Developer Forum [Archived]
Recently active
Heya, My teammates and I have been encountering an error when uploading our builds. The utility keeps spamming that:"A network error occurred. The request will be retried." It seems to be working in spite of these messages, albeit quite slowly. I see there are older posts with similar issue, but were seemingly resolved. Is anyone else having this problem? Thanks!
Hello,I was receiving really low ratings for my game because i didnt realize for a long time that players weren't able to figure out how to get past the main menu to start actually playing the game. So they were just giving a lot of 1-star ratings and leaving, until one user let me know what was going on.So now that i fixed that problem, and i want to clear all those low ratings and start over.But all the old ratings are still on there from the old version, how can i reset the ratings and comments to remove all those 1-star ratings, so i can start over, especially on APP LAB where the games are still under development.There should be a way to reset the ratings if you release a new version, because those comments and ratings apply to the older version. Doesn't seem fair to judge a game based on old versions of it.Anybody knows how to reset the ratings and comments back to zero.Every star players give or not give is life or death to indie developers.Thanks
Hi all,I'm planning a very basic starter 'VR' experience for the Quest/Quest 2. It involves a static VR camera positioned on a boat, the boat is self-driving and follows a very basic circular spline around a low-poly scene.I do not have the expertise to start introducing interaction just yet - it's more of an archvis project with narrative voiceover playing over it. The player will not move, they will just be able to look around whilst sat on the boat.Can anyone recommend tutorials/assets/advice when creating something like this?I'm starting small in the hope I can build on this knowledge.
As shown in the figure, all upload icons are gray. After several computers win10、win11, what's wrong? How can I solve it?MQDH: 3.0.4-3.1.0
Hello.Our company makes Medical Devices with Quest 2 in South Korea.And MD needs to do an RF test and RF EMC Test.The testing agency requires testing reports for every Wi-fi module and Bluetooth module.The testing agency uses that data to make a bad point for the testing report.So, we need South Korea's RF test report and an RF EMC test report of the Wi-fi module and Bluetooth module. Can anyone know how to acquire those documents? If the dev can provide those documents, can you send those documents to lee5wang65@hucasystem.com?
Just upgraded from an old sluggish laptop with a Intel UHD Graphics 620 graphics card to a i7 Dell Laptop, purely with the intention to get a much better gaming experience in VR. But, only to discover that the Nvidia Quadro T2000 GPU, is not compatible with the air link.With it working on my last I assumed it would work with this. I've seen suggestions that Quadro T2000 isn't a high enough spec, but how is true if it can run on other lower spec GPU's and other Nvidia GPU similar to the T2000?Meta only state a hand full of compatible GPU's on their website, making it impossible to know what other GPU's are compatible. This is meant to be a user-friendly experience for almost everyone, I shouldn't be gambling on whether I can connect to airlink.
I know this has been asked in the past but nothing I've searched has provided any useful information. I like the idea of using Meta Avatars, although there is no documentation on how to combine them with the interaction SDK. I either need some direction on how to do this, or how to only use the interaction SDK and create custom VR avatars and sync them over a network. Any direction would be greatly appreciated!!!
Hi,I have problem, I want to use urp on oculus quest 2 but the spotlight and point light doesn't work. Has anyone encountered this problem or know the solution because I don't found solution ?
Oculus Quest 2 Version: 47Unity Version: 2021.3Windows 10Hello,Yesterday, when I have put my headset on my head, I saw a little Disk Icon and a loading bar. Then, the device restarted. It seems like it was a force update. Since that happened, Unity doesnt recodnize my Quest 2 anymore (doesnt appear in the device list in the build settings). When I try to build and run, it says ''its not recodnize as an Adndroid Device).Before that update, I was seing it in Unity without any issues and was able to build. Im using windows 10 and it sees the device when I plug it in. Also, I went to check the developer options and it seems like my USB debuggins is still ON (Enable USB connection via a confirmation popop).Any hints what I should do next to fix this?Thanks alot,
When I use the adb to take a screenshot of the Quest Pro, I find that the screenshot is oblique. Is it right? and why?
We are currently developing VR content using Unreal Engine 4.This content will connect the Oculus to your PC, and the build run will be fine If you connect the oculus to your PC after the build runs, it will not be recognized.Please let me know if you support VR connection while running the program, and if so, how to solve this problem.
For example, Mobile OpenXR Samples has a XrCompositor_NativeActivity.cHow can I convert XrCompositor_NativeActivity.c to c++ and run the app successfully? I tried renaming the extension to .cpp, making changes to Android.mk, etc... but I keep running into errors.
I have a Unity project in version 2021.1.3.11f1, utilizing the Unity Asset store Oculus Integration version 44. I used the integration to enable SpaceWarp and the next step for my project was to import Meta avatars, but I ran into an issue that seems to be covered here previously. When bringing in the Meta Avatars SDK version 17.2, I get pre-compiled assembly errors. A previous post on the Meta forums had a solution which was to exclude the newtonsoft.Json.dll which came with the Avatar package, but this was with Oculus Integration v35 and seems to no longer work (https://forums.oculusvr.com/t5/Get-Help/Meta-Avatar-Error-Multiple-precompiled-assemblies/td-p/929944). When attempting to use this solution with all of the newest versions of Meta tech, I have to restart Unity in safe mode and get three errors: namespace 'OvrAvatarTrackingSkeleton' could not be found in two scripts, and 'OvrSpan<>' could not be found in a third. To my knowledge I am using the newest version of each sol
I just changed my MetaQuest software version from v36 to v37.Meta Quest Developer Hub no longer recognizes the device.(Note that the MQDH version of Meta Quest Developer Hub is 3.0.4.
I cannot set developer mode after doing a factory reset on my Quest 2. I'm having the black screen issues, so I did a factory reset to try to solve it. But it doesn't help and now I'm trying to get developer mode to disable proximity sensor, but when I switch the developer mode button in mobile app I'm getting the error shown in the picture. The message in red says: we're having trouble completing your request. Try again... I haven't had problems to set developer mode before. But now it seems impossible. I tried all common troubleshooting... Remove phone number / CC in developer account, I created a new developer account, changed the Oculus account, tried in another phone, etc. Nothing helped. Because black screen I cannot even enter the Oculus home. Tried all known troubleshooting to solve Oculus black screen issue, nothing helped too.
I'm just getting started with developing for the Meta Quest, and I am wondering what "build" environment most of you use? I guess there are basically 3: 1. Native coding (Visual Studio?), 2. Unity Engine, and 3. Unreal Engine?I have installed all 3 so far. Found an outdated tutorial on creating a basic app with Unity, after what seemed like several hours sifting through scattered information (could have been organized much better), most of the info for unity did not match the version I installed, I ended up with a very rudimentary "virtual" world on my device, but the controllers were non-functional. All that took about 15minutes to "compile".As for unreal engine, I have only been playing around with it's user interface, but haven't gotten into the actual "coding" yet. Off hand, it seems like it might work better?Lastly, there's the native made? Just code for the most part?Are there any other options? Which one do you prefer? Can you list any pros and cons for each?Thank you in advance
I teach an Intro to XR class and implemented a light framework for replicating multi-player objects such as Bullets. Would be interested in any feedback. Depends on Photon Pun.Unity Package may be found here.using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; public abstract class ReplicatedGameObject : MonoBehaviour { private string owner; private float createtime; private void Awake() { owner = PhotonNetwork.NickName; createtime = Time.time; } protected virtual void Start() { getManager().Add(this); } public string UID { get { return owner + "-" + createtime.ToString(); } set { int split = value.IndexOf('-'); owner = value.Substring(0, split); createtime = float.Parse(value.Substring(split + 1)); } } public string Owner { get { return owner; } } public abstract ReplicatedGame
Following an update for the quest 2, developer mode was disabled and can no longer switch back to developer mode in either the MQDH or the Meta quest app. An update on this issue would be much appreciated
When I open up ODH v3.0.4 it opens up white then for a splitt second it changes to black then goes back to white and stays like that, I tried to download 3.0.1, same issue there.
I am using Unreal Engine 4.25.4 and am trying to submit my build to the Oculus Developer portal for Abb Lab.When I try to upload a build, it tells me "The focus aware manifest meta-data tag must be set with required=“true”…and points me to here:developer.oculus.com/documentation/unreal/unreal-dash-overlays-focus/#focus-aware There, it says to ’ Edit > Project Settings > Plugins > Oculus VR > Mobile , and check Focus Aware’…but in my Project Settings and plugins, Oculus VR doesn’t show up, even though I have the Oculus VR plugin enabled. So, how can I set the project to input-focus aware with 4.25.4 ? I looked at 4.26 and don't see the above option show up there either.
My app does some basic file management and I would really like to be able to determine if the user has "Admin" rights, because some of the Mod installation work requires them to put files inside the Android/data/com.../files/Mods folder. Is there an API to check if they have Admin rights?
Hello oculus forum,I am using interaction sdk on my project. I would like to find which hand/controller is grabbing the Grabbable object, in order to use the SetVibration() method. Is there any way to achieve this?
Hello!!I have been having some issues with my oculus in which I can’t toggle the developer mode.It seems to be a problem worldwide. Ive tried everythingI urgently need to test my project because its for an exam. Is there any other way to test it? Like in unity itself?Please help!Thank you in advance ❤️
I start this with the full knowledge that the loose nut behind the wheel could be me. I had passthrough working, both my stuff and the Oculus demos. I could build and run or test stuff inside the Unity editor by hitting "Play". It was all working right up until I botched an install of 2021 and things stopped. I have since reinstalled (multiple times...) everything. The project I'm testing with is a floating cube in front of the OVRCameraRig. I've gone through all the settings/recommendations from previous community posts, specifically the guide from Anonymous and the youtube video: https://www.youtube.com/watch?v=9u3QQi6Gnx0&ab_channel=ValemTutorials Running "adb devices" at the command line shows the device is authorized.Oculus Integration 34.0Oculus Quest version 35.0.0.117.341.<other numbers>Oculus Quest runtime version 35.0.0.118.341.<other numbers> I can build and run apps with passthrough, I just can't get them to appear in the
I am building my game using OpenXR for the Quest 2. Everything works in editor and plays and runs fine on PC with Link Cable connected. I tried to build the full game in one apk but that was around 3.5 GB, too big to upload with adb. I was able to get a smaller build with just my menu scene working, so I know the first scene works. When I try to build with Split Application Binary, it successfully builds, gives me a 300 mb apk which i can upload to the headset, and gives me a ~3.5GB obb file. I load both onto the headset, with the obb in the correct location. But when I try to run the apk I only see the three loading dots(the loading the shows for a couple second when opening a game) on the Oculus and the app never opens. I am unsure how to fix this issue. I tried ADB Logcat and can't seem to find any error popping up. Any Suggestions
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.