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so i am using my friends headset because im across the county, and even if I wasn't, I could still use mine because it's broken, but anyway, I need some help. So to use the Meta Quest Developer Hub, you need to connect the headset, though type C witch isnt a problem. My friend has a link cord. The problem is that when I go to add the device, it says that I need to turn on dev mode in the companion app, despite having my oculus account as a verified developer with an organization. Is there any possible way to just get the head set to connect without going through that step? I also can't use side quest or anything like that because of the same problem.
App metadata got approved, however reviewer says I need to change app metadata which is impossible as it says "This metadata has already been approved and cannot be modified." Appears to be no solution online.
* Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 has been released on Fri Oct 08 2021. ** Please use the following command to update it: ** > \AppData\Roaming\odh\ovr-platform-util.exe self-update * [1mValidating build[0m ERROR: Validation identified the following errors:This app includes the following 32-bit only (armeabi-v7a) libraries: libOVRLipSync.so, libmemalign16.so, libovravatarloader.so, libmain.so, libmemalign16_cpp.so, libMonoPosixHelper.so, libovrplatformloader.so, libmono-native.so, libopenxr_loader.so, libmonobdwgc-2.0.so, libunity.so, libOVRPlugin.so, libOculusXRPlugin.soim using Unity 2022.1.0b2.2474my Oculus Platform Command Line Utility is 1.67.0.000001 so idk why its says that its old, i tried to update it but its not working and it says that version is latest lol.
It just gives me this error:Assets\Oculus\VR\Scripts\OVRLint.cs(225,20): error CS7036: There is no argument given that corresponds to the required formal parameter 'editRequired' of 'FixRecord.FixRecord(int, string, string, FixMethodDelegate, Object, bool, string[])' I don't know how to fix it and I want my game out maximum in a week.
I was able to get it to work on UnityEditor with no problem for both Quest2 and Rift, but when I build it and run it as an apk file with the source unknown, the error occurs. Is it not possible to connect to MetaPlatform when the source is unknown?
It won't let me turn off Install & Run APK because I have no Headset plugged in, I tried everything. It wouldn't work. Oculus if you are reading this, please make it so people who don't have a headset plugged in turn it off. If you guys have solutions, please tell me
I have an AR app where users interact with surfaces, but annoying outlines of OVRSceneAnchor objects are getting in the way. I don't want to have to ask users to enable developer mode and disable their guardians. Is there some way I can turn these guardian outlines off? The user already knows something is there because passthrough is enabled
We are trying to fill out the data protection assessment screen before the March 25ht deadline and it simply says URL won't load when trying to go to the URL in the dashboard. I guess we will keep checking it to see if it's just something temporarily down on metas end, but this is a pretty big deal!
I desperately need an actual person to help me figure out this issue. I asked on the oculus forums and on the Quest pro reddit with no help. I contacted Meta Support, they passed me off to "developer support" which in turn told me they only handle administrative issues and told me once again to ask in the forums. I have yet to have a single actual person look into this issue that halted my work completely. 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" as shown in the photo. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, different operating system, everything is updated, tried rolled back version of MQDH, usb ports, cables, etc and still not dice. It works fine with my Quest 2, I can also cast with
Hi, We are developing a mixed reality experience using SceneModel to set up the user room. We use the virtual model that the SceneModel instantiate to calculate the distance between the player and its room walls. We need that the player was in a position that must satisfy specific distance rules. In case that the player was in an incorrect position, we want that the player recenter its position. However, when the user use the recenter option, our virtual model is updated and the virtual walls do not correspond their position with the real position.For instance, in the image above, we have in the left side of the image our player initial position, represented by the circle with the arrow (the arrow is the direction the user is looking at). The black rectangle represents the real room walls and the blue one the virtual room walls. As the image show, when the user moves in its room and recenters the virtual room walls update their transform generating undesirable situation. We w
Administrators cannot view or install apps in App Distribution. The app is no longer available on any member's headset that was accessed through Release Channels. I can't find a solution for it, is there even any? Regards
Is there a way to fetch the Order ID that is provided in the store receipt e-mail using the Platform SDK or the Server-to-Server In-App Purchase API? The application we developed for another platform makes use of a server that stores every order ID as a means of auditing purchases, and we are looking to implement a similar solution for Quest devices.
Hi all, I am creating an XR project in TouchDesigner, and I don't know yet how to get the live outside video inside TD. I would then comp the different flux to create the passthrough effect. Is there a way around, can we connect the quest Pro camera as a "webcam" hardware and use the "deviceIn" node in touchdesigner ?Thanks
Hi,I had submitted my App for review in October first week. It shows still under review. I had submitted another app a few months before and the review process happened within 3-4 weeks. But now it seems to be taking forever. Is everyone having the same experience?
Have tried many things for two days and am still unable to get the splash screen to display when running on Quest 2. It's black with 3 loading dots. Would like to have the OS Splash Screen run as described in the following document. Does this work in Unreal 5.1.1 or broken?https://developer.oculus.com/documentation/unreal/unreal-loading-screens/Unreal 5.1.1Oculus VR plugin V 1.59.0 (from Oculus)Open XR plugin V1.0 (from Epic) Tried using MetaXR-5.1-v49_20230131-144410 plugin (its the latest and thought that might make it work) instead of Oculus VR V 1.59.0 but that causes my Unreal 5.1.1 to crash when opening. Tried putting MetaXR plugin in these two directories with same result:\UE_5.1\Engine\Plugins[project]\Plugins Overall I'm looking for a method of displaying a splash screen in less than 4 seconds after app launch as required by Oculus store. What is the current standard way of doing this? Thanks!
The Quest2 has a feature that you can double tap on HMD to open or close Passthrough mode. I want to detect to it in C# scripts. I'm developing Quest 2 app with Unity.
Followed this document that says to use Meta XR plugin for Unreal 5.https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ Unreal 5.1.1 crashes on startup when I enable MetaXR-5.1-v49_20230131-144410 plugin. Have tried copying the plugin to the following directories with same result:[project]\Plugins\UE_5.1\Engine\Plugins Does MetaXR-5.1-v49_20230131-144410 work with Unreal 5.1.1?
Hey!I'm setting up a project for PC/VR that uses handtracking. And everytime I package my game, the camera is on the floor and the floor is at my eye's level. Making it impossible to run the game properly.Everything wlse works, handtracking works, pawn's blueprint work, interactions that use my hands and my pawn also work.The issue also happens when using controllers.Also, the issue already happens in a default VR template project. So it is not a project issue.I’ve just tested a few ideas here, and even If I move my pawn by a certain height(z) value, for example, be it by moving the pawn or teleporting it on begin play, the camera always does the same issue - as if ignoring height by all means.Stage, floor or eye level settings all come out the same - Both for controllers and handtracking.I did test starting the build with the Quest 2 on the ground, in the middle of my play area and then picking it up… the issue still happens. For controllers and if you don’t mind being with your heigh
They were able to put out in the Wild Card round. Miami Dolphins in the Wild Card round Mut 23 coins, and despite failing to score a scoring touchdown in the game against the Kansas City Chiefs, the defense stepped up big in an 18-16 win during the divisional round. Le'Veon Bell is carrying the offense on his shoulders. He has rushed for a combined 337 yards in the playoffs. Roethlisberger hasn't been as sharp in the playoffs, but with Bell and Antonio Brown terrorizing opposing defenses and destroying defenses, he's not had to be at his best. The Patriots have dominated another AFC East title and are competing in the conference championship for the sixth time in consecutive years. That's the standard of excellence we've seen from Brady and Bill Belichick, who are seeking the seventh Super Bowl appearance together. Brady faced a tough time playing his fellow Houston Texans at the divisional round. However, three touchdowns scored by Dion Lewis was more than enough
Hello devs, have you ever experienced this issue...how to solve this offset when you move the OVR Synthetic game object, it creates an offset between, the ovrCameraRig and the handshere is a video of what i am talking about:https://youtu.be/xf6lqBBbUL4
PC Specs: Ryzen 7 5800 / GeForce RTX 3060 Ti I cannot connect my Oculus to my PC because Airlink is nowhere in my settings.
Hello, I wanted to know if the Quest Pro special functionalities, starting with the Eye Gaze tracking, works with Unreal Engine 5, because it looks that it is not supported yet. I used the OpeXR Eye Gaze function but with the Quest Pro it doesn´t work.Does someone knows for sure if it works or not in UE5 ? Thank you !
Hello everybody, as you can see from the screenshot above, AMD fixed in their last driver 23.2.2 the problem with their encoders when going over 100Mbps.Full release notes here: AMD Software: Adrenalin Edition 23.2.2 Release Notes | AMDIf i remember correctly, meta has hard capped the bitrate to 100 for AMD cards, so i tried to play a little with the settings after updating the drivers (i have a 6800xt) and can confirm, even if i push fixed 200Mbps from the oculus dashboard (with airlink), I'm still capped at 100Mbps.If anyone from Meta's team is reading this, please consider updating and let us use higher bitrates.It may be that AMD's user are a minority in the VR world, but we are still here. Thanks
can someone help me i need help to activate developer mode for my quest 2 but i just don't know
Hi, I'm trying to work with Add-On keys for our game. I've generated few hundred keys and was able to download them, but they are never appearing on my side in a Keys => Add-On section, I've attached a screenshot how it's looks like on my side (guy from tech support was able to see the keys on his side and asked me to create a topic here, since it's looks like a dashboard bug).
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