case. Any suggestions would be greatly appreciated.
Hello,I have a question regarding the new Meta Avatars SDK that recently came out. I wanted to ask how can I use the full manifestation for an avatar? In the Unity inspector, when I change the Active Manifestation to Full, the avatar just disappears. But the skeleton contains all the bones including the legs. So please guide me on how I can use the full body.Thank you
i recently bought a verifyed buisness for my game, and when i submitted it it said it would take up to 2 days but its been almost a month now and still nothing. I payed 60$ for the buisness I don't want that to be wasted can someone help?
Hi. Following these instructions. https://developer.oculus.com/documentation/native/android/mobile-studio-basics/ First I hit. Task 'prepareKotlinBuildScriptModel' not found in project ':VrSamples:VrCubeWorld_Framework:Projects:Android'. So adding task prepareKotlinBuildScriptModel {}I then hit. Exception during working with external system: java.lang.AssertionError Any help would be appreciated.I can successfully build and emulate standard android apps and NDK apps using Vulkan.
I'm developing a project on Unity and using 2022.2.11f1 as the version. (I tried 2020 and 2021 LTS versions)The hands are working smoothly when I run the scene in Unity, but the hands are not visible when I build out windows.I tried more than one way and also got builds from unity's own samples, but the result did not change.How can I solve this problem?
1、Does the Webhooks feature only get activated and used when the Enabled switch is turned on?2、This call to our linked endpoint returns an invalid response at the moment. Could you please provide a demo with the expected response? { "challenge": 1851701663, "code": 200, "hub.challenge": 1851701663, "hub.mode": "subscribe", "hub.verify_token": "aHR1cHM2Ly73eC5mZXltYW4ubWUvdyIvcGF3bWVudC9vcmRlclF1ZXN0UGF2Q1FsbEJhY2s=", "mode": "subscribe", "msg": "ok", "verify_token": "aHR1cHM2Ly73eC5mZXltYW4ubWUvdyIvcGF3bWVudC9vcmRlclF1ZXN0UGF2Q1FsbEJhY2s=" }
Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data.We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor.Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1We would truly appreciate you help on how to fix the problem.Thanks and best regards
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