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Hi everyone,Our team is submitting an app for Early Access through the App Submission form. Our app currently is performant on Quest 3, but we are working on some updates to make it performant on Quest 2/Pro. If we submit our app and make it only available on Quest 3 (i.e. set Purchase-Blocked Devices to Quest 2 and Pro) for now, can we go back and add Quest 2 and Pro availability later? Or will this option be blocked and/or will the app reviewers even look at it?Thanks!
Hello I'm developing a quest 2d app using meta spatial sdk which has content of different aspect ratio which is at runtime. How can I set it dynamically so that resizing is locked to aspect ratio?This will prevent pillar boxing
Hello everyone,I want to use the meta Avatars as NPCs in my project.I would like to record the animation by playing out the actions and audio in headset, and save that to play on an NPC avatar. Unfortunately I can't find any documentation on how to do that.I would appreciate any help in this matter.
BugDirectly upgrading from Unity 2023.2 to Unity 6000 made both headset and hand tracking not working.ReasonIt seems that Oculus Plug-in is not compatible. VersionsQuest ProWindows 11 23H2 (22631.3593)Unity v6000.0.3f1Oculus Utilities v1.97.0OVRPlugin v1.97.0SDK v1.0.34Meta XR SDK v65XR Plugin Management v4.4.1OpenXR Plugin v1.11.0SolutionUninstall Oculus XR Plugin from Package ManagerCheck OpenXR and Meta XR Feature group in XR Plug-in ManagementAdd an interaction Profiles using Oculus Touch Controller Profile Note that Meta Quest Touch Pro Controller Profile doesn't work.Check the Hand Interaction Poses
I updated Avatars SDK from 22 to 31, and then deleted old avatar samples and downloaded new avatar samples. Then I start getting this error immediately after launch only on Quest3 (no error on Quest2, it works well). Help please, I cant debug this because it is in SDK, but it only happens on Quest3.Error in GridSliceResizer.csNullReferenceException: Object reference not set to an instance of an objectMeta.XR.MRUtilityKit.GridSliceResizer.Awake () (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/GridSliceResizer.cs:180)UnityEngine.Object:Instantiate(GameObject, Transform)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefab(MRUKAnchor) (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/AnchorPrefabSpawner.cs:493)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefabsInternal(MRUKRoom) (at ./Library/PackageCache/com.meta.xr.mrutilitykit@69.0.1/Core/Scripts/AnchorPrefabSpawner.cs:467)Meta.XR.MRUtilityKit.AnchorPrefabSpawner:SpawnPrefabs(MRUKRo
Hi! I'm not sure if I'm submitting this in the correct part of the forum, but I wanna know if there is a way to access the previous submission of the data handling questionnaire. I'm making another app that needs to make use of in-app purchases and as part of the data usage checkup I need to submit the data handling questionnaire, but all of the answers to it are the same and I don't recall how I accomplished it, so I'd be happy if there's a way to review it. Thanks in advance.
Last version MQDH, device Oculus
I get the following error when running the command described in the documentation::cross_mark: ERROR:Cannot find build with ID: <ID>I have tried several builds from different apps.I ran the command on Windows:ovr-platform-util.exe download-quest-build -d . -b <buildId> -t "<token>"
Starting from Quest system version v71 it is not possible to grant Draw Over Other Apps permission. Invoking the code I provided below opens up first page of Settings menu instead of the permission menu with toggle. The issue doesn't occur in version below v71. In previous versions it works fine, the menu with the toggle opens correctly and user can grant access to this permission.// android.settings.action.MANAGE_OVERLAY_PERMISSIONIntent intent = new Intent(Settings.ACTION_MANAGE_OVERLAY_PERMISSION, Uri.parse("package:" + getPackageName()));intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK);startActivity(intent);It is also not possible to grant this permission manually through settings. The only way to grant it is to install an app using adb with -g parameter:adb install -g .\app.apkUPDATE:Works fine on v72. I've just sideloaded v72 on my Quest 2 and it works as before. So the problem is only on v71.
I have a quest 3s and when I cast the Gaim shooting app, the view is down the side of the gun instead of along the top of the gun.This detracts massively from the app and ruins the whole meta quest experience.Can this be changed??
Hello,I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers)I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers)So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do?<?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.mycompany.myapplication" android:versionCode="1" android:
I was testing our app and started getting this error today, after transferring the app to other organizations.{"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"xxxxxxxxx_xxxxxxx"}}The account has admin role in that organization, and also the quest3 with the main account of the organization stopped working with the same error.We haven't set any other info in the app besides the APP ID that remains the same.How can we refresh the access token?
I have looked up many videos on how to create an organization so I can get developer mode but I haven't been able to figure out how or where to find it. I am doing it on my phone do I need to do it on a computer?
So.. I have movement in VR via the OVRPlayerController. What I would like to do next is to "follow" a character in 3rd person. I can find lots of "how to's" in regard to 3rd person character animation and following etc using Cinemachine in Unity. What I can't find is the equivelant for doing the same thing for the Oculus - or do i just use Cinemachine?? Any links to suitable videos or instructions would be gratefully recieved.
When I do the play in the Unity it's show-me 3 screens and the screen of Meta XR-Simulator becomes white and don't work! Someone can help me?!?
I am working on implementing Spatial Anchors in my app. I used this tutorial: Meta Quest Spatial Anchors Tutorial In the tutorial he only shows how to spawn, save and load one prefab, but my app needs different prefabs. I have figured out how to spawn in different prefabs with a Spatial Anchor component, but the saving is the thing I can't figure out. I have tried to find other tutorials, but they all only save one prefab. Any ideas on how to do that or where to find more information on this?Thank you in advance. I can't put the scripts in because they are too long for this post.The scripts are on the Unity Discussion forum:Meta Spatial Anchors saving anchors
I was looking through the developer documentation for using boundary data (https://developer.oculus.com/documentation/unity/unity-ovrboundary/) and I noticed that the method mentioned for getting the geometry of the boundary's edge is deprecated. boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) Specifically, the BoundaryType.OuterBoundary enum is considered deprecated. I imagine this means there is a more updated way of getting this information but the page doesn't seem to mention it. Any assistance with this would be great!
Hello,I am using SmtpClient which works well in the Editor for sending an email with attachments from the app. I am logging in to a Gmail account with 2FA and app password.var smtpClient = new SmtpClient("smtp.gmail.com", 587){ Credentials = new NetworkCredential(senderEmail, senderPassword), EnableSsl = true,};But when I build the app and run it on the device it won't work. I added a custom manifest with Android networking permissions. I have no idea what else could be blocking it, and if it can be easily solved. I know there are third party services but I prefer to go for the simple solution if possible.Sending an email from the app sound to me like a basic feature that should be simple. Anyone else encountered this problem?
Hello,I am trying to setup OVRBoundary in a way like SteamVR chaperone works. I can get the player rectangle and draw in on the floor. When the player starts the game, he is always in the centre of the virtual tracking space, but he can be in a different position in real-world tracking space.How can I get the real position and set the virtual position of the player according to real position and be like this?I can disable recenter, but the starting position will be always wrong when the player does not start on exact position and rotation. I will use real-world prop(hockey goal) and position the in-game. But when the virtual space is not matching real space it is impossible to do it.
I'm trying to track a Rift S headset using an OptiTrack system. The setup described here goes as expected (using passive markers, not the clip). The issue arises when starting a scene in Unity. The HMD is tracked properly but it is offset compared to other object. I can even see the optitrack markers one meter away from me through the headset. It seems like the headset is tracked by the included tracking system of the headset and that the optitrack data is ignored.I use Motive 2.1.1, and the OptiTrack OpenVR driver to stream headset data to SteamVR.Do you know a way to solve this issue or to superpose the Optitrack and Oculus frames of reference?
I am the developer of Control Tower VR.I am very excited with the app labs games being searchable on the main store, but so far Control Tower VR is not browsable (go to app lab tab, filter by genre arcade) and not searchable unless I enter the full name of the app.Also, I am not allowed to add keywords to my game.i suppose that Control Tower VR hasn’t been ported over to the open part of applab, but I was wondering what other app lab developers are seeing. Are you able to add keywords, is your app labs game searchable ?
Unity 2022.3.52, Meta 71My prokect is configured so it runs on iOS , desktop or Meta Quest.However, since an upgrade to Unity 20022.3.52, I'm getting build errors if I try to build for iOS. It has to do with the Meta package, causing errors:NullReferenceException: Object reference not set to an instance of an objectOVRGradleGeneration.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at ./Library/PackageCache/com.meta.xr.sdk.core@71.0.0/Editor/OVRGradleGeneration.cs:135)Library\PackageCache\com.meta.xr.mrutilitykit@71.0.0\Core\Scripts\MRUKNative.cs(59,8): error CS1029: #error: 'Unsupported platform'Error building Player because scripts had compiler errorsThis did not happen previously. Any idea how to fix this?And yes, I have Open-XR/Meta XR disabled everywhere in the XR Management project setting.
I have read the guide about using OVR Metrics Tool. But, OVR Metrics Tool can only save the performance as a .csv file when my Quest 3 is running an app.How can I get performance metrics and save the data into a .csv file when my Quest is not running any app?
Hello I'm currently developing an app for meta quest which should work on background on any other apps/games like the meta quest browser. Based on my understanding, this is only possible by just porting 2d Android app. But i want to have standalone spatial features using meta spatial sdk as well. Should I make two separate apps or just building one would support both the usecase? Spatial features are just addition to the current 2d app
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