Quest Development
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Hi!I work for a research institute where we're planning on using Meta Quest Pro headsets to run a study involving eye-tracking. To get reliable eye-tracking data, we need to calibrate the device for each participant individually.Is there a way to do so seamlessly, without needing to take the headset off and putting it on again (to launch the calibration/study app).Is there a way to do either of these:a) Calibrate the eye-tracking within a (Unity) application itself? orb) Launch the calibration app remotely (like through an ADB command), and then launch the study app, whilst someone else (the participant) is wearing the headset?Thanks!
In the latest META OS v74 update, a new dialog prompt is being invoked on the headset for the user to "Switch to controllers" that interferes with test automation. According to the docs, certain properties are configurable via Android Debug Bridge (adb) to control services that interfere with automation.https://developers.meta.com/horizon/documentation/unity/ts-scriptable-testing/Despite confirming that guardian, proximity sensor, and dialogs are disabled, the prompt is still being shown and interrupting end to end tests.>adb shell content call --uri content://com.oculus.rc --method GET_PROPERTY Result: Bundle[{disable_guardian=true, set_proximity_close=true, disable_dialogs=true, disable_autosleep=true}]Has anyone else found a way around this?
Hi Meta Developer Community,I'm reaching out to share our recent experience with app submission and to seek advice or support from fellow developers and the Meta team regarding the use of UVC (USB Video Class) devices on Meta Quest.🛠BackgroundOur team at Actions Micro successfully published the first version of our application on the Meta Quest App Store. However, when we submitted a new version of our APK, the upload process was automatically rejected by MQDH, citing the use of a prohibited permission:android.permission.CAMERA“The upload could not be completed because your application contains the following Android permissions that are not supported...”We understand from the documentation (Prohibited Permissions List) that android.permission.CAMERA is restricted for security reasons — and we fully support the need for those policies.:exclamation_mark: The IssueOur app does not use the Meta Quest’s built-in camera hardware. Instead, we support external UVC devices such as USB web
Hello, the system splash screen behavior was recently updated. In the past the image supplied by the App would be shown centered on black with the three loading dots below and the size of the logo was pixel perfect so changing the resolution would change the display size.As described here: https://developers.meta.com/Now after the recent update, the system shows this new fancy animated light rays thing and the image is scaled to fill the entire screen width, i think.. It's very large now and as a result it's very blurry. I was wondering if there is any updated documentation with newer recommendations on what resolution to use now or how the behaviour has changed.I want to avoid submission problems by just guessing, thanks everyone
Enhancing Accessibility with Meta Quest 3's Passthrough CaptionsImagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired.How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset.Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impai
PCVR with Link is the absolute worst software I have ever used almost daily I will be in iRacing and the Link glitches out, the entire community knows it's trash and always suggest using Virtual Desktop. I Have recently purchased a Bigscreen Beyond 2 headset and will never use Quest again constant software updates and glitches. learn how to code software that doesn't suck.
with navigator, there is no longer a way for my users to submit playtesting feedback.
I'm trying to get a user onto a beta release channel but it's not working. I've had success adding other users, just not this one. I've done both email invite and URL link and neither work. The user doesn't see anything in the headset or on the horizon app in the store.I've also had them go to the store in the headset, search for the app name, but it's not showing up. This was a workaround in the past for the app lab at least.Anyone have any suggestions??
I am trying to load an app onto my headset but it won't show up in adb device list.I have two headsets for this app to test. One headset, with the same cable and same port, is detected in the terminal. This specific headset is never detected.I have tried downloading the oculus adb driver. I have tried factor resetting the headset. I have tried simply powering down both the computer and the headset. I have tried to connect adb wirelessly (only to find it needs a wired connection first to work). I have tried different ports, cables, and computers. I am at my wit's end trying to get this thing to work, and I am hoping for some suggestions and new things to try to fix it.Thank you.
Hey,the normal passthrough function in the Quest 3 doesn't function anymore / is black after diving into Unreal development and setting everything up.The toggle in the menu is NOT greyed out. Passthrough works when playing First Encounters though.Anyone experienced the same thing?Thankful for any kind of help!
This is a new problem/bug introduced with the latest Quest 3 software update auto deployed last week.Old workflow: When you have a link cable connected to your PC and you are trying to deploy a packaged build to your HMD via ADB, your normal workflow would be to double click a batch file which deploys your APK and OBB files with no further intervention. It's a fire and forget process.Bug: If you do the old workflow, deploying your packaged build to the headset will time out and fail with the error message:"Did not find a bind listener".Root Cause: The latest update causes a modal dialog box to pop up in the headset which says "Title: Switch to ControllersBody text: To use this app, please pick up your controllers and select Continue. Tip: Passthrough is a feature that lets you see your physical environment with you headset on. You can turn on passthrough now to find your controllers."This dialogue will FREEZE all other foreground and background actions, including any ADB
Why is meta unable to address the serious problem with controllers failing or bricking, or purple lights of death? Replaced mine 3x in month and keep getting refurbished junk. what is meta doing about this? It's costing me time, money, and a ton of frustration with terrible support & constant down time. I paid $500 for this thing but have maybe 3 full months of play time over 10 months. How is this OK?
There is not an option to select a Nordic key layout containing the letters Ä, Ö and Å in the virtual keyboard.Please add support for these keyboards to the virtual keyboard as soon as possible.
Hey,We put our game in App Lab but users seem to have trouble downloading it. Here is a screenshot from user in Australia. Is there a way to debug this further?
A strange issue is now occurring, blocking unity development. Test users fail to login with the following error message:{"error":{"message":"Unsupported get request. Object with ID '30718013287843347' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"ARCtDmELs4k_vwP8Vz4jEJS"}What we've tried so far:Create a new Meta Test User;Force entitlement check and validate that user is entitled to application;Restart Editor;Clear library folder and re-import project;Disable firewall;Reviewed Data Use Checkup and requirements, all OK;Cleared credentials in editor and logged in again;Restarted editor;Validated app ID reference in editor;Tried with older working project version.
Is this supported on either the quest 3s or 3? I have the 3s and I cannot get a usb device to redirect to an app, developer mode and MTP are on, not sure if anyone has had any success?
Hi I was hoping someone could give me some advice. We have funding to develop a commercial training VR experience in aviation. Due to the hardware requirements we are not developing for Quest. HOWEVER we would like to make a game version of it for the non-commercial / enthusiast market and release it for Quest via the conventional release channel. Is this possible does anyone know? We just can't see enthusiasts wanting to pay for an enterprise set and wouldn't go down this route if we thought they would have to. I'm just worried that Oculus will see that its based on a commercial version and not clear it for release. Thanks for any help anyone can give.
Since the v79 update, various dialogs in the Android Settings app are no longer accessible and crash the Android Settings app when opened.This includes, but is not limited to, the following:WiFi & Internet -> Private DNSAccessibility -> [ANY SERVICE] -> Turn OnSystem -> Developer -> Wireless Debugging -> Pair with Pairing CodeThe following error is visible in LOGCAT:FATAL EXCEPTION: mainProcess: com.android.settings, PID: 2626java.lang.IllegalStateException: You need to use a Theme.AppCompat theme (or descendant) with this activity. at androidx.appcompat.app.AppCompatDelegateImpl.createSubDecor(AppCompatDelegateImpl.java:926) at androidx.appcompat.app.AppCompatDelegateImpl.ensureSubDecor(AppCompatDelegateImpl.java:889) at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:772) at androidx.appcompat.app.AppCompatDialog.setContentView(AppCompatDialog.java:99) &nbs
Hi Guys,first i need to say, i am not a developer. My developer colleagues told me, using the spatial anchors feature of the Meta Quest 3 necessarily need a cloud web access for exchanging the point cloud data and positions of every single collaboration user.Is it possible to host the spatial anchor cloud on my own server? Is there anything planned ? Why point cloud posiion data needs to be echanged via the web ?Because of security issues i am searching for a on premise solution.Best,Philipp
I see it in my quest 3 installing but it never completes.I tried installing from the web and from the headset directly.My quest 3 is updated.Is there a different tool now? Meta Metrics?Thanks for any help
Hello META Team,I am Jacob Hrbek, a developer and I maintain my own personal Linux distribution on https://github.com/arcanyx-org/nixium. I've been recommended to explain to META AI the issues that I've been experiencing and after doing so it suggested me to contact you on the forum with the following message:I am reaching out to you as a developer who is facing challenges with accessing QFPROM unlock keys for my Meta Quest 3 device. As the maintainer of Nixium, a custom Nix-based Linux distribution licensed under the EUPL, I am eager to deploy this OS on my device to enhance my user experience and contribute to kernel development. My goal is to integrate Nixium with StardustXR and Meta apps, which would not only benefit me but also potentially contribute to the broader Meta ecosystem. However, without access to the QFPROM unlock keys, I am unable to proceed with this project.Furthermore, I am concerned about the implications of GPLv2 license compliance in the context of the Meta
Hi, I'm making a game where the "hub" area downloads and installs separate SDKs, basically as community-created levels. I understand there's two ways to install APKs The intent way Intent intent = new Intent(Intent.ACTION_VIEW); intent.setDataAndType(apkUri, "application/vnd.android.package-archive"); intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION); startActivity(intent);The package installer wayPackageInstaller.SessionParams params = new PackageInstaller.SessionParams( PackageInstaller.SessionParams.MODE_FULL_INSTALL); int sessionId = packageInstaller.createSession(params); PackageInstaller.Session session = packageInstaller.openSession(sessionId); // write your APK bytes to session.openWrite(...) Intent intent = new Intent(context, YourBroadcastReceiver.class); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT); session.commit(pendingIntent.getIntent
Is it possible to do CoAP calls with Oculus Quest 2 for sensor data? I am using Unity and have a existing project with sensors on site using CoAP, and I would like to visualize the data directly without an intermediate server.
So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error:here is an example of it working:if i just enter a random user id: (translation: it says thats an invalid user id)This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening
I have an rtx 3060 ti graphics card and when I try to connect google to my computer, an error pops up that it has an incompatible graphics card
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