General VR & MR Development
Recently active
When i tested the IAP button on my headset i was prompted to an oculus payment screen where i paid $.01 for a durable item that will cost users $4.99. For me the payment was successful, but for the users once they put in their pin to complete the payment through the oculus prompt; it says unavailable. Anyone know what could be going on?
Im kind of confused on it, where do I see the money I am going to receive from meta, is it IAP revenue last 28 days?
Hi Oculus/Meta Forum,I am working with a young man with a spinal cord injury who is unable to move his neck but is incredibly interested and keen to try VR.Firstly, we are wondering whether the eye tracking capabilities of the Oculus Go/Quest is able to be configured to replace movements of the neck? This may grant him access to some games on VR.Secondly, in the event this is not possible, would there be a way to replace movement inputs with a mouse input to access functions and movements in VR? My client has an integra mouse which he can control with his lips. Think of a regular mouse with left and right click capabilities, but that he controls via his mouth.Thirdly, if this is not available, then is a controller-assist option available for say a family member / friend / nurse to move on his behalf while he wears the VR headset? I.e. controlling for not just what the controllers usually do, but also account for movement in all planes.Thank you in advance, and looking forward
Are there any devs willing to share their published app's destination names to enable app to app travel? We are working on a platform to reduce user friction and are looking to partner with developers of multiuser apps. Please reach out at partners@revelvr.com
Hello there,I am a young student interested in oculus quest and also programing a fitness app for it in unity engine.I read about oculus quest MOVE in the forum that since sep 2020 will be uploaded to the glasses, but I cant find any information regarding developing side.as if we can read its data to our game or any libraries for that.Can anyone please help me? I am devasted and helpless and cant do more search on this. Please any one assisting me on this with a direct link to the developers site of it! it is really appreciated
I opened a case, 6774076, with Meta support and they directed me to these forums and closed the ticket. Although, the case is not resolved. On page https://developers.facebook.com/async/registration/dialog/ , Contact info, Error: "Email cannot be sent. Please try later"This has been an issue for approximately 4 days now, and I do not know what to do.
Hi,This started happening since last week. The development APK build launches through RenderDoc OK, but while the application is loading, Renderdoc Meta Fork returns this error message:I've tried Renderdoc Meta Fork versions 39.2, 39.6,40.1,44.1,50.1 and 51.1. It seems to be quite random when it appears. The only way to fix it at the moment seems to be to keep installing various versions on the Quest2 until the error doesn't appear anymore. Sometimes the ADB and Renderdoc log/dmp files get updated during a crash, examples are shared here:https://drive.google.com/drive/folders/1-z4-VxMAwEnXskJ6hnngPlxAIaIWNVKC
I thought I read that Oculus won't allow us to collect income/payments for app lap apps outside of the Oculus platform without some kind of agreement with them. But I can't seem to find that, and I just now ran across this post that says we can sell keys without giving any revenue to Oculus: https://developer.oculus.com/blog/oculus-distribution-channel-guide/ We're building education apps and want to be able to sell "bulk" licenses to schools, for example, in addition to sales to individuals on app lab. Can somebody point me to the right answer/resources/docs on this issue? Thanks in advance!
Idk what im doing im confused
Using Side Quest, and after performing a factory reset on my Oculus 2 headset, I was successful loading an apk from a developer. I was able to locate and run the apk in an Experiential link I found on my headset. The application worked perfect. Once I shut my headset off and restarted, the apk is no where to be found. I've been dealing with this for months now - any help or suggestions would be appreciated.
Hello, I am facing an issue where I can't access our test users. I contacted support via the Zendesk platform and they say it seems to be a bug, but they can't do anything about it and suggested I post here for a possible solution. Would someone have an idea how I could access the test users from my organization (I am an administrator). Some other administrators do have access to them, some don't. All permissions in the Admin role are enabled. Thanks in advance. Regards,
Hello,Lately i've been getting emails from meta about our AmeriTex Theater app privacy policy link. The email says that it can't be accessed but we've not only tested that it can but updated the privacy policy to reflect that we do not ask or save any private information. The app is developed for company use at conventions and shows, thus does not have a reason to save or generate data. I am at a loss because we have no idea how to prevent this from coming back around. ===================We have determined that your application, AmeriTex Theater, for Oculus Quest does not comply with our privacy policy requirements for the following reason(s):We failed to access your Privacy Policy URL with the HTTP status code 418.If the required changes are not made, your application will be removed from the Oculus Store or App Lab on the specified date and will not be accessible to new users.You have until May 4, 2023 to update your privacy policy to comply. ===========
Wondering if anyone here, or at Meta, is able to give any details on the specifications of the eye tracking hardware the Quest Pro uses. We are wanting to conduct some studies but are unable to continue with Quest Pro hardware if Meta will not disclose simple specifications such as sampling frequencies.Any help or direction to any available documentation would be appreciated.
Dear Meta Dev Support,As an developer I am writing to inquire about the "Try Before You Buy" feature on Meta. Could you please provide more information about what this feature is and how it works? Specifically, I would like to know if the package included in the "Try Before You Buy" feature is the same as the official game package?Additionally, I would like to know if there are any differences or distinctions we should be aware of between the "Try Before You Buy" package and the official game package?Lastly, could you please clarify how long users are able to trial the game using this feature? I would appreciate any information you could provide on this matter.Thank you in advance for your assistance. I look forward to hearing back from you soon.Best regards,Karen
Hi all!My team is making a visual training app in VR, currently on the Quest 2. Our existential issue has for a while been visual clarity, especially towards the edges of the display. A core requirement for the project, being that it is indeed visual training, is saccade movements, or in other words, having the head face straight and the eyes look at a target off to the side. This is of course where the visual clarity becomes debilitating for us.I have come to learn that a lot (or all) of this is a natural consequence of how the lenses affect (refract?) the image. The question now becomes, how can we overcome this, or at least mitigate the problem as much as possible? Perhaps the Quest 2 is not the right hardware choice for us, as I've read that it does have a pretty small sweetspot in the center of the screen only. I'm open to any and all ideas! I would hate for this issue to result in us not being able to move forward with the project. Thanks so much 🙂- Lorenzo
so my game got approved and it now on applab, but all my picture and trailer are old so i want to replace to new assets but I can't replace it to new one, do you know how fix it?
I want to develop a system launcher to replace Oculus's launcher through Unity 3d or Others, including calling other 3D and 2d apps, and supporting 2d multitasking, but I haven't found an api that can replace the launcher and call 2d multitasking. At present, I can call other 3d apps in 3d apps and return, but when calling 2d apps, the system launcher window will open directly, and 3d apps will be suspended,I hope to be able to operate native 2D apps with 2D multitasking like launchers in VR applications,Are there any relevant APIs, source code, or sample projects that can help me with document links or keywords in the future
Hi,The last time I compiled a debug version of my app was one month ago and there was no problem when I pressed my volume up key to continue launching. I think the system version was v49Recently I upgraded both my system and my sdk to version 50 and samely compiled a debug version. However this time when I tried to press volume key to continue did not work.I don't know what's going on here. What else do I have to check? Oculus USB driver?
I developed an app and wanted to upload it to the facebook Quest(App Lab) platform, but I tried many methods and failed to upload itHere's what I've tried and failed 1.The upload button in the app is grayed out, and the MQDH cannot be uploaded2.Using the drag and drop upload function of the latest version of MQDH, it prompts that the CLI tool does not exist or has no permission3.Using the ovr-platform-util command line upload method, it prompts "A network error occurred. The request will be retried."
Hey folks,Seeing people getting their verification at last so I thought I'd give it a shot again after 2 days since I got told "to prevent misuse we have limited your submissions" etc when I only tried to resubmit ONCE since the change to the system 2 days ago. Meta team, I'm human, and I just want to submit my verification!
My company is looking forward to using the Meta Quest Pro for design review purposes.Is the Magic Room feature of Meta Quest Pro a free to use feature?If not, what is its pricing?Also is there some package that I can use to build an application based on Unity to access features of Magic Room like importing models in runtime?Thank you.
The application "Population One" has started collecting real names in the non-English reporting function. Not so with the English version of the text. So this app is starting to collect real names as an unintended bug. In other words, it collects unnecessary personal information. Does this state allow the Developer Policy for Oculus Developer?The app seems to use the text "INSERT REAL NAME HERE" as a standard error message. This text appears in various UIs. The English reporting function shows "ADDITIOLNAL DETAILS (OPTION)", and "INSERT REAL NAME HERE" for non-English.This is not mentioned in the developer's privacy policy. https://www.bigboxvr.com/privacy-policy.html and ArchiveDeveloper Data Use Policy Section 2 says : It must be indicated in the privacy policy and must comply with the law.
When I tap on create organization it keeps telling me that I have to turn it on even though it is on
Is there a linux version of the OVR Platform Utility Command Line Tool?Or maybe source code so we can build it ourselves? https://developer.oculus.com/resources/publish-reference-platform-command-line-utility/ This would be super useful to run the tool in a CI/CD context
HiI currently develop standalone PC VR based apps using Unity with the HTC Vive.These are not publicly commercialised they are specialised developments and demand high graphic performance (heavy scenes).I am looking to start developing on the Oculus quest 2 and was hoping to take advantage of the PCVR tethered mode, using a link Cable to a VR ready PC.MY QUESTION:Can the Quest 2 truly take advantage of using the PC performance in order to get visual performance similar to the HTC Vive performance in this configuration?I see plenty of information about using Steam based games (PCVR esque) BUT that is not really what I want to do. My builds are standalone, currently .exe PC based VR applications for learning/training.I am just trying to determine the performance & limitations of the the Quest for such relating to GPU/CPU use and how it would compare to the HTC Vive builds.There does not seem to be a clear document that addresses these specifics from a developers point of view, but pl
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.