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We created an application where user login into oculus app through facebook and then it has to launch another activity which is VRActivity user will play game online using cloudxr server. It was working till previous OS version of OCULUS until new update in oculus version 44. Now if launching the VR activity as root activity then it is working but launching through normal activity then it is stuck or sometimes give black screen within the window itself.
Sorry for bringing this here. I would really appreciate someone from Oculus team to reach out to ivan@deovr.com to touch base and provide Oculus store support. We can't do much with our current manager K. Any help would be highly appreciated.
Hi guys, I'm developing three js application (for those who don't know three js is web 3d framework with support for web xr, vr, ar...) and react js. Everything works fine on oculus but I need to have this application in offline mode (without access for native functionality, just simple 3d preview) for android itself apache cordova works nice for this, but oculus and his vr core are different level. Do you have some experience with something like this? I also tried react native, but there is always some evil I had to defeat before even application running. React VR demo was totally not working...
Hey guys I'm trying to submit my build online. However I'm getting this issue for some reason from the dashboard. "Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application." Here is a look at my Manifest. <?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:l
I'm building with OpenXR/Vulkan for Quest 2 90hz, but cannot set the display frequency in blueprint. How do i do this with C++?
Does anyone know how I can set up hand tracking in which my hand does not go through tables, walls, etc. to increase immersion?Thanks.
I am trying to get hand tracking to work as both a collider with objects and with the ability to grab them with the hands. In the example scene that comes with the Oculus SDK interaction kit there is one called TouchGrabExamples. In this scene there is a chess piece that displays all the qualities that I would like to apply to other objects in my scenes but no matter what I try I cannot seem to make the chess piece style combo work on other objects OR for that matter get it to run in other scenes. There must be something I am missing. (or most likely a lot of things that I am missing) I am using the FullsyntheticOVRrig as the camera and setting up touch hand grab interactor and hand poke interactor and then attempting to pick up the chess piece which ..works! so i can grab it but now my hand simply passes through it ... so there is no rigid body ? I can't find any tutorials about this seemingly simple but obviously complex interaction of wanting an object to be both so
Whenever i try to upload my game to Alpha, it says that * APK install location should be `auto` (android:installLocation in AndroidManifest.xml) I dont know how to fix it or what to do 😞 please help me
Hello, I have encountered multiple times different issues when instantiating prefabs (via standard GameObject.Instantiate or Addressables), Since my scene is data-driven, I am loading most of my Game Objects on Awake() / Start(), and that causes a real mess - The environment which is loaded using GameObject.Instantiate() has no materials/textures, it is completely black.The NPC I am instantiating (also by using GameObject.Instantiate()) is not loaded at all as far as I can tell. One more thing I encountered when instantiating via addressables, is that the player input actions are disabled (but it works well with GameObject.Instantiate()). It goes without saying that it works perfectly fine on my desktop when running it in the editor.What could possibly go wrong here and I can I fix that..? Thank you in advance
I'm developing a VR app for Oculus Quest, and I'm noticing strange behavior when hitting the Oculus home button on the right controller. The app slows down significantly, it almost seems like a second camera is created, and both controller models spawn at the same spot right in front of my eyes, which is very jarring. Has anyone else seen this before, or know what causes it? I know Oculus doesn't expose any code with regards to the home button since the functionality for that is built in. I'm using Unity version 2019.4.17. Thanks!
Hi all, I've been working on an app for Oculus Quest 1 (Unity, Integration SDK), using Link.Until today everything was working fine. Suddenly, all of the scenes using hand tracking (through the Interaction SDK) have the following problem: the hands are not showing.In the Oculus Home (with hand tracking) everything is fine. I tried to enable/disable hand tracking, restart the device.I tested on three different Quest 1 but the result is the same.I changed literally nothing. What could have happened?
I think it would be great if the Oculus Browser would support launch intents: https://developer.android.com/guide/components/intents-filtersAt least to my knowledge this isn't currently supported and app deep linking on Quest only works between apps, but not through a link displayed in a browser like on smartphones.
Hi, as in the title, Time.deltaTime returns impossibly tiny values in some frames. This in turn breaks calculations in our code where it is present. I haven't found any project setting that changes this behavior. It happens even in an empty test scene with nothing but a logger.Tested with both LibOVR and OpenXR as OVRPlugin. The calculated (Time.time - lastFrameTime) in those frames is equal to 1/65536, which is two full bytes (might have some meaning?).
Hi, I have tried opening app from my website using android intent it is not launching the app. Does the oculus browser restricting to access .xml file? if it is, then what would be the better way to open app from a link?This method is working in android phone but not in oculus. I am stuck here for the past 15 days any suggestion would be really helpful. Here is my manifest look like: <intent-filter><action android:name="android.intent.action.MAIN" /><category android:name="android.intent.category.INFO" /><action android:name="android.intent.action.VIEW" /><category android:name="android.intent.category.BROWSABLE" /><data android:scheme="unitydl" android:host="mylink" /></intent-filter> and this is what HTML code like: <html><head><meta http-equiv=Content-Type content="text/html; charset=windows-1252"></head><body ><h1>My Deep Link Test page</h1><p><a href="unitydl://my
Hey guys I'm trying to submit my build online. However I'm getting this issue for some reason from the dashboard. "Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application." Here is a look at my Manifest. <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android
I have tried dozens of different photos, some just to see if it will accept anything, but the App Submission page for Assets gives me an error of "Unsupported Image Dimensions" for every image I have tried to upload, for Cover Photo, Logo, Hero photo, all of them. I've tried small, low res photos, and also cropped several photos to match the 16:9 ratio, although it doesn't accept anything. Has anybody else had this issue?
Noticing when finishing up our last levels that the builds no longer work after loading onto Quest. Seems to be a threshold after 2GB, but I see so many games above 2GB in the store. Curious how we can test our full game builds and package this correctly to be able to work on the quest 2 headset, our game will be around 2..8GB at the finish. Thank you in advancebest,Phil
Hello, I am currently developing a game for Meta Quest 2 official store and possibly launch on App Lab first. Question: are we allowed to use Epic Online Services for Peer 2 Peer multiplayer games? I am specifically leveraging the Epic Online Relay. https://dev.epicgames.com/en-US/services . I am also using the FakeByte Epic Online Transport. https://github.com/FakeByte/EpicOnlineTransport I have seen online in discord chats that app submissions to Quest 2 store can be refused for leveraging the Valve Steam Peer 2 Peer API's. However, I have not found any official Meta documentation regarding what API's are and aren't allowed. I can not afford to develop my application with an API that will get my application refused in review process. Thank you.
If we create a test user now, he/she will be in possession of a persistent item from the beginning.Spoiler (Highlight to read)Platform.IAP.GetViewerPurchases()Platform.IAP.GetViewerPurchases()to compare SKUs and verify possession.It is possible to test the payment flow using an account that is not a test user on the same device.However, it is not possible to test a successful payment because the payment will always fail with a general account.When not using a meta account, it was possible to create a test user and verify the payment flow.How can I now test the payment using a test account? 現在テストユーザーを作成した場合、初めから永続アイテムを所持している状態になります。Spoiler (Highlight to read)Platform.IAP.GetViewerPurchases()Platform.IAP.GetViewerPurchases()を使用し、SKUを比較すると確実に所持していることが確認されます。同じデバイスのテストユーザーではないアカウントを使用して決済フローをテストする事は可能です。しかし、一般のアカウントは決済は常に失敗する為、決済が正常に行われた場合のテストはできません。Metaアカウントを使用していない時はテストユーザーを作成し、決済フローをチェックする事が出来ました。現在でテストアカウントを使用して決済のテストを行う方法を教えてください。
I downloaded the Oculus SDK from here Downloads - Oculus SDK for Windows. However, the Oculus World demo project does not run in VS2022 and gives the error that Unable to start program LibOVR.lib, LibOVR.lib is not a valid Win32 application. This demo project builds but does not run. How do I make it run to test the demo application?
Hello,Has anyone hit a brick wall attempting to install and launch the Horizon Venues application from the Oculus store with a test account generated from the Developer page?Attempting to install and launch the Horizon Venues application from the Oculus store inside the headset with a test account ie: @tfbnw.net prompts the following: "error performing query".03-04 10:30:05.576 5761 5761 I [SUI] AndroidDialogPanelApp: handleShowDialog command received: dialogShow 16 com.oculus.store com.oculus.store.PanelService {"body":"Error performing query.","dialogId":"home_error_modal","primaryButton":{"action":"primary","autoClose":false,"disabled":false,"text":"OK"},"title":"Query Error","type":"custom"}What we've validated:- App sharing is on- Developer mode is enabled- Account holds editor role, and has inherited entitlements from the organization- Tested account as both primary and secondary on headsetIf there is a limitation to the resources a test account can access, can you please pr
How can I change the color of the cubes in hello_xr from Android Studio?I have very little experience with Android Studio, but I can run hello_xr on on my Quest 2 and I understand OpenGL C++. I tried looking at some of the .c and .cpp files, but Android Studio tells me "This file does not belong to any project target; code insight features might not work properly."
When I simply press on a field element to type the text - the keyboard does not appear.I have 2 fields - email and password.When my page (scene) loads, I'm able to show the keyboard only by pressing on the password field. But these two fields (email and password) are the same prefabs, they are set up absolutely the same (all the scripts and components).So each field consists components:I have TMP_InputField (Custom Input Field) and Web GL Input scripts on my input field prefab. And of course a Box Collider.The problem is - a fields itself responses to interaction via Oculus Stick (checked through debug), but the keyboard still doesn't open. However, if I press on the other field (password) - the keyboard appears. I guess maybe there is a chance the problem is somehow related to Select (OnSelect) actions, but I'm not sure at all.THE PROBLEM APPEARS ONLY IN OCULUS BROWSER.If I use Mozilla Firefox (even on Oculus or any other Android) - everything works absolutely fine.As far a
Hi, we requested our game be free for users until the end of September when we launched a big update for Color Connect on the 21st September. This appears to have worked for the majority, however we have been contacted separately on numerous occasions by players that are still seeing the full price on the game. Apparently they reached out to Oculus support but were told to contact the developer i.e. us directly. We don't know how to fix this as I'm guessing it's an issue with the store page? It seems rather odd that this is happening for some users but not all. We would really appreciate a quick response as there are only 5 days left for players to download. We have also noticed that the marketing attribution tab is down om the dashboard. To coincide with our update launch we ran marketing campaigns on applab.db, altlab vr and sidequest along with all socials but we have absolutely no way to track this data and see what works and what doesn't. It's a real shame as we've spent a si
When I look around I see black and then a upside down version of the screen that I froze onHappens every 30 to 40 seconds and lasts about as long each time
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