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I see that Roles have been migrated in some fashion as of Sep 30. Around this time all apps have disappeared from App Distribution in the Developer Hub for all members. Even 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. Looking into our roles, Developers and Administrators have permission for View App and View Release Channels. App Constraints are set to "All (present and future)". What other settings are relevant? It seems like a bug with our org. Please advise. This is severely blocking the entire org.
#Program Description#I'm developing an android application that runs on oculus quest devices The program is opened in a non vr mode. The initial interface is a non vr mode interface (activityA, which is described as the interface below), and then it jumps from this interface to another interface (activityB) in the vr mode.activityA ---- Common interface of non_vr mode, initial interfaceactivityB ------ vr mode interface#Problem description#This process can run normally before the upgrade of the quest system version;After upgrading the system, when activityA jumps to activityB, activityB cannot be opened in the vr mode in the quest device, but is displayed as a square interface with a black screen.#Code design#<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" />According to my task requirements, I put this configuration code under the activity tab of activityB to ensure that activityB is in the vr mode and not under the appli
With the availability of the Quest Pro controllers, I have seen users pair the Quest Pro controllers to their Quest 2 simultaneously with the default Quest controllers, so they are able to pair a total of 4 controllers to the Quest at one time. YouTube example here.From a developer perspective, are we currently able to access more than 2 controllers in any of the existing API integrations (Unreal, Unity, Native)? Essentially if the user paired 4 controllers, would we be able to know the controller poses for all 4 controllers at once?Thank you!
I need to enable the following "Oculus" Plug-in Provider in order to use the Avatars SDK and use Meta's avatars:But I'm also trying to use the XR Interaction Toolkit because I find it better than the Oculus Interaction SDK and I want to make it easier to support other headsets in the future. I can get Device Based XR Controllers to work fine but Action-Based Controllers aren't tracked unless I use the OpenXR option above, but that causes the Meta Avatars to not work. It's recommended to use Action-Based so I don't want to put Device-Based Controllers in.Does anyone know if it's possible and what steps to take to use XR Interaction Toolkit Action-Based Controllers and still have Meta Avatars work?
Hi,We have uploaded a new build to the RC channel of one of our live apps, but it has been stuck on "Running Malware Review Test" since Friday. I have attached a screenshot below:I hoped this was just a visual bug but when trying to push it to the Production channel, this is not deploying live onto any headsets. I have seen online that this issue (being stuck in testing state) appears to occur randomly. Examples:https://forums.oculusvr.com/t5/Developer-Dashboard/Test-State-Stuck-On-Running-for-Store-Channal/td-...https://forums.oculusvr.com/t5/Developer-Dashboard/Uploaded-builds-can-t-get-past-quot-Running-quot/...https://forums.oculusvr.com/t5/Tool-Feedback/Stuck-at-uploading-build-Oculus-Developer-Hub/td-p/9492...Anyone experiencing this at the moment, or has any past experience to share? I have opened a support ticket with Meta but no answer yet. On that front, it seems the list of topic you can create support tickets for has been reduced and there isn't any "release/store supp
Anyone else having this problem?
I received a message from Meta: "In order to continue offering a safe and secure platform, we require all developers to maintain a publicly available privacy policy that clearly articulates your collection, use, and processing of user data and to provide a functioning link to that privacy policy that users can access. We have determined that your application, Biganto Tour Player, for Oculus Quest does not comply with our privacy policy requirements for the following reason(s):We failed to access your Privacy Policy URL with the HTTP status code 500.If the required changes are not made, your application will be removed from the Oculus Store or App Lab on the specified date and will not be accessible to new users."You can check:https://www.oculus.com/experiences/quest/6563777177027712/The privacy policy works. Oculus support is not responding.
Hi everyone,I am trying to load the SceneManager Scene over PC, everything works except no passthrough video is shown, just a grey background. I followed all instructions over the documentation page but nothing seems to work. If someone has any idea please share it here, thanks.
Hello ! I have a game aproved for Rift, now I developed a Quest version,I want to upload this apk but I don't find the option for apk's combined with windows versionMy questions...Do I need to create a new app?Can I use the same app & metadata? Thanks
I tried both Metaquest dev and my phone to activate dev mode, but it keeps giving me a vague error;.
We started uploading builds to test in App Labs to our unpublished tracks in App Labs but our app isn't showing up for our developer accounts. I've seen other unpublished apps show up in my library before we even upload a single build.What can we do to fix this?
Hi - I submitted an app on Feb 17, 2022 ... after 4 weeks i received a change request for the artwork. I re-submitted the next day after changing the artwork, and its been 4 additional weeks now (8 weeks since original submit) and the app just sits "in review". Is this normal? Is there a way to contact the applab review team or log a ticket? I have a community eager to test drive my app and have very little to tell them. Any help appreciated. Thanks.
@ links to membersHi,I submitted our first app "VR Horror Stories" about 2 months ago. It says it is available throught App labbut I can't find it by searching the name. 1-Would Someone be kind enough to verify if my app link works on Applab with this link:https://www.oculus.com/experiences/quest/8049435668460032/ 2-Is there anything I should do to list it on the App lab and find it at least searching the app title VR Horror Stories? Thank you so much for your help!
Hello! I was wondering if anyone knows how to trigger a "pinch" event to grab an object with a premade pose? I have poses that pinching snaps to, but I would like the player to be able to do the hand motions to grab objects rather than pinching in the real world. I know this messes with the confidence intervals etc. but I was wondering if anyone has any ideas?Also, does anyone know where the grabbable object physics are scripted? I want to look at the hand tracking velocity calculations in particular. Thank you! 😄
Trying to manage our release channels for a live app on App Lab using the Developer Dashboard. It looks as if there's a bug recently introduced in release channel managment. We can't see or modify the list of Subscribed Users. See below screenshot:Note that we have 25 "Subscribed Users" in the selected tab, but "No Subscribed Users" in the list. Obviously when we select the tab we should see the users in the list, so that we can edit the list.Pretty serious bug here, please advise?
Hello Devs! I have an approved rift game in the store, it has slowly started to sell and now I have a quest 2 version.I don't see an option to upload a new compiled APK to the store, My question isIs it necessary to create another separate app for quest 2?
Hi. Is there a place I can find official Quest Pro controller art for us in my game's tutorials and 2D imagery? Or, is this not required for certification, and I can just make my own? Thanks!
Hi everyone, I've been searching around on how to make a design document for VR apps and can't seem to find much resources on how to approach it. Can anyone point me to a template or some personal design documenting so I can get a reference point on what to do. Like a structured Game Design Document for VR
I'm having this super weird issue with the Oculus Quest 2.In the editor and on the PC (With Oculus Link) this works perfectly fine.What am I trying to do?Cast a ray from the camera, if the camera gets to close to a wall move the origin back (which the camera is a child of) so the player can't move through walls. Now when I make an apk build for the Oculus Quest 2 this doesn't work at all.Is there some android specific code that locks the TrackingOrigin in place? The code I'm using isn't that special, any help here is appreciated! if (Physics.Raycast(ray, out hitInfo)) { if (hitInfo.distance <= 0.5f) { //If we hit something that is static if (hitInfo.transform.gameObject.isStatic) { Vector3 movement = transform.forward * -1; movement.y = 0; //Move backwards origin.transform.position += movement * Time.deltaTime
My app fails app submission due to the following error. I have made app through unity and is completely free. Please confirm that any off-platform monetization of content accessible in this app conforms to the Oculus Bulk IAP or Subscription Licenses app policy outlined here: https://developer.oculus.com/policy/app-policies/ Please help me out to pass this and submit my app
Here's what I've tried and failed1. The upload button in the app is grayed out, and the MQDH cannot be uploaded2. Using the drag and drop upload function of the latest version of MQDH, it prompts that the CLI tool does not exist or has no permission3. Using the ovr-platform-util command line upload method, it prompts "An unexpected error occurred"Can I get some help here? The log content of ‘oc_cli_8618231871550973_2022-12-13T07-26-42-217Z.log’ is as followsServer log: {"app_id": 8618231871550973,"client": "COMMAND_LINE","log_level": "ERROR","event_name": "UNEXPECTED_ERROR","stack_trace": "RangeError [ERR_OUT_OF_RANGE]: The value of \"offset\" is out of range. It must be >= 0 and <= 1. Received 2\n at new NodeError (node:internal/errors:371:5)\n at boundsError (node:internal/buffer:86:9)\n at Buffer.readUInt16LE (node:internal/buffer:243:5)\n at /snapshot/Users/facebook/.scratch/dataZsandcastleZboxesZeden-trunk-hg-full-fbsource/edenfsZredirectionsZarvrZjs
Please help, I integrated oculus account login in my game used Unity.If the oculus app was created by me, I can login with no problem. But the 'developer' members of my organization can't login using their oculus accouts.When I call method 'Users.GetLoggedInUser()' it always return zero.The error log is below:[capi] ovr_User_Get: userID was zero, which is not a valid ID, ignoring request.Unable to find AppId for package.
Hi,I' fairly new to development for Oculus in Unity, but I could already learn how to grab (with hands and controllers) some simple objects. But I face an issue to grab and rotate a door with handles. I use the Oculus Interaction SDK.In my scene, I have a door made of a hierarchy with a main "pane" (the door itself) and 2 handles, like this:- wholedoor (with rigidbody+box collider+grab interactable+handgrabinteractable+Onegrabrotatetransformer+Grabbable)--doorpane--handleinside--handleoutside--doorpivotI tried to set grab features using collider of either the doorpane (as described above) or one of the handles (then removing collider and rigidbody from 'wholedoor' and create that in "handleinside").But in both cases, when I build and upload the Oculus, the door disappears. To be precise, in setup a sabove, the entire door (incl handles) disappear, and if I setup collidr/rigidbody on a handle, then the handle disappears while main doorpane remains, but nothing is grabbed and rotate..I r
In my Unity application (built in Unity 2021.3.12f, standard render pipeline, Oculus XR Plugin 3.2.1, Oculus Integration v 46) the color passthrough feed from the Quest Pro comes through with a strong bluish cast, and moderately desaturated. Unless there are strong, well-lit primary colors in the room (like a bright red Solo cup), you could almost mistake the feed for black-and-white. If I double-tap the side to go to general OS-level passthrough, colors come through properly in that mode. This has been the case across multiple Quest Pros, so I don't think it's a hardware issue. And I've used the passthrough in other apps from the App Store and App Lab in which colors looked fine. So I feel like it has to be related to something in my settings in Unity or in the Oculus integration (color space, maybe?). UPDATE: If I set Compositing Placement to "Overlay" instead of "Underlay" then colors come through correctly. But Overlay is unhelpful, because then it block
Hi, I'm developing openxr native app.I want to use touch pro controller with meta quest2 in my native application.So I tried to bind touch pro controller(/interaction_profiles/facebook/touch_controller_pro) with xrSuggestInteractionProfileBindings openxr API.However I failed and got a error message "XR_ERROR_PATH_UNSUPPORTED" .My software version of quest2 may be latest. could you let me know how can I use touch pro controller profile?
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