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My screenshots had been synced before I deleted them from my quest. I then unsynced and waited 14 days but they still are in the app. Any way to fix?
Hi,This started happening since last week. The development APK build launches through RenderDoc OK, but while the application is loading, Renderdoc Meta Fork returns this error message:I've tried Renderdoc Meta Fork versions 39.2, 39.6,40.1,44.1,50.1 and 51.1. It seems to be quite random when it appears. The only way to fix it at the moment seems to be to keep installing various versions on the Quest2 until the error doesn't appear anymore. Sometimes the ADB and Renderdoc log/dmp files get updated during a crash, examples are shared here:https://drive.google.com/drive/folders/1-z4-VxMAwEnXskJ6hnngPlxAIaIWNVKC
Hello, I have a game "Hunt" in AppLab. Through SideQuest, I can see it has been downloaded 180 times but I can not see any sales on AppLab side, how do I know the sales data? thank you.
I thought I read that Oculus won't allow us to collect income/payments for app lap apps outside of the Oculus platform without some kind of agreement with them. But I can't seem to find that, and I just now ran across this post that says we can sell keys without giving any revenue to Oculus: https://developer.oculus.com/blog/oculus-distribution-channel-guide/ We're building education apps and want to be able to sell "bulk" licenses to schools, for example, in addition to sales to individuals on app lab. Can somebody point me to the right answer/resources/docs on this issue? Thanks in advance!
Hi! I'm Oculus developer and we have our app on AppLab. So, now our organization is going to undergo verification. 1) Will we be able to change the organization later if necessary?2) Does the verified organization necessarily have to match the organization through which the meta pay will be made later?
I'm trying to integrate a reporting system from the meta, and I'm doing everything as in the example. But when I click on the Oculus button and select a report, no callback, and also when I fill out the entire report form and click on a report, no callback. What am I doing wrong?
Hi, we are using 2021.3.22 f1 and our main scene with the majority of meshes is performing terribly. This seems crazy to me that Meta would release a firmware update like this that affects every developer's apps. I saw a few others have the same issue with their store apps and 2021.3. Have any of you solved this issue? I am going to try downgrading to 2020.1.14 as it seems it may be related to an Android 11 Arm64 native heap allocator thing and they recommend downgrading. That would make sense as Oculus never updated Quest to Android 11, only from 10 to 12 and apparently there are some memory issues going on since Android 11 and the way our scene loads or doesn't load seems to be related to memory issues as it loads sometimes (with bad performance) and other times it doesn't and crashes, and sometimes it loads halfway and freezes too. We are using IL2CPP and ARM64 and testing on Quest Pro.
I am exploring the interaction SDK, and I am trying to mimic a behaviour from "First Hand" where the player's hand pose gets locked on the lever or wheel. When I use the OneGrabRotateTransform, while the grababble interaction still happens, the hand can still be moved around. Using poses helps with the hand shape but not the position.Is there anything built-in to achieve this?
Hi,I started profiling our application with the renderdoc meta fork, and i'm having trouble reading the results.The application is made with unity (2021.3 branch), and I'm profiling on oculus quest 2. Renderdoc is version 51.1, headset is up to date with firmware v51.Everything works fine on the capture / profiling steps with renderdoc; I can open a capture, click on "Time durations for render stages", and the tile timeline gets populated with the data I was looking for :Since I'm on quest 2, I'm expecting to see only one surface in the timeline, corresponding to the rendering in multiview of the application. So the rendering step works fine, but strangely there is an other surface being computed in the timeline right after.I cannot really relate this surface to anything in the application (there are no post effects set up in the project), but I can see with the tile browser that the surface seems to be affected by the fixed foveated rendering setting of the application, while the firs
hey I am having trouble finding out which event I need to catch from the HandgGrabInteractable to then from that event call a function. In my case the Photon.RequestOwnership(), on the grabbed object. Here is what I have until now, with help from ChatGPT, and my own research as to what exists and what it just made up and trying to adjust it acordingly:What it should do is, using the PhotonView component and the Hand Grab Interactable, catch the grab event and then get the target of that grab event (being the object being grabbed) to then find the Objects PhotonView component and then call the RequestOwnership() method on it.Alternative Solutions to come to the same result or advice for it is also welcome.
Hello,I would like to have RayInteractable and, if possible, PokeInteractable?I don't see a possibility to create a Surface for it.Thanks and Regards,Torsten
You probably also know that you are sometimes short on USB connections and for me this is nearly always the case.Every morning, when coming back from lunch and any interruption again you have to re-pair the Quest to the PC to continue development in this case.Can you please have an option for this?I understand the security concerns, but latest after a warning, it is my decision to wage the loss of time and feeling stressed due to this against the potential risk in the WiFi here.
I am using unity 2021.3.16f1 using oculus voice SDK for unity and i found that the voice that has been spoken by the Voice SDK does not speaks more than 140 Character.Can anyone help in increasing this limit to 500 or even greater than that.Any help will be appreciated.Thank you.
Hi,Does anybody have any thoughts on this?I want to be able to emulate a quest pro controller so I can send positional data and button presses to the quest.This is for quadriplegics that may be using a mouth piece or other methods as a controller.Accessing the wireless port that the the pro controller uses and send data to say that the controllers are at this position in space would open up gaming and access to a range of people that would benefit from the virtual environment. I'd say the wireless protocol is locked down otherwise it would open up 3rd party controller manufacture for the quest.Or would it.
How do I get my account unbanned? I've been banned for no reason and now I can't access any of my VR apps can someone please help me.
There is a huge issue going on with the MQDH and I seemly can't find a solution besides a couple other unsolved threads.I need to use the casting function of MQDH for mixed reality capture and it is no longer working. It used to work fine on both my laptop and pc, I did a whole review with it. I didn't touch the headset for a couple months and now it does not work on either. I've tried updating everything, rolling back the mdqh, uninstalling and reinstalling, re adding my device and factory resetting the headset and still nothing has resolved the issue. I'm stressed cause I'm on a deadline and this is literally stopping all progress.Also note the casting works fine through the oculus website but you can't do passthrough recordings there. It also casting no problem to sidequest, it's literally just the MQDH. I would use the other options if they were not terrible quality. I got the recording function to work, it only works with the recording option of "Both Eyes" selected besides t
Is there a list of all available endpoints for In-App Purchase API? There are 3 examples on the documentation page but it's unclear if there are more endpoints or what they would be. I could not find any others no matter where I searched./verify_entitlement /consume_entitlement /viewer_purchaseshttps://developer.oculus.com/documentation/unity/ps-iap-s2s/
There used to be an export button for In-App Purchases, on both the overall revenue and bundle details. I use this data for our company to break down statistics down on a PowerBI dashboard, but since it disappeared I am out of luck. Is this a permanent change? Is this a temporary removal? What other routes are available to me for this data?
I connected Oculus Quest 2 to PC with Air Link. It worked in editor mode, but can't get bone rotation in launch game mode or packaged game on windows.
Idk what im doing im confused
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deleting the full oculus integration? Ex. Build WebGL -> Exclude Assets/Oculus/*
Hi,Text to speech using meta voice sdk give me error if the text is grater than 280 characters. Can anyone tell my the reason or solution for the same?
Is it just me or someone else also face with this ?I can do screenshot from ODH, but not Record Video and Cast Device.Here is the screen shot of error when I try to cast device using ODH, although casting over the web via https://www.oculus.com/casting still work normally. An Error Occurred... Check to see if your headset and computer are using the same network. VPN’s have been known to cause casting errors. Try switching to the same network to allow casting. Firmware build ID / build flavor in headset can cause instability in casting. This information can be found in the tooltip if you hover over the device image on the device page. Check to see if the account on the headset is the same as the logged in account in ODH. There is a known issue with secondary accounts logged into the headset that would conflict with the account that is logged into ODH. This is a rare occurrence. Please try logging out and back in from the Settings Page to refresh your session.&
Wireless casting is not possible on the meta quest developer hub.
Our application depends upon attaching objects to each avatars hands and head. Unfortunately this means we can't use LoadUser() to update an avatar's appearance if they changed it because there seems to be a bug where the critical joint transforms just fall to the local zero position when LoadUser() is called.The first time a user is loaded the critical joints are in the correct place as shown by the red cubes.However after calling LoadUser() again the transforms get zeroed. We cannot know where the users wrists and head are now Here are the steps to reproduce:Create a barebones scene with a single SampleAvatarEntity. Also add a Sample avatar Attachment component to the entity.Add the joints that you want to track. In my case I need to know where the head and hands are.Add a Tracked Pose Driver to the Camera.Add this snippet to the Sample Avatar Entity code to allow you to manually reload the user.Run. As you can see the joint transforms are in the right place. Now click the
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