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Can you turn on developer mode on someone else's phone who doesn't have an organization?
Bigscreen social rooms great picture but sound quality can't understand what they are saying
I installed the Meta Quest Developer Hub to test a few personal projects of mine on different settings, but it seems to show a blank (black) screen. Reinstalling whether by running the installation file again, or by completely removing all data of the Developer Hub and the installation file for a new one, no difference. I am on the latest version of the Meta Quest Developer Hub and Windows 10. Restarting my computer before and after installation does nothing.
Hi, I've created a game and in the ending scene, the player has to do something in order to make the game quit. This is perceived as "closing the application unexpectedly/automatically" by the review team. I've submitted my app several times and the review team always uncheck the "VRC.Quest.Functional.1" *. Their comment is "... Applications that close unexpectedly/automatically cannot be approved." but the criteria in VRC.Quest.Functional.1 never mentions that apps cannot be closed automatically. I've contacted Meta support but they couldn't help since this is an issue related to app lab. and there seams to be NO support for devs in this filed. I resubmitted my game and added this as part of the note: " ... I understand the this might be against the VRC.Quest.Functional.1 from your perspective but the Criteria should be written in a way that everyone should have a common understanding of it. I've spend so much on this simple game and I've read the Criteria. If the Review Team can chan
I've trying to add a deep link to the store page to another app (from a demo version of the game to the main version store page). I have something working but it seems to only work every second time and I'm totally lost to why. This is the code I'm using to trigger the opening of store AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject i = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", "com.oculus.vrshell"); i.Call<AndroidJavaObject>("setClassName", "com.oculus.vrshell", "com.oculus.vrshell.MainActivity"); i.Call<AndroidJavaObject>("setAction", "android.intent.action.VIEW"); i.Call<AndroidJavaObject>("putExtra", "uri", "/
Hello Everyone,so i have integrated the TTS package and I connected it with GPT-3 API and it works fine with small text up to 4 sentences but if the response had a big text it would give me a status code 400 with message load failed and Web stream error, and i have checked the run time clip cache and it doesn't show big texts.can anyone help?
Hi Everyone, I followed this lovely guide by ysquall to setup the shared spaces plugins in my project https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/editHowever when I build my project I get this error"Could not find definition for module 'Photon', (referenced via Target -> PhotonNetDriver.Build.cs)"Thank you in advance!Kaushik
Hi, I’m trying to import my Quest 2 User Image to Unreal which I want to apply to a custom mesh but with no luck so far… I’m using SharedSpaces with the UE4.27 Oculus fork.This is what I have so far I would be thankfull for any advice
Hello. I was directed to you by the oculus support team. They said my issue could not be fixed through them.Since September 2022 my Oculus Home will not load 3D items from my _Import folder. New , old, and Adobe Medium generated 3D files in the glb format will not load.I do get the "sync" availability in the _import folder. I see the item in the My Items "box" when I look at my imports in Home. However, when I click on the item to load into my Home it shows up fine for a few seconds, but the item turns red and a blue banner pops up behind it saying it is an invalid gltf file try again after the file is validated.I validated many new files, I tried to use old files that were accepted prior to September of 2022, and I "shared" an Adobe 3D file with my Home imports, None of these 3D items loaded into my Home.I did see I had almost 1G of 3D files in my _import directory. I know there is a 250M data limit for 3D objects in a single home. I wonder if the "system" is refusing more than
This black box is what it shows, I've reinstalled it twice, even tried it on my phone similar problem. I've looked online nothing about this problem.
Hello All,Ive had this issue for nearly 2 weeks now and i cant fix it in any way possible, when i try to select a price for my new game... it is just stuck on loading as seen in the photo Bellow, Can i please get some information on how to fix the issue because no one i talk to has the issue and they are confused themself because the they posted their games they had no issues at all...Thank you, ONWXRD
I have installed a new hard drive and when installing Meta Quest Developer HUB in its most recent version, 3.3.0, it does not launch the application, when trying to open it, a black window simply remains. The solution is to download 3.2.0 and then update. My operating system is Windows 10 x64 Greetings to all.
Pleased with the results of positioning a Pinch Grab for a game piece in my project.
Hi everyone, I just wanted to share an observation, as I've been working on Rift + Quest since 2016. I LOVE the way the reset view button works on Quest standalone apps. It's a dedicated button that, when you hold it for 3 seconds, after a twirly thing pops up and goes away, your local tracking space is reset to 0,0,0 and default orientation is now the direction your HMD is facing in real life. Perfect. Couldn't be any better. But, when doing the same exact think over Link / AirLink, it brings up a popup menu which a) takes you out of the action and ruins immersion for nothing, and b) is completely superfluous as all you want to do is click Reset View. Quest proved people are used to doing it the easy / fast way, so why not apply some consistency in how the Oculus button works over Link? SteamVR does it the same way and it's SO frustrating, because otherwise we could use it for any game, and depend on it. Instead, we're forced to jump through hoops to press one button just to click a m
I have a quest 2 and have been playing around with the "Meta Quest Browser"Is there a way to get to dev tools inside the headset ? Specifically, I'm interested in the js console.Another question is: Why is firefox browser unavailable ??? I see it in the store, but there is no install button. Do I have to sideload it ?
it won’t let me develop or on oculus whyyy
Avatars may disappear when tracking coordinates are moved to a position farther from the camera than a certain distance.Could you please let me know if you know the cause of this?
Can I play "Little Cities" on an Oculus Rift S???
Today I suddenly cannot play Beat Saber without logging into a Meta account and registering my device. I do not want to play games with my real name. I do not want all my social media accounts tied together. Everyone I know doesn't need to see every thing that I do. My boss doesn't need to see if I played Candy Crush. Robots do not need to track whether I have hemorrhoids or acne or want to buy a new placemat.Sadly, I will be dropping my Oculus off at a recycling center and I will not buy another. I will miss Beat Saber very much.
Hi there,I am developing a scene in unity for a meta rift S headset and I am just wondering about how does the positioning and coordinate system work within the unity scene once I put on the VR headset as the headset and unity have different coordinate systems.I am assuming once I am in the unity scene, everything for the VR would be in terms of the unity coordinates (so the headset's positioning system would follow the scene, please advise if this is not the case) but where would be the origin (0,0) of the scene in headset? And is there anyway I can extract the raw data of the x, y, z, and possibly the quaternions of the controllers and the headsets while using the headset? I want to use these position data and send it to a device in the real world through ROS.Thanks for any help and advise in advance!
I'm trying to tune the meta avatar shading. I'm following the docs on how to use custom shaders, but except for the horizon and khronos examples, all shaders have this issue where the avatar does not seem to get animated. It just sits sideways. I think I have things setup correctly (horizon shader works fine) but as soon as I apply my own shader and material, the avatar does not get tracked/animated and lays sideways: Does the avatar material/shader need some special flag? The docs don't mention any of that. I'm using Unity URP on an LTS version.Any help is appreciated.
1. main question is what would be a reason for avatar to stay in T pose when loading remote avatar? 2. Are meta avatars 100% supported on desktop e.g. at least remote avatars?
I'm running into an issue working with Quest 2 headsets where the "Allow connected device to access files" pop up is now blocking us from running automation of our game on the headset. If I go to the device we use for automation and manually hit "Allow" on that prompt, the automation runs fine, but because we reboot the headset during automation runs, this is blocking us. Is there a way for me to:- Permanently allow this for a development machine?- Accept this dialog via adb / in some other automatable way?
Hey, Suddenly, after we already had our meta avatars working properly we get some weird unknown error related to displaying our meta-avatar.In function:CoreAsyncInitialize() - we don't get ant response, and when the callback - "onComplete" is done, the data is also unknown.Has anybody had some problems displaying the Meta Avatars lately ? It's doesn't work in our the unity editor.Any answer would be appreciate,Thank youMes
someone block & limit my faceboopk account?
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