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Hi I made anti-cheat for a few games on app lab and recently one of them got modded, I know that if you install a app with the same package name but with a different signature then the quest will tell you that it's a unofficial app and you should restore it, Is there anyway to do that check in unity (not an app entitlement check)
Using Side Quest, and after performing a factory reset on my Oculus 2 headset, I was successful loading an apk from a developer. I was able to locate and run the apk in an Experiential link I found on my headset. The application worked perfect. Once I shut my headset off and restarted, the apk is no where to be found. I've been dealing with this for months now - any help or suggestions would be appreciated.
Hello, I am facing an issue where I can't access our test users. I contacted support via the Zendesk platform and they say it seems to be a bug, but they can't do anything about it and suggested I post here for a possible solution. Would someone have an idea how I could access the test users from my organization (I am an administrator). Some other administrators do have access to them, some don't. All permissions in the Admin role are enabled. Thanks in advance. Regards,
Hello,I have been using Unity for a few months, I am currently in the process of creating a tech demo for the META quest pro, I am using hand tracking and controllers for the room setup process. Currently the desk is just spawned into the scene within the guardian, boundary data. I have managed to call the room setup process but could not find anything in the Oculus documentation and pulling the desk position data from the room/desk setup process.Could anyone provide any tips or suggestions as to how I could get the desk position data and ensure my desk game object spawns at that location?Thanks !!
Hello, I have a little experience with Blender and was very excited at the chance to get started using Unity on the Amateur level to design some small VR experiences but I'm having trouble with the basic tutorial. I am using Unity 2018.4.2fl as that was suggested in your tutorial here ( https://developer.oculus.com/documentation/unity/latest/concepts/unity-tutorial/#requirements). I have 3 questions - 1. In step 10 it says to set the camera position to 0, 5, 0 and the Rotation to 20, 0, 0 so you can see the play area better. Do they mean to say set the rotation to 90, 0, 0? 2. In the version of Unity that I have selected I can't find the edit button, but when I double click on my C# language program titled PlayerController it opens up Visual Studio. Am I doing that right? 3. After opening Visual Studio I selected the text that was in that folder, deleted it and replaced it with the code used in step 2 of Part 2 (Add a control script to your Player). For some reason, the ball isn't movi
hello i hope you are doing well i trying to read images and text files from local storage. it reads the images but cannot read text files or any other type of files "Note: it works on editor but on headset don't work."here is the files on the directory on headset. the result on headsetthe result on editor i don't know what the problem is, it was working well and suddenly it stop works.
Hi,I am facing a latency in text to speech oculus.Does anyone know how can I reduce it or make it more like real time text to speech?
Hello,I work for a company that makes apps and peripherals for the Meta Quest. In particular, we have a device that communicates to the Meta Quest Pro via USB over a HID protocol. Yesterday, our Quest Pro installed a system update (51.0.0.182.268.465860992), which breaks the connectivity to our USB peripheral.The problem seems to be in the UsbPermissionActivity, and the error and stack trace in LogCat are the following: E/UsbPermissionActivity: unable to look up package name android.content.pm.PackageManager$NameNotFoundException: com.Sensoryx.VRfreeStylusSigning at android.app.ApplicationPackageManager.getApplicationInfoAsUser(ApplicationPackageManager.java:452) at android.app.ApplicationPackageManager.getApplicationInfo(ApplicationPackageManager.java:441) at com.oculus.os.vrusb.UsbPermissionActivity.onCreate(UsbPermissionActivity.java:74) at android.app.Activi
Dear Quest2 / Meta Dev-Team, for sure i am not the only one having following problem:I want to play a game via steam on quest 2 and grab my meta quest2 device which is connected by cable by default. I only use the device with cable on my PC - many, maybe most players do that.Now i press the power button and the device starts in standalone mode.i manually have to click on several buttons to start the PC-VR Mode and mirror my desktop to the Quest2.One time thats no problem - even sometimes thats no problem. But for all who plays in Cable-Mode ONLY its a pain in the A§!$%...It would be much more conveniant if the Device recognizes the plugged in cable and starts in PC-VR Mode by default with a cable connected.Thats point one. A second point is: Why does Handtracking suddenly stops working when i am in PC-VR Mode?Only for that reason i have to grab my controller and use it just for clicking on the desktop icon within the oculus home. Also here: Why is that? Basically i need my VR cont
i am trying to testbuild an app on linux using UE, following this tutorial with the VR template https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ , using metaXR downloaded from here https://developer.oculus.com/downloads/package/unreal-engine-5-integration/ which runs into 2 errors coz 1. some .h files are not where they are supposed to be when a xxxwrapper calls for them, easy fix thx to cahtGPT = find them and bring them where they have to be, 2. error when trying to copy a file into the project folder coz the ThirdParty folder in Marketplace has a small 'p' , fixed that too, packaging completed, installed on the quest but wont's start, gets stuck forever in the 3 dot loading screen...when i disable metaXR and package with openXR all is fine... tried to use only meta without openXR in case that's the reason but it won't work as metaXR enables openXR...i know i can just use openXR but this is meta so i would like to use
Has anyone else experience picture splitting like this in a video recording on a Quest Pro? It is the Unreal MovementSample and I have not experienced this with any other app or project. Does anyone have any clues as to where I might start looking for a fix for this? The actual view in the headset during the recording is just fine.
Hello,Lately i've been getting emails from meta about our AmeriTex Theater app privacy policy link. The email says that it can't be accessed but we've not only tested that it can but updated the privacy policy to reflect that we do not ask or save any private information. The app is developed for company use at conventions and shows, thus does not have a reason to save or generate data. I am at a loss because we have no idea how to prevent this from coming back around. ===================We have determined that your application, AmeriTex Theater, for Oculus Quest does not comply with our privacy policy requirements for the following reason(s):We failed to access your Privacy Policy URL with the HTTP status code 418.If the required changes are not made, your application will be removed from the Oculus Store or App Lab on the specified date and will not be accessible to new users.You have until May 4, 2023 to update your privacy policy to comply. ===========
Seems to have happened in a recent update, if you're using Oculus link with Unity and hit play, the OVRManager script is deleted from your main camera. This means you're left with nothing but head tracking, controllers don't work, and you get a bunch of errors.I've tracked it to this line in OVRManager.cs, line 1721 private void InitOVRManager() { // Only allow one instance at runtime. if (instance != null) { enabled = false; DestroyImmediate(this); return; } Commenting that if statement out, I came to find another camera with an OVRManager on it is created at runtime before also being deleted by its own DestroyImmediate() callI have no idea what OculusMRC_BackgroundCamera is, where it came from, or why it's breaking everything.
Wondering if anyone here, or at Meta, is able to give any details on the specifications of the eye tracking hardware the Quest Pro uses. We are wanting to conduct some studies but are unable to continue with Quest Pro hardware if Meta will not disclose simple specifications such as sampling frequencies.Any help or direction to any available documentation would be appreciated.
Hello everyoneWith the update to the Meta VRC's and the requirement of having an in-app user reporting mechanism, we opted to use the User Reporting Service offered by Meta. We have set it up for our apps which was a mostly smooth process but ran into two issues/questions.Is there a way to report a user using a different kind of id or by using a free-text field rather than the Meta user id? Currently, using the Meta user id seems to be the only way, but to report a specific person we would have to make this id visible in the app and would prefer not to (for aesthetic reasons and safety concerns).We do not receive the reporter's email address. Despite it being part of the reporting process and checking the box that I am willing to share my email address, it is not part of the report. Is this a bug that anyone else has experienced?Thank you very much for your help!
Hello,Enabling the GPU metrics recording on Perfetto via MQDH doesn't seem to work anymore. Nor does enabling render stage traces.I've tried running perfetto from adb with track_event as data source on a custom text config (while ovrgpuprofiler -r runs on another shell session), which used to work, but that also not working as well.I'm under the impression that those trace sources stopped working a few weeks ago. By the way, my device is on firmware version 50163300257300150 (incremental number).Is this a known issue?Cheers,
Dear Meta Dev Support,As an developer I am writing to inquire about the "Try Before You Buy" feature on Meta. Could you please provide more information about what this feature is and how it works? Specifically, I would like to know if the package included in the "Try Before You Buy" feature is the same as the official game package?Additionally, I would like to know if there are any differences or distinctions we should be aware of between the "Try Before You Buy" package and the official game package?Lastly, could you please clarify how long users are able to trial the game using this feature? I would appreciate any information you could provide on this matter.Thank you in advance for your assistance. I look forward to hearing back from you soon.Best regards,Karen
I've logged in successfully with my credentials in the platform settings, it always fails the entitlement check.It works fine in a build on the quest, so I know the app ID is fine.I've tried my own credentials (which worked for my last game), and test credentials created for the app.I was using 2021.3.9 with an older version of the oculus integration and openXR, I have now upgraded to 2021.3.23 and updated all plugins (oculus integration 51.0), and still have the same issue.I need to test the leader board so I really need this to work. Any ideas?
We received a response on our 10th Feb re-submission (v3) - there was an issue in the metadata selectedI missed checking a couple of fields and we continued with the last selected settings2 fields need changes:Supported Controllers: remove Hand TrackingSupported Player Modes: Remove Sitting and Standing, and select RoomscaleI tried to change these but am receiving this message - that is preventing me from saving the changes and resubmittingThis metadata has been approved and cannot be modified.Go to the Submission Tab to create new metadata.There is no button to add new metadata on the Submission Tab.Not sure if this is a gap in the submission process or am I missing something?Q1. How do we edit our app metadata once it has been approved? We tried to change the build to an older one (1.04) to see if that would allow us to change the metadata. However, now we are unable to return to review the latest build submitted 1.05. We receive a message saying only draft builds
I've had a project working fine for ages using unity 2021.3.9, OpenXR for input (through the old input system, only positions and buttons), and the oculus integration for oculus features.I've just updated to the latest oculus integration package (nothing else has changed).After doing this everything is tracking fine, I even see the movement of buttons as I press them on the models, but none of the buttons are registering with the old input system anymore. (I've not tested the new one)I've checked everything against my backup and I'm pretty sure it all has the same settings as before.I've tried updating to 2021.3.23 and all other components. I can replace the Oculus folder with the backup and it works, update it again and it doesn't work.I've ended up having to use OVRInput instead for now. Any ideas?
Hi,Has anyone ever tried to integrate Meta Quest Pro's XR mixed reality features with external cameras and make them appear in the third-party view on the screen?
I'd like player to scan their desk so I can align a panel in the game with their physical desk.In the Horizon workroom, it brings up the settings menu and ask the player to add/edit the desk and then goes back to the app and generates a table top.How to achieve the above flow in my game/app? I've only find APIs around the whole scene capture and it looks very different than what happened in the Horizon workroom
Has anyone ever tried using Meta Quest Pro to recognize AR objects, similar to the scanning function of ARkit on the iPhone?
Hello I am a developer who has just started developing webXR.We are currently testing and implementing Quest 2.I want to move the headset's camera, but there is no change even if I change the camera position.Below is my code. Any problem?import * as THREE from "three"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import { FlyControls } from "three/examples/jsm/controls/FlyControls"; import { PointerLockControls } from "three/examples/jsm/controls/PointerLockControls"; import { VRButton } from "@/assets/js/customVrButton"; import { XRControllerModelFactory } from "three/examples/jsm/webxr/XRControllerModelFactory"; /** * 하나의 오브젝 구현체 */ class WebglBase { renderer; scene; camera; animateInterface = () => {}; axesHelper; directLigthHelper; option = {}; ui; count = 0; rootEl; clock = new THREE.Clock();
Hi, i'm a developping on Oculus Quest under Unity. I'm migrating an app from HTC Vive to Quest. Code is somehow similar and used to work well on Vive.Anyway, I want to highlight some objects. The following code was working well on Vive but nothing happens right now on Quest. obj.GetComponent<Renderer>().material.EnableKeyword("_EMISSION"); obj.GetComponent<Renderer>().material.SetColor("_EmissionColor", obj.GetComponent<Renderer>().material.color);any suggestion ?Thanks !
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