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I have recently released a game named MonteCube and it was approved for keys. I received no feedback on why this occurred for the content review. Please comment below if you would like to test out the game for free and give me feedback on your experience and things to improve on.Thanks
if so please contact me anytime at daftkrominayt@Gmail.com thx
Hi, I'm having a problem that I cannot submit my app to App Lab even though it says "All items are ready to be submitted". This is the error message when I click the Submit to Store button"An Error Occurred!MessageGraphQL server responded with error 1357010: Something went wrong. We're working on getting it fixed as soon as we can.Error Code1357010Trace IDFPU3ZC4Sw6Z " I've been having this problem for over a month and don't know what to do next. Please help me! Thank you!
Hi, I had an app developed for oculus go using Native Android and Oculus(NO Unity or Unreal). as on the page:https://developer.oculus.com/documentation/native/android/mobile-studio-setup-android/ What changes should i do to the app to make it work on quest?(it is a 3dof experienceand I want it to remain as 3dof but run in quest 2)
It seems that setting the OVRManager.AllowRecenter to false doesn't do anything. We use artificial locomotion in our game so the allowRecenter is allowing players to teleport through walls and we'd like to disable it.
Does OVRManager.boundary.GetConfigured() and OVRManager.boundary.GetGeometry() work at all in unity for oculus quest? It's always returning 0 points.
Hello. I have been trying to make a Quest 2 game today. I followed a tutorial by Valhem, but when I run my game, I see three dots and then it freezes my Quest 2. I don't know what happened. When I run my game, my only option is to turn off or restart my Quest 2. Nothing else works. I will attach my .apk. Please help!I can also link the tutorial if nessecary.APK: https://www.mediafire.com/file/ecjohhrscd7gbxj/GUARDIAN+-+Copy.apk/file
Good morning,I'm new to the forum, so thanks to whoever will answer my question. I tried to make my preview mode in Unity work with my oculus Quest 2, but it seems it is rather difficult, although i tried to follow many guides/tutorial and searched through the forum. What i want to achieve:As a developer i would like (if possible) to have the preview mode of Unity working directly in the editor with Quest 2, this means that if i click the play button i would like that my app starts and i can use the Oculus Quest 2 Controller + Hands tracking to interact with my application (for example just keeping the Oculus on top of my head in order to be able to change the code and "refresh" the app, without the need of re-deploy to the device). What i was able to achieve:Oculus is recognized from my laptop, everything works as expected, and i can build and run my application inside the device with no issue. It is just the preview mode that does not work inside Unity. The question:Is
Is it possible to develop Quest app without owning a Quest. I am migrating my Rift game to Quest and I am facing problems with UI menus in and in game's performance. This how my Rift Game UI works : https://www.youtube.com/watch?v=pJqJ-eVVRLg&t=3sI have asked my friend to test my new Quest build:It has shown like this: https://www.youtube.com/watch?v=vSRHuH2qu-0Is there a way to emulate Quest build and test it via Rift? Yes, you can advice me that it must be okay as long as its playable in Unity Editor. But I am missing the UI functionality in the build and couldn't able to find what am I missing without a quest device. Can anyone educate me with the difference between Rift and Quest UI system?
Hello, I have uploaded my application to ALPHA Release Channel and it has 2 expansion files associated with it. From the application, I am able to list the files and get their ids using GetList() but i am unable to download them using downloadAssetFile(asset.AssetId). Although the NotificationCallback gets called, the value of BytesTransferred and BytesTotal always remains 0 and the value of Completed remains false. READ_EXTERNAL_STORAGE permission has also been added to the Android manifest file. Can someone please tell where I could have gone wrong ? ThanksNithin
Hi there, Our team was wondering if there is a way to set up a store page for our soon to be released game? As in, can we set up the page, set it as a "coming soon" status and not upload a build but have everything else? We can't seem to find where to set that, it seems we have to upload a build and set a price. We would love our game to be listed as coming soon on the store but am not sure how to go about it. We've seen other games have this but can't find the option to set it up. If anyone know how to set that up it'd be very helpful!
This is a Go+Quest question. I have a Oculus Mobile C++ app forked from the VRCubeWorld_NativeActivity example in the Oculus Mobile native SDK. I hooked in my own code in `ovrRenderer_RenderFrame`, so right after the framebuffer and the eye matrices are set up I call my own rendering code. This rendering code is shared with desktop, it enables `GL_FRAMEBUFFER_SRGB` and it exclusively draws the SRGB color space.I am trying to figure out how to convert VRCubeWorld_NativeActivity from RGB to SRGB. I want the SRGB drawn by my rendering code to be correctly treated by the NativeActivity.cpp's framebuffer and EGL surface. I have found a way that "works" (I see the colors I expect) but I do not know if it is correct. You can see my exact NativeActivity code here (it is open source).What I did:Pass `GL_SRGB8_ALPHA8` instead of `GL_RGBA8` in ovrFramebuffer_CreateSet `VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB` in `parms.flags` when we call `vrapi_EnterVrMode`()What I did NOT do— because I tried the
Could we get a runtime switcher? Steam VR has one but it seems to break things. Or just a way to reset the registry keys related... Thanks!
Is it possible to stream Youtube videos to the Oculus Quest 2 headset and use like a video texture? This is possible with Unity, but I have not found a similar solution with UE4. Seems even loading mp4 videos in the Quest 2 is currently broken on UE4 still. Any solutions would be greatly appreciated.
We can make 3D flowers in VR "by hand" (tested in Oculus Quest 2, ThreeJS lib is used, MIT License.). See https://www.ibiblio.org/e-notes/webxr/garden/garden.htm. I hope it is possible to make an exhibition site where you will be able to make your VR Gardens. Any suggestions or comments?
Hello,With the previous generation, Oculus made the touch controller CAD files available to develop accessories here: https://developer.oculus.com/downloads/package/touch-accessory-guidelines/However, they haven't been updated with the new Quest 2 controllers. Does anybody know if they're available somewhere?Thanks
Is there a way to keep the Oculus Home app minimized? We use the Oculus is a professional setting and it's rather inappropriate to have bloody faces zombies ALWAYS pop up on the desktop.Or even a way to change your default screen to be Library instead of Store would be ok.
There's a problem on the main Oculus Quest 2 software. When a notebook is equipped with AMD Ryzen low level graphics GPU such as Radeon inside the main processor, and a secondary GPU like an Nvidia RTX, the system recognize only the first GPU and say that using original Oculus Link cable the bandwith are ok, but not the minimum spec for VR use. I've force all the .exe into Oculus software and in the Win 10 OS to use only the accelleration of the Nvidia GPU. Also forced to use the Oculus client only with Nvidia GPU into the Nvidia 3d Panel. Nothing it doesn't work also with a RTX3080. I need that the Oculus devoloper solve this problem, it cannot make the access to Oculus software by notebook. Also using Remote Virtual Desktop, is possible to use Steam VR wireless but not the main Oculus Software. The cable cost 100€, is a big problem 😔 having a cable and a performance GPU wich cannot be useful. Is possible to develop a new software the solve the compatibility with this hardware config
Could we get a button to enable Oculus Link from within ODH? Would be nice not to put on the headset for that.
Looking for some help here. I use quest 2 w/ link on flight sims and the performance just isn't quite there yet. Even with a powerful machine. I am wondering if there is a way to stop rendering on the eye I am blind in (left eye) to boost fps?
Is there a way to preview what the PDP will look like in the Oculus Store app on the Quest, or in the Oculus browser on the device? The app is not yet published or submitted. We can follow our PDP link on a PC browser, and the page appears in the Oculus web store. However, on a headset, logged into the same account, we can not see the PDP in the Oculus browser.Is there a way to launch the Oculus store from a link?
I hope I'm in the right place for this. Is there any word on providing a 3d model of the headset for us 3d printing enthusiasts to make our own customizable pieces for the Quest 2? We've got the controllers available to us now, which is wonderful, but I would really like to be able to create and print various clip on accessories, mounts, stands, protectors, etc. without having to pay for a model from a third party that may or may not actually be accurate!
Hi, I have checked all VRC and guidelines and any marketing assets can't display other hardware or logo than Oculus. That's fine. But, we have multiplatform leaderboards in our app, so we would like to display a small logo near the player. Is that ok with Oculus rules ? Thanks !
Quest 2 all the sudden tracking was gone then controllers won't pair. Rebooted... nothing, then factory reset. Now cannot set up because the controllers still won't pair to the headset. This is crazy paid alot of money for it to all the sudden stop working. Have done everything to fix. Please help! Also when I am on the oculus app and you connect the headset all of the dots below the headset icon are not lit up only 4 of the 5 dots are lit up. So frustrating please HELP
Anybody else experiencing this? When I plug my Quest 2 into my PC, it sometimes creates a storm of driver disconnections and strange PC pauses, etc. Other USB or Bluetooth devices will become disconnected and sometime can't reconnect at all. Everything about the Quest 2 is fine - I can access files, ADB, profile, etc. The connection process just seems to throw other devices into disarray 😉 Would love any suggestions or even just sympathetic commiseration!
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