Quest Development
Recently active
Hello Meta Support Team, I am currently developing a VR application for the Meta Quest platform and have encountered an issue with the Android SDK requirements during the app submission process. My project is using several critical dependencies that require Android SDK 34 or higher, and I’m facing the following problem when trying to meet Meta’s requirement for Android SDK 32 or lower: Dependencies Requiring SDK 34 or Higher: shared_preferences_android sqflite cloud_firestore firebase_auth firebase_core firebase_crashlytics firebase_messaging flutter_local_notifications geolocator_android google_sign_in_android video_player_android vr_player (requires SDK 33 or higher) All of these dependencies are crucial for the functionality of my app, and downgrading to earlier versions would result in the loss of essential features such as video playback, cloud integration, geolocation, notifications, and VR playback support. Specifically, the vr_player package that I am using (version 0.2.2) requ
Hello, first I want to say, UE is horrible, nothing works, you need to follow several tutorials for just starting a new project when Unity does everything itself. That's the second time I try to switch to UE but once again I think I will turn back...That said, I followed these guides -that shouldn't exist- line by line : https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/https://docs.unrealengine.com/5.0/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/But when I try to package the project, it says that Android SDK is not installed properly, I click "continue" and it tries and fails to install the sdk he want. When I run the SetupAndroid.bat manualy I have no error, and success for each request.Here is some logs:UATHelper: Packaging (Android (ASTC)): Installed Sdk validity: UATHelper: Packaging (Android (ASTC)): Android: (Status=Invalid, Allowed_Sdk=r25b, Current_Sdk=r25c, Allowed_AutoSdk=r25b, Current_AutoSdk=, F
Purchased the Link Cable a couple days ago and noticed I received one with a manufacture date of around 2020, as it still shows Oculus and front of the box displays "For Quest and Quest 2". Has there been any revisions to the cable? Curious if I should have expected the updated box. Thanks in advance!
Hi thereI am currently porting a Unity SteamVR experience to the Quest, and as the scene was quite detailed, and the entire experience occurs in a single space, it seemed ideal to use Google Seurat to generate the background scenery. This has worked really well for the most part, however I am encountering visible seams in the geometry when exported to and run on the Quest, which are not visible when viewing the same experience using a Rift S.Here are some screenshots of the same experience:Rift SQuestI have tried many different Seurat option to get rid of the seams (eg. premultiply_alpha=false) and tried different texture output sizes from Seurat, and tried many different texture compression formats for Android on the Unity texture import settings (including all the ASTC variants as advised by Oculus, and non-compressed formats), different max import texture sizes, different import texture qualities, all of which seem to make no difference.Just looking for any other suggestions or expe
We're currently plagued by VRC.Quest.Functional.3 requirements for our Job Interview Simulator application on the Meta Store. We've received a request for action related to this VRC twice. Each time we've resolved the violation according to an email we received.We have provided login details to satisfy the VRC requirements, as directed. We've also seen the account being accessed. It's hard to clarify any information on the requirements for VRC.Quest.Functional.3. Can somebody from the team help us identify where we are failing our test with a little more information? I assume this is part of an automated test.
Over time I tried to change it, but nothing happened, I tried going into the administrator mode, but it still didn't solve my problem, I tried to watch YouTube videos to follow their steps but it still just wouldn't work. Any ideas on how I can fix this issue?
I’ve been thoroughly enjoying my Meta Quest 3, especially the ability to cast my VR experiences to a TV to share with others. However, I believe adding stereoscopic 3D casting (Side-by-Side or Top-Bottom) would greatly enhance the shared viewing experience for 3D-capable TVs and monitors.This feature would allow viewers to enjoy VR content in 3D, offering a deeper and more immersive experience for games, videos, and other applications that utilize depth. The technical feasibility seems within reach for the following reasons:No significant bandwidth impact: Stereoscopic 3D casting would simply involve reducing the resolution in the horizontal or vertical direction (depending on the 3D format), without adding much overhead in terms of network bandwidth.TV support isn’t a major concern: Even on non-3D TVs, Side-by-Side (SBS) or Top-Bottom (TB) 3D content is still viewable, albeit without the 3D effect. This means the feature could be available universally without causing issues for users
We have written Java code that correctly inserts jpgs into the Quet media gallery. The code is very much what you would do in any Android app, public void run() { Bitmap bitmap = BitmapFactory.decodeFile(location); MediaStore.Images.Media.insertImage(getContentResolver(), bitmap, title, description); } If you then manually go into the Files app you then will see the new image under Recents.However, that requires the user to do a few steps - pressing the Oculus menu button on their controller, finding the Files app, etc. We would like to be able to open the Files app automatically.Something like this brings up a blank or unusable Files app that appears to be different than one which the user can access: Intent intent = new Intent(Intent.ACTION_VIEW); intent.setType("image/*"); startActivity(intent); What is the best way to open the correct Files app on a Quest? We are specifically using a Quest 3 with the latest updates.
Hi, I’ve developed an Oculus application that supports both the Quest 2 and the new Quest Pro. However, I’m encountering an issue related to uninstalling and reinstalling the app. Specifically, the PlayerPrefs data does not clear consistently, especially on the Quest Pro.Problem: After uninstalling and reinstalling the app, PlayerPrefs data (such as saved settings or preferences) remains intact.Excepted behavior: Uninstalling the app should completely remove all associated data, including PlayerPrefs.Has anyone else experienced this issue with PlayerPrefs not clearing during uninstallation?Please let me know to it is the bug in quest pro or any other issue in oculus side.Thanks in advance.
Does anyone know what happened to Space Sense? This was very important to our exhibitions, of which we have a number coming soon. The feature seems to have just broken, appearing vaguely every once in a while as a few purple lines here and there, with reduced effectiveness (e.g., hands don't show up).Any answer about its eventual direction would be important to us. We have to know whether we can continue to develop our projects as we have been, or try something different.
I have a consumable item setup in my Meta Dashboard and have it implemented in my game. When you go buy it in-game for the first time, the pop ups to purchase appears and you can purchase it. Then the next time you try to purchase, there's no popup. But the purchase is successful and the currency is being given. Support saying "go on forums" but no one ever answers me. Can anybody help me? im pretty sure my script IS okay.Unity 2021.3.19f1
Hello,I am having an issue on the release version of macOS 15.0 (24A335) where the Meta Quest Developer Hub is crashing on launch, seems similar to whatwas happening on the beta in the thread "Meta Quest Developer Hub crashes at launch on macOS 15 beta (Sequoia)".Is this still an issue with macOS 15, or are there troubleshooting steps to fix the app from immediately crashing on now that macOS 15.0 has released?Crash report (pastebin)
Hi,We have uploaded a new build to the RC channel of one of our live apps, but it has been stuck on "Running Malware Review Test" since Friday. I have attached a screenshot below:I hoped this was just a visual bug but when trying to push it to the Production channel, this is not deploying live onto any headsets. I have seen online that this issue (being stuck in testing state) appears to occur randomly. Examples:https://forums.oculusvr.com/t5/Developer-Dashboard/Test-State-Stuck-On-Running-for-Store-Channal/td-p/727851https://forums.oculusvr.com/t5/Developer-Dashboard/Uploaded-builds-can-t-get-past-quot-Running-quot/td-p/733675https://forums.oculusvr.com/t5/Tool-Feedback/Stuck-at-uploading-build-Oculus-Developer-Hub/td-p/949230Anyone experiencing this at the moment, or has any past experience to share? I have opened a support ticket with Meta but no answer yet. On that front, it seems the list of topic you can create support tickets for has been reduced and there isn't any "releas
I was wanting to to ask if you can make is so on the next update that we can change the ui back to any previous version of it
After updating my Meta Quest 2 to the latest version 69, running my PCVR Unity app (in editor and build), I have a strange behaviour. It seems to cut the screen when I turn my head moving the headset towards the edges of the screen. And it is also stuttering. In Quest 3 v69 this doesn't happen.Build, Editor and Toolkits Config:Build: LCPPUnity Editor 2022.3XR Interaction Toolkit 2.5.4XR Plugin Management 4.4.1
I recently bought a MSI Cyborg 14 A13VF with an rtx4060 8gb and I7-13620H and decided to try running vr on it because the specs on it are better than the desktop i have (which can run vr relatively alright). However the Oculus app says im under the requirements. I bought a usb-c to DisplayPort adapter to be able to plug it in Whenever i run anything it stutters, and nothing is running smooth at all. Is this simply because its a laptop, or is there any inkering i need to do to get it running good.
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>SDK Exception Request</title></head><body> <h2>Request for SDK Exception - Android SDK 34 Requirement for App Submission</h2> <p>Hello Meta Support Team,</p> <p>I am currently developing a VR application for the Meta Quest platform and have encountered an issue with the Android SDK requirements during the app submission process.</p> <p>My project is using several critical dependencies that require <strong>Android SDK 34 or higher</strong>, and I’m facing the following problem when trying to meet Meta’s requirement for Android SDK 32 or lower:</p> <h4>Dependencies Requiring SDK 34 or Higher:<
[ Delete this post]
Built OpenXR SDK 1.1.38 from source, using that for a native Android application using a custom engine. xrEnumerateDisplayRefreshRatesFB only returns 60 and 72 Hz, and trying to request 90Hz using xrRequestDisplayRefreshRateFB returns XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB
Hello! after about 2 months ago, the recenter view feture stopped resetting correctly and videos are now recentered along what seems like a grid made of thirds. Instead of freely recentering to the point im looking, the view snaps to position and I have to overcorrect to an extreme degree to see any change in position. Did I miss a feature update or something? I appreciate any help.
I got to level 33 and bought my 3rd level for the garden room and medical room. I put the flower inside the machine and only four comes out when its supposed to be 6. At first only 3 was coming out when it was supposed to be 4. I know its a online issue so I uninstalled and reinstalled but its still not working properly. My game username is TRU3GAME. Email joe991572@gmail.com. I know this issue can only be solve
Hi everybody, I am trying to implement web application which should connect to wearable medical devices like ECG or PPG sensors via BLE. I am pretty familiar with Web Bluetooth on the web and implemented several applications this way. I am using A-Frame framework for VR scene and I would like to use Web Bluetooth API to get the data from the sensors. Problem is that the Web Bluetooth API responds in Meta Quest Browser like there is no BLE in the Quest device. However, I did some tests and installed the clear Chromium to the device and in this browser the BLE and all the API functions work correctly, so the Quest Browser has this problem. So finally my question is, Is this a bug or the Meta intentionally blocks these feature? PS: Why will I not use a clear Chromium instead? Well the Quest browser is optimized for the Quest device and unfortunately in the Chromium the VR scene does not work very well (mainly because missing Google services). Thanks for all possib
https://developer.oculus.com/documentation/unity/unity-perf/This page is outdated now and needs to include the Quest 3 with its poly and drawcall specs.As a dev and an artist, i would love to know what my new limitations are compared to the Quest 2.Please add the numbers there asap.
I'm encountering an issue while uploading a build for my Quest app. The build includes an APK and OBB file, and I’m using the latest version of the Oculus CLI (v1.103.0.000001). The validation passes successfully, but during the processing of the APK file, I receive the following error message: "Sorry, we encountered a problem while processing the file that you uploaded. Please try again later." :cross_mark: ERROR: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later. 2024-09-20T08:38:58.390Z [ERROR] Server log: {"app_id":7362585187111727,"client":"ODH","log_level":"ERROR","event_name":"USER_ERROR","stack_trace":"UserVisibleError: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later.\n at Object.y [as genProcessBinaries] (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at runMicrotasks (<anonym
I am running a foreground service that takes anywhere from 30 seconds to 5 minutes to complete. I want to play an sound from the headset once the operation is complete, however all of my attempts seem to fail. I have tried using wake locks, local-notifications, and alarms but I can't seem to get the headset to make any noise until it wakes back up when the user places the headset back on. Once you hear the boop from the headset signaling that is asleep there doesn't seem to be any way to get audio from there on. Does anyone know how I can either wake the headset, prevent it from falling asleep, or play sound while the head set it already asleep? Sending a notification to the quest app would also work.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.