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Your app has been approved by our review team.The uploaded Production (Store) channel build is not compatible with Quest devices. Please upload a new build.it has been approved and it prompts that quest devices is not supported?
Hello, i've a hh6 Del Mar prototype version of Quest 2.I have 64 gb ram, Nvidia 2080ti, windows 10 PC with Android Platform tools r30.0.5, Unity 2019.3.x and also oculus dev hub (and drivers installed) and oculus app (for the link). Quest 2 (Del Mar) and I've tried all suggestions, written in the forum, bot nothing: Unity can't see the device, adb can't see the device. (⌣́_⌣̀)Could some one help me, we are near release date for our game and we still can't test color space and other things on Quest 2.Thank you.
I have a character that uses "Apply Root Motion" on the Animator in Unity. Works fine in when running in Unity, but does not work when running in the Quest. The animations are running but the character doesn't move. Any ideas?
Hi, I'm wondering if anyone has experience making bloom effect work on Oculus Quest. When I enable the bloom option the apk doesn't run on Quest. Any tips would be extremely welcome!Thanks!
When I try to upload my apk to the alpha channel I get this error:The APK is for 6DoF devices only and cannot be used on a 3DoF mobile platform. You can set 'android:required="false"' in 'android.hardware.vr.headtracking' if the APK should be shared between GearVR/Go and Oculus Quest. The APKs for 3DoF platforms should be V1-signed.I have uploaded for the Oculus Go before, built straight from Unity, and not had this problem before. I've followed the instructions here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-submission-sig-file/I've tried using a keystore generated in unity vs one generated in android studio (where I checked the box for V1), and I've tried using an older version of unity in case that was the problem, but I still get the same error each time. I've seen answers to this question that involve adding something to the gradle file, but when I open that up it doesn't look the same as in those answers? (https://developer.android.com/about/vers
Hello,I have made a multiplayer game in Unity, i'm trying upload to the developer dashboard to test the network features and i'm getting this error, 'APK is for 6DoF devices only'This is meant for the Quest so that is correct, I have tried unticking support for oculus go and gear vr (the 3DoF devices) in specs thinking that had something to do with it,can anyone help me to understand what it wants here?Thankyou for your time.using : Unity with Oculus integration tool 1.38
We are beginning production on a commercial title for the Quest and I am looking for the general consensus on what other developers think is the best setup to go for. Our current options seem to be - - A 2019 LTS Unity using Oculus Integration package- 2020 Unity using Unity XR Plugin We are required to have hand tracking support, and from what I have read Unity XR Plugin doesn't currently support this. I have experience in the now deprecated Oculus Integration package and Unity XR looks like it could be a great solution for us, but it is also in preview and missing features we might/do need. With the Unity XR plugin how do we get access to Avatars, play space info etcI'm looking for some thoughts on what experience people have had, I dont know of any commercial releases with Unity's XR plugin yet!Thanks!
As Oculus Start Member one of the benefits are 5 dedicated supports. How can you use one? What it covers? Who you contact to get support? Does some one have experience to share?
I was surprised by the performance targets mentioned for Oculus Quest!I remember that the performance targets for the first version Oculus Quest were 50-100 draw calls per frame and 50,000-100,000 triangles per frame, so is this a mistake or are these the new performance targets for the Quest 2?And if these are the new performance targets for the Quest 2, please do mention the performance targets of the first version of the Oculus Quest too!
i've Enabled the 90hz on Device and run "adb shell setprop debug.oculus.refreshRate 90"still cannot get past the 72hz when vr previewing on ue4 editor. ( tried both binary 4.25.4 & 4.26.p5)Any idea?Thank you!
Does anyone know how to properly retrieve achievement and leaderboard information into my oculus app?Everything is working fine, entitlement check is working great, it succeded everytime, but after that i try to retrieve achievements and leaderboards but it just doesnt work, everytime it fails.Maybe im doing something wrong. But i already read the oculus tutorial about achievements and leaderboard proceedings using the nodes, I created leaderboard and achievements inside my oculus developer account, entitlement check works but still fails.Can someone help me please?Im using Oculus Rift and UE 4.25.4
Hey guys, I have a Rift S that I would like preview my Unity build in. I'm using 2020.1.11F1, have XR Plugin Framework installed and Oculus Integration installed.When I push play and put headset on I just get the Normal Rift home screen stuff and nothing else.How do I preview my game without building it and just pushing "play?"Unity 2020.1.11F1XR Plugin management 3.2.16Oculus XR Plugin 1.5.0
Hey guys. I'm using UE4. Not sure if I should have posted this in Unreal Development or Avatar Development.. but this is specific to UE4 so Unreal Dev seems right.Anyway, my issue is that the lip sync will stop working when the project is closed. So it'll work great, close project, open it again, no lip movement.The issue is the sequence. If I right click make a new one, it works. But obviously remaking all my sequences every time I open the project is not going to cut it.I'm using UE4 4.22.3 and the latest lip sync plugin released a few days ago.Any ideas what I can do here?Edit: https://streamable.com/vu5b1
Hello,I am fairly new to Unity3d and Oculus but I have managed to build and run my project on my Oculus Quest. The problem is that there is an extreme lag/glitch. When I move my head the environment can't keep up. When I hold perfectly still it seems all right but characters that are moving are still very glitchy. So everything that moves lags, I guess. Or seems to be dropping frames? I have a video of the issue but you can't post videos here it seems. I am using Unity3d 2018.4.25f1 and Android 4.4 'Kitkat' (API level 19). I have tried other API levels and also changing the color space and Graphics API but it doesn't help. I also read somewhere that making the lights static could help but that didn't do the trick either. One weird thing is that if i position the OVR CameraRig "outside" of the room, it doesn't lag at all. So it is probably an easy fix but I've been trying to solve it now for some time and I'm stuck. Please help:)Thanks in advance!
I usually do a lot of development on my mac and hate to switch to windows 10 to do stuff. I wanted to get my quest 2 working with my Mac but so far nothing that I do seems to trigger enabled usb debugging on my mac with the quest 2. This works fine in windows and my Quest 1 also works on my mac.I have all the bells and whistles and settings enabled on the quest 2 (hence it works on windows 10).. the device shows up with lsusb command but adb devices listes nothing.. Thoughts?
I'm developing for WebXR and Hand Tracking of Oculus Browser. Oculus Browser and device firmware are up to date.Usually, when a javascript exception occurs, some message is put to the web console, and the page is halted.But most of the time, browser itself doesn't crash.Recently, I'm having a random crash of Oculus Browser, it occurs when switching from controller to hand tracking. This symptom started to occur after October 28th Oculus Browser (don't remember the date exactly) And the symptom has become more prominent since latest update around this month, 6th.I did the remote debugging of my web page to see if any javascript exception occurred, but there was nothing. Since the browser crashed, the debugging session simply stopped (without any message)So I wonder (before elaborating the method to reproduce this crash in length), is there any aspect that Oculus company can help me with this?Or do you think this is just a
Hi all, I've got a pretty good grasp of the Keys-Only process, but something is going wrong and I would love some advice. Oculus Support hasn't been any help so I hope the community can come through!My app is approved for Keys-OnlyI have a new Oculus Quest 2 to test on before distributing to my clients.I have generated the keys for my app no problem. I have used the Oculus iOS app to redeem one of those codesRedeeming the code was successful according to the messageThis is where things stop. I can't find reference to the app anywhere. If I try to redeem again, it says I already have the app.If I go to the 'Privacy Settings' in the iOS app, and click on 'Your App Activity', I can see the app there. But nowhere else.Within the Quest 2, I have clicked on every conceivable menu, but can't find any reference anywhere. I know that usually you go to the apps menu and then find 'Unknown Sources', but I can't find that anywhere. I can find 'Unknown Sources' inside the 'Stora
I updated the oculus SDK for my Unity project and now the teleportation mechanics seem to be different. It used to teleport the player directly onto where the teleport destination was regardless of where in the playspace they were. Now it teleports the PlayerController onto the teleport destination but that doesn't mean the HMD is located there. Example: The player takes two steps backward in the playspace then attempts to teleport up to a shelf. They end up two steps away from the shelf and unable to reach anything without walking forward two steps. How do I fix this? I've been attempting to use OVRManager.instance.RecenterHeadset() which puts the player in the correct destination but I then have rotation issues. I stored the desired rotation and then set it when the RecenteredPose action happens but that gives me a split second of being facing the wrong way before it gets corrected. This is driving me nuts.Warmest regards,ChrisUnity 2019.3.0f3 and latest oculus sdk 20.1 from ass
Has anyone a preset or template for Oculus Quest 2 Unreal Project Settings?One that works with VulkanOne that works with ES3.1After following the official Oculus guides and also the Unreal guides I am always getting errors.I can't seem to build one functional Unreal UE4 project, that I can launch on the Quest 2.Thanks for any little help,appreciate it!
When you have activated your quest 2,How to get the 5-digit machine code of quest2
Hello,We are experiencing a crash when implementing the Avatar Component into our project and calling RequestAvatar in Unreal Engine. It seems to be able to retrieve 3 to 4 materials properly and then fails a check, causing a crash. I have attached the callstack as a .txt file to the post.I have tried calling AvatarComponent->RequestAvatar both with UseCombinedMesh to true and to false.Please advise with any information you may require to debug or resolve this issue. Right now this is a blocker for us to be able to display the avatar in the project.Information:* Binary Unreal Engine 4.25.4* Oculus Avatar SDK plugin integrated into the binary engineThank you for your time,Stay safe,CélesteThe last lines in the log before the crash are:[2020.11.09-11.00.40:152][ 0]LogAvatars: Display: UOvrAvatarGazeTarget::BeginPlay - GUID 13369, Type: AvatarHead [2020.11.09-11.00.40:152][ 0]LogAvatars: Display: [Avatars] - Loading Material /OculusAvatar/Materials/AvatarsPBR_2/Oc
I would like to switch left and right controller UIs according to the setting.I supporsed I could use OVRInput.GetDominantHand(), but it just returns Unsupported.
This worked fine on Quest 1. On Quest 2 whenever we are debugging an native application (not Unity / Unreal) and we trigger a breakpoint, the application crashes and the debugging session is lost.
Hi, I am working on the VR simulation & training application in Quest devices. We are developing the application in unity with oculus integration SDK. Ou application has about 10 scenes with different environments. So far application is working fine with quest device. But I try to install the application in quest 2 device. Application gets hanged while loading most of the scenes. And also there are graphical issues with my application in quest 2 device but not with quest 1. UnityVersion - 2019.3.3f1OculusIntegrationVersion - 20.1 FYI, we are using URP system with unity for developing this application.
Today, I installed a game Hearthstone and while launching the game, I am confronted with the above error message. How to fix this issue? I am running it on Windows 10. Any suggestions regarding this? Thank you.
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