Developer Forum [Archived]
Recently active
Pl
All I want to know is how long does it take for your game to release on app lab because I put my game up for submission and I would like to know
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?
I wish to upload a free DLC file to my current build using ovr-platform-util using the upload-add-on command. There are a lot of DLC files already integrated into the app and I wish there is a way to upload free DLC files using the upload-add-on command. Is there a way to do that?Thank you in advance!
Hi! Recently, we have been encountering another significant problem that we are struggling to resolve.Elven Assassin on Oculus Quest 1/2 stops rendering new frames during gameplay and after some time it throws players to Oculus Home.From our research, it seems that this is caused by deadlocks on the GPU.Here is the error code from Adreno-GSL that we are getting: 0x400c0907Interestingly, the problem does not occur on all devices, but when it occurs, it is always on the same ones.Below you will find a fragment of the crash log for you to see.The most important part starts at line 10, where you can see the mentioned error code as well as information that deadlock would occur.We would like to know what can cause such deadlocks as we cannot reproduce them and how to address them. 09-11 20:11:33.763 841 5415 W Memory Allocation: large allocation 4001056 09-11 20:11:33.786 841 5415 W Memory Allocation: large allocation 4524304 09-11 20:11:34.191 1456 2866 I [CT] : MIXEDRE
I keep getting the run around. I have tried everything possible to get this working. the strange thing is that everything else work. I just can't enable this. They keep sending me the same links over, over and over again. My developer account has been updated and verified with payment information for over a year. 1. Every time I open a call with the Developer Support . They close my ticket and indicate. You need to contact Consumer Support. 2. Every time I open a call with the Consumer Support . They close my ticket, and indicate. You need to contact Developer Support. Which is it? I've already contacted the developer group on three occasions.So, Which group that is responsible for this ticket . Why am I being pushed around from one group to the other? The developers keep telling me to verify my acc
I am trying to connect the Quest 2 to a laptop over USB to copy files, but it does not show up in Windows Explorer.I started with the provided cable in a USB-C port, but then the device was also not recoginised by ADB. When using a regular USB port on the laptop the device was recognised and Windows showed Ready to use, but it does not show up in Windows Explorer. I then started adb and it first came up as unauthorised and after allowing connection in the headset it came up as device, so that works fine. But it still did not show up in Windows Explorer.I found this support page https://support.oculus.com/795778631158860/ that tells me to check the driver in Windows device manager. It did have a warning sign so I tried to update the driver. First automatically, but that gave no update and then followed the steps in the support page. But the MTP USB driver was not in the list.Tried several options to install the MTP driver:The MTP Porting Kit, did not workThe Media Feature Pack, but
Hi, I am experiencing an intermittent problem with an Oculus Quest game that I am developing. When I encounter this problem, I am unable to do any development in the editor. I am using Oculus Link to quickly iterate. Essentially, when I launch the game, sometimes my game will only load into a black screen instead of showing my level. Previously, this problem would happen about 30% of the time, and I would somehow be able to work around the problem by rebooting my Quest, restarting Unity, unplugging and replugging in my Quest, rebooting my computer, etc. Usually, I can eventually get around this issue, but lately, it is happening more and more and I am having a much harder time getting past this issue. Sometimes I will try for 30 minutes and not be able to get past this. I'm currently using Unity 2021.1.5f1, though I have been encountering this issue with the last several versions of Unity, going back probably about a year. Initially, I was using a Quest 1. I just purchas
To implement AR Tracking on hmd, it is common to use the ARCore library. ARCore is a mobile AR platform developed by Google and can be used on both Android and iOS devices. Oculus also supports the use of ARCore with hmd.Below is an example Unity code using the ARCore SDK to perform AR Tracking on hmd:/*using UnityEngine;using UnityEngine.XR.ARFoundation;using UnityEngine.XR.ARCore; public class ARTracking : MonoBehaviour{ [SerializeField] private ARSession arSession; void Start() { if (ARSession.state == ARSessionState.None || ARSession.state == ARSessionState.CheckingAvailability) { ARSession.stateChanged += OnStateChanged; } else { StartTracking(); } } private vo
What's the best practice for integrating with AR Foundation, if possible?
I’ve been trying for over an hour to verify my developer account, but it’s not working. I’ve entered my phone number multiple times and never got a single code sent to me. Now it says I’ve requested too many codes even though I didn’t get any. also Idk if it actually needs “my” card information or not before sending my number. kudos to Meta for making developer mode harder to access /s 🙄
Is there a UI kit available for the Quest system UI? This would be great for prototyping/designing UI to be more consistent with the system UI. Is there anything like this available to developers? I haven't found anything in the dev resources section. Thanks.
Maybe I'm doing something wrong, but I just downloaded the official controller models and the Pro controller is looking kinda wack. https://developer.oculus.com/downloads/package/oculus-controller-artFBX import, basic material using supplied maps. The left side uses normal right side doesn't. Both look really sketchy, especially around the buttons.Any suggestions from anyone who knows what's up?
We are developing an architecture application for our final project. Crucial part of this project relies on loading room setup that user made (I am talking about the experimental scene features). I experimented using the OVRSceneManager prefab, which uses OVRSceneModelLoader script. It works perfect using Unity play button with Link, however after build&run, following problem occur:1- Script tries to load the room setup, but fails to find2- Script triggers the room capture process, which makes user to select walls etc.3- User finishes the room capture process and clicks Done4- Script detects succesful capture and tries to load again, but fails to find again.If room capture process is done before running application, it stills fails to load and starts room capture process as usual but from the last step (Everything is selected but asks to press Done).I couldn't figure out the problem here, any ideas? Headset : Quest 2 (v49)Unity version : 2021.3.19f1Oculus Integ
I have a simple game that I'd like to publish and think its a good candidate to go on the carousel you see when you open the quest web browser. Is there a guide I can follow?
Hello, I am testing a copy of Shared Spaces. However, players do not receive my invites when I send them and cannot join rooms. Is this because my destinations are pending review? If so, how do I get them reviewed?
Hi!Does anyone know if it's possible to use renderdoc on a shipping build?Thank you!
HI,I made a side-loading build of an oculus app with meta avatar feature. I am able to load and see my avatar, but the other users that are part of my organization can't.They got that message "Failed Entitlement check 7 - user doesn't have app in library".Is there any solution? Thanks in advance.
I want to develop a PCVR WebXR browser application:A browser that supports browsing WebXR content, computed on the PC, per Quset Link to Quset 2 header and do Interaction as normal.In short: a PCVR with Meta Quest browser's WebXR capabilities.Purpose: To open a large and complex WebXR site. The site runs on the Quest 2 header for comparison and has reached a performance ceiling. I would like to build a browser in PCVR that supports the experience of WebXR content.Question: Is there already a compliant development kit, or browser package?Previous attempts:FirefoxRealityPC(FxRPC)Unfortunately, the project has been discontinued. : End of support for Firefox RealityAfter trying, it didn't achieve the function I wanted rik.cabanier
It has been many months since we have uploaded a build to our Alpha Channel. Today I try uploading and get:'The apk is signed with different certificate than previous version'.Of course, we have NOT changed our certificate - ever. Any thoughts on what else could cause this?Previous uploads were done through the website (deprecated) or the Oculus Platform Tool in Unity. Trying this build through MQDH.Any suggestions would really help my blood pressure!
Is it possible to remove my app lab game from the search result on the meta store? Because I would like to work on it a bit more and not let people download it right now.
Issue uploading sales to match campaign
I want to develop a PCVR WebXR browser application: A browser that supports browsing WebXR content, computed on the PC, per Quset Link to Quset 2 header and do Interaction as normal.In short: a PCVR with Meta Quest browser's WebXR capabilities. Purpose: To open a large and complex WebXR site. The site runs on the Quest 2 header for comparison and has reached a performance ceiling. I would like to build a browser in PCVR that supports the experience of WebXR content. Question: Is there already a compliant development kit, or browser package?Previous attempts: FirefoxRealityPC(FxRPC)Unfortunately, the project has been discontinued. : End of support for Firefox RealityAfter trying, it didn't achieve the function I wanted
Hello! 🙂 We are creating an application that requires the scanning of a QR code for login information.We would like to use the Quest Pro because of all the new features, and we are wondering if there have been any changes to the access of the passthrough feed from the camera's Thank you for your help!
Oculus Integration 49 gives errors when importing (of one which doesn't disappear whatever we tried), using Unity 2021.1.21f1Assets\Oculus\Voice\Lib\Wit.ai\Lib\Conduit\Editor\Training\EnumSynchronizer.cs(303,57): error CS1061: 'List<WitKeyword>' does not contain a definition for 'ToHashSet' and no accessible extension method 'ToHashSet' accepting a first argument of type 'List<WitKeyword>' could be found (are you missing a using directive or an assembly reference?)Anyone else experiencing this?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.