Quest Development
Recently active
i need to unlock the bootloader on the quest however the quest 2 doesn't have its own twrp custom recovery image and trying to unlock the bootloader oem via adb yields nothing but and error telling me to go to a website that doesnt exist anymore...
Please make it able so that I can cast and watch what my child is doing. Not being able to do so it very pointless to be able to supervise.
I am planning to conduct WebXR development via MQDH.I connected Quest 3 to my PC using a USB cable, but instead of receiving a popup asking for USB debugging authorization, I only see a popup indicating that the charging speed has decreased.I have tried restarting, resetting to factory settings, and using different ports and cables, but the issue remains unresolved.I have enabled Developer Mode in the Meta Horizon app, and on the Quest 3, I have activated "Enable Custom Settings," "MTP Notification," and "Physical Space Features."In the USB test for Meta Quest Link, it remains stuck on the "Please check your cable connection" screen, and Quest 3 is not displayed in the Device Manager either.If there are any additional steps or points to check, I would greatly appreciate your guidance.Thank you very much.EnvironmentWindows PC: Z5-Z490(Motherboard: Z490-S01)MacBook Pro(Thunderbolt 3 port)Cable: Y-G2-20L
I stream on Tiktok, and would find it infinitely better if there were two small changes to casting: 1) Ability to cast in portrait mode (this would also be great for making shorts for youtube, instagram etc) 2) All audio is captured in the casting, so when I've got 'Seamless multitasking' on, and I'm listening to music, that this is cast to my phone too. *I want to cut PC out of the setup entirely, as I'm well-aware of the casting to PC functions, and using the MQDH to cast too.
I have dev mode on and whenever I plug my Oculus into my computer it doesn't show the USB debugging prompt like it should. When my oculus developer hub tries to connect it just says that it's not being allowed to because USB debugging isn't on, I would like to fix this but if anyone knows how to get a APK files running on an Oculus without USB debugging I would appreciate that too.
Hi,I'm trying to run the unity project in Oculus quest 2 device through Quest link.I connected the device to the system via USB 3.0 cable (as recommended)I enabled Oculus link in the device which launches the Oculus app in the system.In the Oculus app, it shows the status as connected.When I hit the play button in the Unity editor, it is supposed to run in the device.But it always launched in the editor.Till few days back, it was working and launched in the same device from the same system. Recently I'm facing this issue.Also tried updating the graphics drivers.PC Model: Precision 5570VR device: Oculus Quest 2Could someone help me resolve this issue?Thanks in advance.
Hi, my business verification just keep rejecting , tried multiple document and now not accepting any document for upload even, please help
Hello!I wonder if it's possible to share some data for all players of my game like configuration file?Ex: when the user run the game, I can use an API to get some data (some custom alert, update available, total of player, etc..)All that info that I can manually update.Cheers.
Hello,I'm currently working with the scene capture feature (https://developer.oculus.com/documentation/unity/unity-scene-overview/) and i've been able to set it up correctlybut I have a problem with a log which is insanely repeated : Warn OpenXR_Anchor GetComponentStatus: Space does not support 0 Error OVRPlugin [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:10267 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:307) I am using - a Meta Quest Pro- Unity 2021.3.15f1 with- XR Plugin Management 4.2.1- Oculus XR plugin 3.2.23- Oculus OVR plugin 1.85 (included with the oculus XR Plugin)The thing is the scene capture work well, and i can access the anchor i have set up, but the log are flooded with the mentioned message, making it unusable, so i would like to get read of it
I have developed games for Meta Quest before, and at that time I didn't have a Quest 3 device, so I developed them for virtual reality. However, some of my games are more suitable for mixed reality. Can I publish the mixed reality versions of my games as separate games? Is there any risk of penalty for this? What steps should I take?
Why did you guys get rid of the curved windows? Now the only way to have a curved window is to go into theater view and have it be the only window. And you got rid of switch view. Now I can't move the windows further away from me, And I can't Wrap them around me.And I can't Remove all these surplus apps Like horizon Feed. People Store I have no use for horizon feed or for people. And There's no reason not to just leave the store in the library.. Why would you remove features?
I am writing to you on behalf of FIDES Fencing Livorno, an Amateur Sports Association with a long history in the world of fencing, founded back in 1892 in Livorno. We are thrilled to learn about your new generation of virtual and mixed reality headsets, Meta Quest 3, presented by Mr. Zuckerberg. We would like to express our interest in becoming an operational development center for the project and a national promoter. FIDES Fencing Livorno boasts a long tradition of success in the world of fencing, with numerous champions produced over the years. With a record of 61 Olympic medals and 107 medals at the World Championships, we are recognized as one of the most important fencing schools in the world. Our active participation in national, European, and world competitions allows us to have constant visibility and engage a wide audience. We would like to propose a collaboration as a sponsor of FIDES Fencing Livorno. Being your sponsor would give us significant visibility, especial
Adding a “Reminders” App? For example, you could set a reminder called maybe “Take a break” Or “New (Game) Update!” And it could be set at like 1:05 PM or 50%. This would be very useful if it was added.
Would really be nice to have an option to cast my child’s profile so that I can answer their questions/trouble shoot without having to constantly switch the headset between us.
I am no longer able to sideload my own Unity apps to my Meta Quest 3.I am able to activate developer mode.I am able to connect the headset to my PC.I am able to use either SideQuest or Rookie to sideload the APK package.I am able to get a success status from SideQuest or Rookie.However, the sideloaded app doesn't show up in the apps list (under any category).Previously I was able to use the exact same process and the app would show up under Unknown Sources.The functionality seemed to have stopped after the v54 update.Is there a way to roll back a update? I would prefer now to Factory Reset my headset because then I will be at a really old version or probably just have options to update to v54.UPDATE: I am concerned about doing a Factory Reset because there seem to be cases, even sometimes with Quest 3, where people have not used them for a while and when they do the update, the headset bricks. I am assuming this is somehow related to having to do many updates at once. If I Factory Rese
You should be able to require a PIN code to access the admin account on Quest 3. As it is, supervised child users can get round all controls by switching to the admin user, with nothing to prevent them. This defeats the purpose of having controlled accounts.
Hi there,I have an few apps which are not reviewed yet and they are published in draft on alpha and beta testing channels. All apps using different signed keys, I want to use a single signed key for all apps so their data can be shared easily.I tried changing the signed key and when I pushed it to beta channel i got error "The APK is signed with a different certificate". My question is my app is not published yet to production, is there a possibility that I can change the signed key before its reviewed? I do not want to change the package names and upload them as new apps.
Merci d’avoir répondu à la demande et permis la suppression des applications indésirables. Une autre amélioration serait grandement appréciée en permettant à l’utilisateur de placer ses applications dans des rubriques personnelles, au minimum comme JEUX et SPORT. Cela faciliterait énormément ses recherches notamment lorsqu’il en possède près de 200. Merci si vous pouvez répondre à ce besoin.
Hi,I have an existing android application written in kotlin which I wish to upload to the quest store. I have built and run the application on a headset locally and it all works perfectly. Upon uploading to the store i get the error"* Oculus SDK not found or older than 1.0."The app does not include the Oculus SDK or similar as it is not needed. It does not take advantage of any headset specific features and is just your standard 2d app.Is bundling the sdk in required to upload to the store?If so is there documentation on how to do so with an existing kotlin app as all the documentation is largely around apps containing native code and doesn't provide clear guidance on this use case.I've considered grabbing the OpenXR samples and smashing that together with the existing app. Is this a reasonable approach? It seems over the top especially for an app that won't require the SDK (for now).Thanks,Nathan
I am developing a prototype Unity application for Meta Quest 3 that uses an OVRCameraRig to track movements and applies them to an avatar created with Ready Player Me. I have been referencing the following documentation:- https://developers.meta.com/horizon/documentation/unity/move-body-tracking- https://readyplayer.me/integrations/ready-player-me-meta-movement-support Currently, I have successfully implemented real-time tracking where the avatar mirrors the player's head and hand movements in real-time while wearing the Meta Quest 3. Next, I would like to implement functionality where the avatar follows the player's movements with a 1-second delay. Could anyone suggest an effective way to achieve this?
Hi, it would really help supervise my child’s VR use if they could cast to a connected iPad. Casting to a browser is less convenient as there often isn’t a device with a full browser available. I understand there are safety concerns - but these should be the parent’s choice. Casting could be approved each time by the parent, to ensure no risk.
Many of us parents have been suggesting (begging) for an option to be able to cast what our children are playing on their profile from our parent account. Please Meta, hear us and answer our requests! If you make it like a secure link with a code for casting it should be a safe way to do this. Sincerely, all parents who are tired of having to throw the headset on each time they need help or we want to check what they’re doing 😝
It should be possible, from a parent’s account in Horizon app, to cast a child playing VR on a child account. Just make a popup request on the headset, to acknowledge the adults casting request.
helloI'm working on a school project and i need to scan my environement in real time with the Quest 3's depth sensor.Is there a way to get the world position of each points picked by the depth sensor ?
Casting from a child's account
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.