Quest Development
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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??
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?
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 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 am trying to activate debug mode following tuto but not workingDouble authentification activated with smsDev mode activated on helmetI tried to use side quest because meta link dies not work on my computer and it says dev mode is not activatedWhat is strange is i can access to helmet using mtuThank you for help
Hi.This topic might be redundant with the topic of this thread, but with the SDK updated to V62, the useful official documentation provided in the previous thread was deleted, and I can't find an alternative document. Also, the simultaneous hand & controller input has been released as an official feature, not experimental, so I started a new thread. I was able to make simultaneous input work on Quest Pro with SDK57, but it hasn't been successful with V62 & Quest 3 yet. (I sold my Quest Pro!) I confirmed that the feature itself works properly on Quest 3 as well with the demo published on the App Store, Interaction SDK Samples, but it seems that this sample project is not included in the samples for the v62 SDK. Am I missing something? If anyone has any cautions, useful information, or links regarding this matter, please share your knowledge.
Hi,Is it possible go create an .apk to call the Meta Browser with a certain URL? Indtalling with sideload.Or is it a resteiction to call Meta Browser from another app?Some code like thisWhen Button1.ClickActivityStarter.Action = “android.intent.action.VIEW”ActivityStarter.DataUri = “https://www.examplesite.comActivityStarter.PackageName = “com.oculus.browser”ActivityStarter.StartActivity Thanks for any help
Hola Page not found · GitHub · GitHub here is the Meta page Meta Fork Game Engine Performance Enhancement: Unreal | Oculus Developers What's going on? How to get theUE 5.3.2 Meta Fork? Thanks
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity.Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID.The same oculus email ID is being used for the login inside Unity as well.I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID.Please let me know if anybody has resolved this issue.
I can't find my app by typing app name or keywords in search field on Quest, mobile or web. Do I have to wait for my keywords to be findable or how does it work?
I have scanned my room and my room can be loaded in MRUK. I would like to know how to save my room as prefab so that I can open it anytime and anywhere.Thanks for everyone's help!
I’m having an issue after the latest update on my Oculus Quest 2. Everything used to work perfectly: I used the same USB cable, SideQuest, Web ADB, and other tools for debugging through ADB. However, now ADB says the device is connected, but the authorization prompt doesn’t appear.Here’s what I’ve tried so far:Connecting the headset to a different USB port.Web ADB shows the device as connected, but nothing works.Using another USB cabel.Restarting PC and OculusIn SideQuest, the headset is detected, and it shows that:ADB is available.Developer mode is enabled.Quest is found and connected.However, still displays the device as unauthorized, and I can’t proceed. It seems like this issue started after the latest Quest 2 firmware update.Has anyone else experienced this issue? Are there any workarounds or solutions?Thanks in advance for your help!
ovrp_SetTrackingOriginType2(ovr TrackingOrigin_Stage) doesn't seem to work with "Physical Space Features" disabled, and I can always re-center my oculus regardless of the tracking origin type. Why is that?
Hi,I'm following these intructions:https://developers.meta.com/horizon/resources/test-users/I have created test accounts in the dashboard (they worked with quest 2, but now I try to add them to a Quest 3 device).But now I get stuck on point 10. "Add Account" inside the headset.The problem is that I can only choose Facebook or Instagram accounts to add and the test user account is neither, they are Meta accounts.I have also tried this:- Login to companion app with test user account- Pair app with factory reset headset (success)That makes me see the test app in the library, but i cannot install it, it only says Purchased or Unavailable and install button is greyed out.What am I missing here?
I checked the Android Development guide and the "Best Practices" section mentions "Avoid use of Standard shader or Standard Specular shader." Which other (default) shader can/should be used instead for good performance on the Quest?Link to the guide: https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/
I'm getting a strange error in Unity when I upgrade the Meta XR Core SDK package to 69.0.1 from v59ArgumentException: Path cannot be the empty string or all whitespace.Parameter name: pathSystem.IO.Directory.GetParent (System.String path) (at <17d9ce77f27a4bd2afb5ba32c9bea976>:0)OVRProjectConfig.ComputeOculusProjectAssetPath (System.String assetName) (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:217)OVRProjectConfig.ComputeOculusProjectConfigAssetPath () (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:240)OVRProjectConfig.GetOrCreateProjectConfig () (at ./Library/PackageCache/com.meta.xr.sdk.core@69.0.1/Editor/OVRProjectConfig.cs:246)Have anyone else got the same error?I used both the Meta XR All In One SDK and Core individually and the same error occurs.I am using Unity 2022.3.16 but also upgraded to the latest LTS 2022.3.52 with the same result.
I am in the organization and can activate the developer option in the Meta Horizon app. I have also activated the developer option in the Meta Quest 3S. When I connect the headset to the PC, I only hear a tone that the headset is charging, but there is no reaction in the headset or on the PC. ADB cannot find any device. SideQuest cannot find any device either. I have restarted the headset and still cannot establish a connection. I can connect my phone to ADB without any problems. SideQuest also recognizes my phone with the same cable. I have deactivated and activated the developer option several times. Link does not work with Meta Quest Link either.
Before last week I was able to watch movies lying on the side.Now it's only vertical! Please help? it was some update? or how can I enable this again?It was killer feature for me, not esear to use mobile phone again instead of oculus 😞 it should be with correct angle (I was able to see everything with correct level) I tried all options, "travel" mode. etc - not working. help!
We want to programmatically read panoramic photos to create 3D effects, but we can't find the folder where these photos are stored. In the Meta Horizon OS files Info, we can see a path like 'This Headset/t39.3xxxx-x', but we can't actually locate this folder. Is there a way to handle this?Thank!!!
OVRButtonActiveState and listening for the START button and even using OVRInput.GetDown(OVRInput.Button.Start) no longer gets triggered with the hand gesture pinch using the left hand.Controller works fine so this appears to be another issue with the updated Interaction SDK v67 and v68. Could someone confirm this is being worked on?
Hello Meta My name is Monte and iv been a big fan of your products since i was able to put my hands on the quest 2! Sadly i just learned that i can not connect my pro controllers with the quest 3s because of its price point, and yet i can connect a stylus? Its dosnt make sense to me honestly how the old quest 2 can do it the NEW quest can do it but not the NEW NEW quest 3s if you guys made it it should work the pro controllers are the best controllers you guys offer right? Why wouldnt you want them to connect to every thing you guys have to offer. Think about it i spend 299 for a 3s pair it with a pro controller for 249 and come out with 548 round up for taxes and what not and be a happy camper, because if i got the big boy quest 3 for 499 and pair it the controllers im coming out with 748 the budget idea is great get a bang for your buck with the option of accessories like being able to pair it with the pro controllers. I hope this can just be a update and boom it working bu
US Patent - Interactive Player Board Game I’ve recently been granted my first US Patent on 11/05/2024 for the idea to have a configurable game board with technology to check whether a rule of the game has been satisfied.Was wondering if anyone would be interested in developing this type of game for the Oculus. I see the possibility of having the user be able to generate their own game board depending on the theme (exercise, eating, traveling, etc), setting the number of spaces for their game board, and have the ability to make this into a private game or public game. The user can invite friends to play on the game board and it can be played asynchronously. If the theme is exercise then if they roll a 1, they need to do 10 jumping jacks. The oculus will be able to see whether that task is completed successfully. If so they can roll again and see what task they need to perform next. Each game can be considered to be a pod and can invite others to join. Each person that joins is a pe
Hello, I recently published a game on the Meta Quest Store. On the Production channel I have version 1.1. I am working on a version 1.2 and want to test the apk on my device. I have uninstalled my app from my headset, use Meta Quest Developer hub to install 1.2 of my app, and I am not able to launch it. The app installs correctly but the launch button in meta quest developer hub is greyed out. In my headset the app does not show up in unknown sources, and it shows my app is not installed.Is it not possible to 'sideload' new version of my app? I do not want to push a build to a release channel just to test on my headset.
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