Quest Development
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Our Quest 2, Quest 3, Quest 3S players are having issues loading into our game.These specific errors are popping in many of the affected users:[VRPlatform_RuntimeManager] Error code: [0]. java.net.ProtocolException: Timeout during fetching DSATStackTrace: at VRPlatform.Account.Account.RequestPlatformAuthNonce Found previous posts regarding this:https://communityforums.atmeta.com/t5/Get-Help/VRChat-Timeout-during-fetching-DSAT-Quest-3/m-p/1188662/highlight/true#M299784https://communityforums.atmeta.com/t5/Get-Help/VRChat-Oculus-platform-error-during-proof-check-Timeout-during/td-p/1212858https://communityforums.atmeta.com/t5/Get-Help/VRChat-error-Oculus-Platform-error-during-user-proof-check/m-p/1212971But haven't seen any resolution following these posts. Any developer able to give insight to see if its an issue on our end? I can provide further details.
After updating to Oculus Software version 1.97.0, I have encountered issues with the mouse cursor on my Windows 11 PC. Specifically, the mouse cursor displays a continuously blinking blue circle, which is highly disruptive during computer use.Identified CauseThis issue appears to be caused by the Oculus VR Runtime Service, which starts automatically with the system and remains active even after the Meta Quest Link application is closed.Temporary SolutionTo mitigate this problem, you can use one of the following methods:Using Services Manager:Press Win + R, type services.msc, and press Enter.Locate Oculus VR Runtime Service, double-click it, change the "Startup type" to Manual, and confirm with OK.Using Command Prompt:Open the Command Prompt as an administrator and type:cmdCopy codenet stop OVRServiceWhile this stops the cursor blinking temporarily, the issue reoccurs when the Meta Quest Link application is launched again.WiFi 6 Mode Issues on Meta Quest 3 (Build 71.0)Another issue aris
Wondering if anyone has any solutions. I’ve racked my brain on this, and have multiple triggers/scripts floating above my level from prior attempts.Here’s what I need. I’m creating a haunted maze, and I have certain characters situated in “scare pockets”, which are rooms connected by a door to a hallway through which I want players to walk down. The scare actors in the scare pockets will jump out through the doors to scare the other players as they walk down the hallway. But I need the scare actors to know when to jump out. So I’ve tried all sorts of combinations of using triggers to make the door, and the wall next to the door, not visible to the scare actors in the scare pockets. That way they can see the players coming and they can jump out at the right time. But the simpler ways make the door and adjoining wall also invisible to the players in the hallway, which doesn’t help. I’ve tried the “set who X is visible to” (or whatever it’s called) and used a player list to li
Hello , This is my first post ( I am a tyro 🙂 ) .I am recently buying a Meta Quest pro. I wanted to create a 3D AR VR content which I can put on cloud/web and can be accessed by people at different sites having Meta Quest Pro.Actually I have a shop with some products placed on it and I want to create a 360 view of each product and the gallery ( whole room in fact) and want to place some buttons or info buttons with which the user can interact at all the different sites.Please guide me how to move forward or if there is any example i can follow. Please move it to correct Board or associate correct TAG to itThankyou !Br,S
Hi,I think a great benefit/feature for the native Files app on the Meta Quest 3 would be the addition of connecting to local SMB/NFS shares with local media.This is supported by relevant third party paid media apps and if supported by native Meta Quest Files app it would provide additional options for accessing personal video collections of family photos.Also the SMB/NFS share connections should be remembered/saved after initial configuration so that Meta Quest usedmon home WiFi network regurarly can access the shares instantly.
I have been using quest pro for a while. Although it doesn't have a depth sensor like LiDAR, it has spatial understanding of its environment. Like if you create a roomscale boundary, you will see objects being detected with red dots and blue lines. If you place a new object inside your boundary, it will be detected as well. My question is , do devs have access to this spatial data? If yes, through which API?
I cannot join public lobbies ever since yesterday when I downloaded a few games on my phone to the vr
Hello! I ran into a problem when uploading a build to the App Lab, I can't upload to the release channel because 2 warnings appear. The first one says that you need to self-verify the age group, although it has been passed. And the build contains the 32 and 64 bit versions of the libraries. But I only included the 64th version.Logs:2024-03-20T07:52:22.785Z [DEBUG] Run args: {"appId":7062226900567070,"appSecret":"(removed)","apkPath":"C:/Users/Сергей/Downloads/apk.apk","channel":"LIVE","draft":false,"excludeAddons":false,"inheritAssetFiles":false,"isODH":false,"uploadFromEngine":"UNITY","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":false}2024-03-20T07:52:23.045Z [DEBUG] Server log: {"app_id":7062226900567070,"client":"UNITY","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfu
Can you add Chinese input method for Chinese players? Now more and more Chinese players have purchased quest3 and quest3s. Although a series of troublesome operations such as VPN are required, the quest equipment is very good, and more and more players are joining the quest. However, more and more Chinese players have reported that the system does not have a Chinese input method, which has a great impact on social aspects, such as Bilibili, the largest video platform in China. I found that YouTube VR has a Chinese input method, so this should not be difficult for developers. I hope developers can add a Chinese input method for Chinese players
The battery notifications for me to change out the batteries on the controller happen way too early and are highly distracting. Instead of notifying at 50% left (or whatever), how about at 5% left?
When creating my world, a round snow like object comes and overlap my land and then disappear.. What do I have to realign? Somewhere in the foundation’s? Thank you…
Can someone please add a setting to get rid of the background noise? It ruins immersion and only sometimes turns off when watching things with sound that I don’t need to be mixed with background noise
We've run into an issue when testing our IAP purchase flow. Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN. This was great for testing functionality.Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin). This happens even after removing the Test Users IAP entitlements.If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window.Has anyone else noticed a change in the IAP Checkout flow functionality starting this week? It would be nice to test the checkout flow with our test users before releasing our updates.
Hello,I would like to know whether I'll be able to develop for Oculus Quest using a Mac OS X workstation.Thanks!
Hello,I am developing on Meta Quest 3 using Adreno OpenCL SDK for programs running on GPU. However, when I try to run the OpenCL examples on Android Studio, there is an error of function clGetPlatformIDs() with error code -1001, saying that the function cannot find the platform on the device.I have searched this problem online, and linked libOpenCL.so and other related libraries to the source, but the problem still exists.How should I solve this problem? Thanks. Adreno OpenCL SDK v2.0: https://developer.qualcomm.com/software/adreno-gpu-sdk/tools
Hi everyone!I am using the Quest 3 for my research in Robotics. I am facing an issue where the physics of the robot seem to be neglected when I upload the program to the Quest 3. The program is very simple and it just changes the pose of the robot. To put it simply, at the beginning the robot starts at a certain pose, and then I move it to another pose. The program works well on the Meta Simulator and also works well when used over Cable Link, for example the following image shows the pose of the robot that matches the one in the script I am running:Which also had the same result over Cable Link. But then, I upload the same program to the Quest 3 and the robot becomes loose and jiggles around (except for the base as it is fixed in the space):I am using Unity, and the robot body is imported from URDF as a set of links, each modelled as an Articulation Body. I am using the xDrive function to move the robot joints to the desired position. My guess is that the Quest 3 hardware ma
While trying out the MRUK Basic sample on my Quest 3, I also tested out the performance of the sample on the performance analyzer on Meta Quest Developer Hub. Instead of seeing a somewhat steady 72 fps, the fps keep jumping between 72 and 21, causing the analyzer to create multiple below 60 flags. Is this normal? Or is there something wrong with the analyzer?
I started seeing weird behavior recently with Performance Analyzer in MQDH.So last week everything was ok, but what happened to me:1. I updated MacOS to Sequoia - I use Macbook M12. I updated my Quest 2 to latest version3. I updated MQDH to 5.0 version (other versions stopped working)I've noticed that no matter what game or app I test, I see the same results in the Performance Analyzer. Below you can see screenshot for "First Steps" application (the one from Meta),You can notice this cyclic VRC1 flag showing in pretty regular intervals.I already did factory reset on Quest headset, used different USB-C cables, but not luck.What is weird, that on the headset itself I don't see any problems (or I'm not able to notice it for some reason), it's only this Performance Analyzer showing flags.Does anyone have similar experience and solution perhaps? I created bug in MQDH, but I don't know where it goes as I cannot find it.
Anybody know hpow to check if a scene setup for the current environment exists and if not, trigger the the scene setup on OS level?
I was wondering what is the best way to create the required 2560 x 1440px store screenshots on Quest 3 in an Unreal project. Thanks in advance!
Good morning, I'm having an issue with my Oculus controller where the B button becomes unresponsive unless the controller detects that my hand is holding it. This happens even if the controller is turned on and functional for other buttons or actions. Here is what I observed: - Button B works perfectly when the hand is detected on the controller.- If I remove my hand or hold the controller in a way that is not detected as "hand held", the B button stops working.When my hand moves towards or away from the controller, an event is triggered in the console: XrEventDataInteractionProfileChanged. This event seems to influence how interactions are handled, particularly regarding the B button on the controller stopping working. This appears to be related to a change in the controller's interaction profile, which is detected and managed by the system. I'm looking to understand why this event interferes with the functionality of the button and how I could control or disable this
While developing a web app with three.js, I noticed an unexpected behavior of Meta Quest Browser:if I choose a .glb model file with a <input type="file"> tag, and try to access it in javascript, the browser does not allow access to the fileif I manually change the extension to .png, it works.Disabling safe navigation in browser's settings does not solve the problem.The problem occur only on Meta Quest Browser: Chrome on Windows and Android behave as expected.This is the code handling file input: const fileInput = document.getElementById('file') as HTMLInputElement fileInput.addEventListener('change', (e) => loadModel((e.target as HTMLInputElement).files![0])) function loadModel(file: File) { const url = URL.createObjectURL(file) const loader = new GLTFLoader() loader.load( url, function ( gltf ) { scene.add( gltf.scene ); console.log('Model loaded') }, undefined, function ( error ) { console.error( error ); } ); }
I'm looking at getting an Oculus or two Oculi for my kids (11 & 14) for Christmas, so I have some time to buy. I'm trying to decide, and partially why I'm posting here, what the best route for me to go is. Would it be better to buy a single $500 Oculus for my kids to share or two $300 Oculi for my kids to have independent of each other? Besides the obvious sharing issues with a single Oculus, what are cons of having a single Oculus? What are cons of two Oculi? Are games downloaded/online only? If not, is there a proprietary type of SD card (similar to Nintendo Switch) that can be interested to the headset? What are the hardware specs - besides storage capacity - of the all Oculi? Does the $500 one have a better processor, RAM, and resolution over the cheaper models? Sorry, I know these are basic questions that can probably be done by doing a Google search, but reading people's opinions vs reading a spec sheet have different impact.
When I open my development account and create a new app, I can't find App Lab as an option.
Hello! I wrongly push a build to the Production channel and I could not find a way to remove it, I dont want my test users to see it. The only solution I can think is to delete the app and create a new one, but that's not ideal, I'll have to make invites again u_uIs ther a way to remove it? I want that channel to be empty for now.Thanks in advance!!
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