Developer Forum [Archived]
Recently active
I'm curious as to how low of a Hz level the headphones goes down to. Does it go down to only 50Hz? Does it go down to 16Hz? I'm curious because I'm planning on doing frequency work with others using the headset, and I'd rather not people have to have headphones for plugging in, if possible.
Hello,We released our app in App Lab with name "XYZ".Now, we also want to release the same app with the same name "XYZ" in the Store but it says there "You already have an app with this name on the same platform."This is not correct as we have no app with the same name on the plattform Store. We only have the app with the same name on the plattform App Lab.What can I do now to get the app with the same name as the released app has in the platform App Lab into the platform Store?
We've used the OnComplete() callback method for both the app entitlement check as well as for IAPs. It used to work with no issues, however, after moving to a new machine and importing the Unity project these callbacks aren't being called at all. Can anyone help?
For some reason, if I move the left stick away a bit (I don't move in game), everything that Poke Interactable uses stops working. The buttons don't click, the canvas doesn't respond. What could be the problem? There is no problem with the right stick.When I release the stick, everything comes back to life.For example, if I aim my finger at the button, it goes into Hovered state. Then I pull back the left stick and move my finger anywhere. On the canvas, the button is still in Hovered state (but I am no longer pointing at the button at all). If I release the stick, it will go back to its normal state. How does this work?
Thanks to a support assistant Christopher R., I know the exact reason why pairing doesn't work on my phone. IPhones 6 and 6S are also having this kind of issue, and my IPhone SE (1st generation) has the same chip as IPhone 6S, so that's why. So, still, I have to wait for a friend to arrive so I can ask them for help which I hope will happen soon. Wondering if a software update will be released specifically to fix this bug in the meantime.
We are using ovr-platform-util "set-release-channel-build" command in our release pipeline to push our latest builds to Oculus dashboard. We have no issue with our internal channels, but it's impossible to push to the default production channel of the app.We get the following error from ovr-platform-util:ERROR: The provided release channel (Production (App Lab)) does not exist. This channel was present by default when creating the app in Oculus dashboard, and we use it to release to our users so it's not possible to switch to a different one.Things we tried:- Creating a test channel with spaces and parenthesis in the name: the set-release-channel-build command works on the test channel- Deleting an unused internal channel called "Production" to avoid potential name conflicts: no changes- Calling the set-release-channel-build command using "Production" to see check if oculus use a different name internally f
I wanted to try eye tracking foveated rendering with the OpenXR Toolkit, but I think I've discovered that I have a strange state in my developer mode: even if I disable it via app, the developer menu remains present in the Quest setting menu.Is there any way to check?
Hi all. I can't figure out the reason, but the gist is that at some point, Canvas clicks stop working. My Canvas moves in space, and can also change Active state. Poke Interactor works and when this problem occurs is enabled. Canvas has a PromixityField and it is also enabled. What could be the problem? And I noticed that if you move the Сanvas in space and try to click on it, the clicks won't work either. Could it be something to do with it?
Ok, so with the new android upgrade, accessing you stored files is a nightmare.Files copied over via USB cord are not showing, MP4, JPG, GIFFiles downloaded via the Browser are not appearing in downloadsIf my app writes the file to downloads, it appearsI've been trying to get android.permission.MANAGE_EXTERNAL_STORAGE to work, but it's not working, app crashes when requesting it. My app is a file manager, so... it needs file access.
Hi. Is the Remote controller no longer supported in new Unity SDK?When I update to SDK Version49 from Version29 in my project,I found the Remote controller doesn't work any more by the following method:OVRInput.GetDown(OVRInput.RawButton.Any, OVRInput.Controller.Remote) Thanks!
Hey folks,I am currently working on an app which will feature in app purchases of videos. Is there a way I can offer a subscription service where after paying a monthly/yearly fee my customers can watch say 3 videos a month for free? If so, how would I go about setting this up and will it be the same as game purchases (Oculus taking a percentage of monies)?Many thanks.
Hi, I just upgraded to version 9817240250200320 on an oculus quest pro. Since then certain MRTK functions are not working any more, that have been previously working. I narrowed the problem down to the implementation of IMixedRealityPointerHandler. In some cases I want to filter for near interaction only, by checking that the data handed over is a SpherePointer. This does not seem to work any more:Example:public class RemotePhysicsController : MonoBehaviour, IMixedRealityPointerHandler{/// <summary>/// Get the interaction grabbable./// </summary>public void Awake(){gameObject.AddComponent<NearInteractionGrabbable>();} public void OnPointerDown(MixedRealityPointerEventData eventData) { // We only want to interact with near. SpherePointer pointer = eventData.Pointer as SpherePointer; if (pointer == null) return;  
We recently received a message on the developer dashboard to update developer verification requirements, and we follow the instructions to pass the requirements (we select "business verification"). Yet, in the final step of verifying the organization email, we always get an error code saying "There was a problem saving your changes. Please wait a few minutes and try again." Please see the attached screenshot. We wait several times and redo the instruction again, yet always fail at the last step. Can you please fix this bug? it now prevents us from updating our apps, which is quite annoying.
Did one of the latest updates disable Kiosk mode on the quest? My app no longer auto boots after following the process in this link.https://theslidefactory.com/kiosk-mode-oculus-quest/?unapproved=781&moderation-hash=393652e1d83e2128... thanks for any helpjosh
I'm trying to update my app but I can't remember the alias of my key for my app. How do I tell what the original build was signed with, or is there a way to delete build history?
I have questions about using VoiceMod for the current Oculus Integration V50. I'm using Quest 2 and after downloading the Unity Package from the Unity Assets Store, I couldn't see the VoiceMod package included in the current release. The last version I could find information about it in the "OVRVoiceMod for Unity Integration Guide, Version 1.0.0". I think the DLL is not working properly for Quest 2. Does anyone know if exists a DLL compatible with Quest 2? Or an alternative? Thanks! Have a nice day!
Hello. I have a NVIDIA GEFOURCE GT 1650, but I ccan't go to the divelper mode as it says my gpu is not compatible for Rift. What can I do? I'm very new to this so I'm desperate for help.
Hello, I am using the OVR Player controller with OVR Hands, tracked by the device controller, not by the hand tracking system.As next step, I add the new meta avatar below the OVR Player controller (exactly below the TrackingSpace transform), keeping the OVR Hands logic, because I need to interact with other objects. However, the OVR Hand hand model is not synced (does not overlap) the meta avatar hand. Is there a way to fix, fine tune, that issue? I cannot use the hand tracking system, I need to use the device controller for tracking hand rotation and position, but replacing the controller model with hand one.Thanks in advanced for any help.
if I'd like to release an app that premise the Guardian settings are off on the meta store, Would guardian setting be a reason for rejection?
I am working on a hospital room, which has all required equipments. There are a lot of jagged edges that are easily viewable. When i tried workroom in oculus, the texture quality and the model quality of the room is excellent. I would like to know that if ther is any specific settings w.r.t model or texture or material or project is needed to achieve this type of quality.
I saw that the official website advertised that Oculus Interaction V50 SDK had support of Direct Touch technical functions, but now we have updated the SDK version of V50, and no Direct Touch related functions have been found. Check the official website of the V50 version of the update does not have a description of the Direct Touch function. In which version of Oculus Interaction SDK will the Direct Touch function be updated and supported? Thanks!
Hi, I have an app published to applab and sold some copies, and its using up front payment for user to purchase. Now I want to change it into free to play but in app purchase available.. I still want my existing users to have full access to content since they already purchased. How can I achieve this in unity? Or should I just add new content as IAP? PS. I am thinking maybe check the entitlement date of user and decide to hide/show contents.. but can't find the proper API for checking.
My team and I are just diving into VR development with UE5 for the Quest 2. Running into issues finding or knowing all the necessary Project settings, SDK,NDK JDK API etc. Is there a checklist or procedure to setup someone for success?
Há poucos dias um amigo muito próximo que estava pesquisando para comprar um Oculus Meta Quest 2, encontrou em suas buscas no Google Shopping uma loja que tinha um preço exageradamente baixo, por ingenuidade dele, acabou comprando e ficou no prejuízo.Perguntei a ele, pra tentar entender, o que fez ele confiar naquela loja, e ele me disse que primeiro confiou por ver a loja no Google Shopping e segundo porque o site tinha HTTPS. Eu vi uma pesquisa e não faz muito tempo de que 94% dos sites que aplicam golpes já possuem o HTTPS, que hoje é um protocolo que qualquer um pode obter, inclusive de graça.https://www.siteconfiavel.com.br/sites-que-possuem-https-sao-sites-confiaveis-cadeado-verde/Não faz mais sentido a TV e os especialistas dizerem que sites que possuem HTTPS são confiáveis. Ao invés de ajudar, estão fazendo os consumidores acreditarem que podem confiar em sites que começam com HTTPS e que acaba fazendo milhares de pessoas a serem vítimas, como o amigo que citei. Rastreamento Co
Please don't skip this isn't your run of the mill I can't get this going post. I have been working in and using the developer hub for along time and I CAN NOT GET AN ANSWER FOR THIS ISSUE! Long story short I can not cast through the Quest Pro on MQDH. When I try to cast I get the same error listed below. This used to work fine, it also worked on my laptop, now it works on neither. Also when I try to record it says the "display is off ...it's not. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, everything is updated, tried rolled back version of MQDH ETC and still not dice. It works fine with my Quest 2, I can also cast with the Quest Pro through sidequest AND the oculus casting website no problem but you can not record quality mixed reality content so they are worthless. This is only an issue with the MQDH and only with my Quest Pro.I'm not sure if it is the root cause but "allow usb debugging" does not pop up
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.