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We had out Binary Reviewed, and was asket do modify our Meta information.We modified the Meta information, submitted, and then after a month and a half waiting we had the SAME BUILD rejected because of the problem with IP Infragment (I'm the director of the VR project, there is not even a pixel that it's not made in out office).We made clear that in a Disclaimer, Resubmitted, and now we are still waiting.The first submission was in 20 of January.We are in April and we are still waiting for a review that makes sense.This is hurting our job and wasting our time, can't publish for our client, can't publish for ourself.It's far from a company that is committed on the Business side of the VR.If someone read this, our app ID is 5170670969616250, if someone from Meta read this (LOL).You literally published something called "the unity Cube" on AppLab but not our App.This is insane.And Sad.
Hello Meta Quest Forum members,I'm currently working on a VR project for Oculus Quest in Unity, using the standard render pipeline and the Unity XR Plug-In Management. I've been using the OVR Performance Lint Tool to identify and resolve any potential performance issues specific to the Quest platform.The tool has been incredibly helpful so far, automatically fixing most of the identified issues. However, I've encountered a problem that doesn't have a built-in fix button: "Material Passes: Please use 2 or fewer passes in materials." I'm not sure how to address this issue manually.Does anyone have any suggestions or experience on how to resolve this issue? I'm not using the Universal Render Pipeline or any other custom render pipeline, just the standard one for a basic 3D project.Any tips or guidance would be greatly appreciated. Thank you in advance for your assistance!
I want to create a quest application with XR Toolkit and OVR Passthrough.I think I setup the project correctly, the oculus example works fine and also I can put the OVRRig inside my scene. But if I use a XRRig instead of an OVR Camera rig, the scene environment is black.XR Interaction tookit 2.0.4Oculus integration 0.46
Since firmware version 51 I am no longer able to push OBB files to where I would usually place them e.g. /mnt/sdcard/Android/obb/packageName/. I've read this is due to Android Version 12. Does anyone know the correct location for OBB files now?Just needed to remove mnt from the path and all is well.
Hello, how are you?We are having an issue with the Entitlement checks once again. Some time ago we had an issue that with old users it was working but new ones it wasn't. The fix was manually done on Meta's end and everything was working fine.Sadly, we are now facing a new issue that suddenly all the users lost the entitlement check. We thought it was on our end but we tried an old build and it was also failing.We hadn't been able to find some way to fix this and because of the issues I mentioned I believe it is on Meta's API. Tried to write to support but they told me I should contact here.Could someone please check the issue? Is something we are doing wrong on our end?Here is the report I did: https://oculusdevelopers.zendesk.com/hc/en-us/requests/43553Thanks in advance.
We are currently trying to port our current indie game to Meta Quest and would like to run performance tests here as soon as possible. Unfortunately, the Developer Hub does not seem to be able to enable OVR on the Quest. As soon as we press OVR Metrics Tool->Install, the install button is grayed out and says "Removing..." but nothing happens. When you go to Downloads->Applications->OVR Metrics Tool, there is a never ending loading bar and a label with the text "Uninstalling..." and a loading spinner rotates. If you go from there back to "Device manager" the "Removing..." is gone again and the "Install" button is there again. the process can be repeated any number of times without result. Also restarting Quest and PC lead to nothing. Otherwise, the Developer Hub runs well, it can transfer apps, perform various remote controls and the performance analyzer also provides some data. But what we really need is the OVR.
I have a scene in which the elements, including the HMD are scaled up (for physics performance reasons). The interaction now is kind of broken because of the threshold between drag/click. It is unforgiven, any absurdly small movement with the controllers make them drag the content of the Scroll View. I tested with the controllers completely still and then it works. Where can I change that threshold in the Interaction SDK 50.0?
As shown in the title whenever I launch the checkout flow for in-app purchases it says "Item not available" even though I have been approved for IAP, and have put in the correct SKU any idea why this is happening?
I am having a number of issues with Meta Quest Developer Hub and Developer Dashboard. For the past three days I have been unable to upload a build through MQDH due to a few different errors. I am using the latest version of MQDH. When uploading a build I either get an API_ERROR, ECONNRESET error, or PROCESSING_ERROR "please try again later". Looking at the logs it said server error, attempting to try again, and does this over and over. It doesnt seem to be an issue with my actual build, or manifest or anything that I am able to solve on my end. Have tried reinstalling MQDH or switching the adb file path to match unity. After repeated attempts failing through MQDH I decided to try using the OVR Platform Utility Tool. I was able to upload my .apk with an OBB file, though I received multiple server errors in the process. After about and hour and a half the upload process finally succeeded through the server errors and I am able to see my new build in developer dashboard inside
Hi, I'm building an app that uses the user's gaze for interaction. The interface is a heads up display and is always static - it does not move when the head moves. I use the Unity eye tracking API to get an eye pose and then call pose.ToHeadSpacePose(). However, this pose isn't stable when the head moves. The eye is stationary when it is looking at a static UI element. Then, when the head turns right, the eye pose appears to lag behind before eventually correcting. In Unity, the eye gaze position seems dependant on head tracking, which I do not want.I experimented with the native OpenXR APIs, and it appears to do the right thing when calling xrGetEyeGazesFB_() with HeadSpace. How can I get eye pose position in Unity that is accurate regardless of head movement?
I corrected the comments and made submission of my app "ExrcsBike for Quest v.7.0 "Thanks for the review and comments.Please continue the review. Almost everything is ready for release.
Dear all.I purchased my headset through Amazon on 01/09/2021 and for the last 4 months have tried to get it to work and tried to contact Amazon but I have had no luck as they no longer sell it. When testing it, after it not being used for a while, i cannot get the video to turn on. If its not used its been in the box. Ive tried the troubleshooting settings so many times, but it will not work. I dont know what to do! Ive tried for so long to have it replaced and its $1300 AUD now and I cannot afford a new one. Im a single parent, barely getting by.Can you please help me?
Hello, My controllers stopped working when entering game mode. They work fine on the hub and the device is connected properly to my PC with the link cable. I'm working on Unity and can edit without issues, when I enter game mode, I can see and move my head around but the controllers are stationary in one place and can't move, nothing works. Has anybody had similar issues? Any help is greatly appreciated!
I have been retrieving friends list in my Unity/Oculus apps for quite a while. I'm familiar with test users, application ID's, application data usage requests, etc. and have successfully retrieved friends lists this way for quite a long time. As of a week or so ago, GetLoggedInUserFriends has stopped working for my test app, and every new app that I create. The entitlement check works, the call to GetLoggedInUser returns with the correct information, but ALL calls to GetLoggedInUserFriends returns error:{"message":"Permissions error","type":"OCApiException","code":200,"fbtrace_id":"A6dYwQaRL_JH1gbon3ByVtj"}My logged in user is organization admin (shouldnt matter) and my app ID has ALL data use permissions granted. Can anyone think of something I'm missing?
How do I reset my Meta pin if I do not receive the email?
Hello, Is there anyone out there who can walk me through setting up the entitlement check in Unity for my applab game. I have the OVR entitlement script, but can't seem to make it work.
Looking for help in getting the Quest Pro into developer mode. I have allowed the developer mode on the MQDH mobile app and within the headset however when I plug the USB-C cable into any computer it makes the noise as if something has connected but never pops up with the allow device and hence does not appear within explorer. Has anyone seen the same issue and got a solution to this?
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before knowing the translation How did humans communicate?
My plan is to sell my game through App Lab while it is in early access. Once it is done I want to release the full version through the Meta Quest Store.My question is this: if the game is purchased through App Lab, will it show as already owned when the game is released on the Meta Quest Store?I want those who invest in the early access to also own the release version whenever it comes out.Thanks!
I have using the same card and it would work just fine but now it just cant add payment method and I have tried every thing plz fix
Hello, We have made a Unity application that we have incorporated into a Meta Quest 2. We have already implemented it on other headsets, and the application worked very well. Except that since a few days, the application freezes every 5 seconds. The image freezes, and the application is no longer fluid. I have no explanation for this phenomenon as there has been literally NO change in the application.To tell you the truth, we generated the APK file a long time ago and it has always worked fine, except for the last few days... Does anyone have the same problem? Has there been a Meta Quest 2 update that would affect this performance?
I have been at this issue for over a week and I have seen similar posts on the forum that have been left unanswered so please if anyone knows how to solve it kindly let me know how. I'm using OculusInteractionSampleRig and onto it I added as a child or even attempted into the parent folder the OVRPlayerController and all the other necessary components such as Character COntroller, OVR Scene Sample Controller, OVR Debug Info, Character Camera Constraint and mapped the OVRCameraRig. However, when doing so the controllers work fine but the hand prefabs show up in the incorrect position and also move along the camera as I tilt my head or rotate around. This is an Oculus issue as even using the Locomotion Sample scene by Oculus themselves, the controllers are in the correct position but the hands aren't. Kindly find some screenshots of the setup. I really need the OVRPlayerController to work for my school project.
When i try to enable Two-factor authentication via phone number, to verify my account this happens (on the pic). How to verify my account with phone number?
Will the new spatial plugin by oculus work only on oculus devices, or should it work on all devices such as PSVR2, PCVR (including Steam devices, not just oculus), and Oculus devices (probably). https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity/
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