Quest Development
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Hello,I'm working on a game with The Mirror (https://www.themirror.space/) , we've spoken to support at Godot Engine and they have mentioned that the Quest 3 has a Vulkan issue where the headset flickers intensely.We are experiencing this issue but only on the meta quest 3, on Mac, Windows, Linux and the quest 2 we don't have the same rendering problem.I have made a video of the issue please see the videohttps://www.youtube.com/watch?v=gd4NBKl0GroThe team at Godot Engine have tried to resolve this problem before for quite a lot of users but haven't been able to locate the source of the issue apart from it seems to be driver related for the adreno 740 in the meta quest 3.I am not a driver/rendering expert and would appreciate any help with this issue. The API is using Vulkan 1.0 and Vulkan 1.1, it has Vulkan 1.2 available too. I can provide full source code.Thanks,Gordon MacPherson
We're having random frame corruption in the meta quest 3.We've successfully reproduced in RenderDoc for meta quest 3https://www.youtube.com/watch?v=yA2IgZbUIMgThe frame capture is here for render doc meta fork 63.3 (forked from v1.32)https://drive.google.com/file/d/12V9ZBZHsleYibw7s8Xj6ZO_ZJsgfPILy/view?usp=sharingCan we please get support from meta or snapdragon here? We've had snapdragon keep referring us to Meta for help with this, This is also reproduceable on the One Plus 13 which shares the same base hardware Snapdragon 8 however it is generation 3 not generation 2.
The documentation (Docs Link) says:Using Mixed Reality Utility Kit, the function MRUKRoom.IsPositionInRoom(Vector3 pos) can be used to check whether the camera rig pose is present in the loaded scene or not. If it is not, offer users to capture a new scene.How can I create a new room with MRUK?
https://www.uploadvr.com/quest-hide-boundary-in-mixed-reality/?fbclid=HiPreviously you needed to be whitelisted to do this, but according to this article, since V66 any developer can do it. There's nothing in the release notes to state this, is this true?????? Would make good use of it if it is.
Hi everyone. Using shared spaces provided by meta, everything works, but I am getting weird travel errors. I am sure console execution command is following general rules. open [level_name]?Listen. Anyone could help? Here is a log.
I know it has already been asked but it was a long time ago and maybe someone has already found a solution.Is there an API call (preferably using Native development) to delete the rooms created with xrRequestSceneCaptureFB?
We have had a lot of feedback from users about not enjoying how passthrough room set-up impacts their other app experiences. We are wondering if it is possible to provide users inside our app the ability to delete their room set-up without needing to go into oculus settings?
Hi,does anyone know why this game played once & now it's showing up as a unknown thing & it shutdown? It attempts to load then nothing. HELP PLEASE!
Hi, I have been following isntallation guide in https://github.com/oculus-samples/Unreal-SharedSpaces and have successfully managed to install photon engine and make authentication. However, I am using UE5.3.2 and I am having an issue with your plugin PhotonNetDriver.I have following following documentation in the same repository (https://github.com/oculus-samples/Unreal-SharedSpaces/blob/main-5.x/Plugins/PhotonNetDriver/Documentation/PhotonNetDriver.md), and did transfer PhotonNetDriver foler into plugins folder of my ue5.3.2 project, but upon compiling my project from unreal engine editor, it compiler, but threw an error related to Photon Net Driver. Here are logsCreating library C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.lib and object C:\Users\yarik\Desktop\Unreal-SharedSpaces-main-5.x\Plugins\PhotonNetDriver\Binaries\Win64\UnrealEditor-PhotonNetDriver.patch_0.expModule.PhotonNetDriver.cpp.obj : er
As subject, I lost my developer account and can't verify again. Once I logout from app Meta Quest, I found that I lost my developer account when I login.I tried to setup two-factor authentication but I can't recieve SMS although waited for few minutes.Even I tried different phone number. Can anyone help me but I wouldn't like to add credit card.Thanks a lot!!
I recently got a new Oculus Quest 2, and I want to create a developer account, but I can't because I don't have a credit card, or a PayPal account. How can I verify?
Hi everyone, I'm a PhD student working on a Meta Quest app for accessibility. My current pipeline intends to run a Quest app native on-headset, stream a live feed to a PC (which processes some data from the app), then route some data from the PC back to the headset.Ideally, I'd like to run an application on-device in the background on my Quest that processes the I/O and can run simultaneously with X other app on the device (e.g. send information from Beat Saber to the PC and back).Due to performance restrictions I cannot just run everything on PC. I'm fine with having a tethered connection to the PC to send information from the headset to the PC, but I still need the ability to run Native apps on Quest and display audio/visual data back to the headset.I'm familiar with the Oculus Performance HUD that's able to show a live performance graph on top of Native apps, so there's definitely a way to do this. But it seems like that app may have privileged access to do so (unless I'm mistaken,
It seems that no matter what I do AppLab is saying that the APK AndroidManifest contains unapproved permission, but it doesn't. Those permission are specifically disabled in the manifest. I have tried upload over a dozen times now trying various things. I have seen this question asked a lot without any kind solid resolution. I am using Unity and developing for Quest 3. Is there not some kind of standard and time tested solution to this issue? Thank you.
I use the PTC. Whenever I finish a game (for example) I get a feedback message. I appreciate this, but sadly we're expected to use the terrible in headset keyboard that lacks even for and back arrows so offering feedback is both infuriating and laborious. Can I suggest that they include a link to the Meta App so we can offer feedback from the PC app. It would be far easier.God knows how much feedback you lose out on by people simply not being bothered with the annoyingly slow typing process. It takes a couple of minutes to type a sentence. It's terrible.Imagine trying to convey a complex concept, but using your hand to point a line at a keyboard one key at a time. It does not encourage user contributions.A hyperlink to the user's Meta App where it would open a feedback tab would be a great idea.
We need an option asap to disable or enable microphone noise suppression, most cannot be heared and are regressing to quest 2 as a result, other mic settings would be great too, volume output and other things able to be toggled or altered.
Hello,I am a college student and I am doing a research project in app testing on Quest. Is it possible to request the source of Horizon OS, so that I can access lower-level or kernel info of the device and set up a testing sandbox directly at the system level?Thanks.
When Quest 2 loses Wi-Fi connection upon starting Steam Link, it could be due to several reasons, including network interference, bandwidth issues, or software conflicts. Here are some steps to troubleshoot and potentially resolve the issue:Check Wi-Fi Network:Ensure your Wi-Fi network is stable and has sufficient bandwidth.Restart your router and modem.Make sure your Quest 2 and PC are connected to the same Wi-Fi network, preferably on the 5GHz band for better performance.Update Software:Ensure that both your Quest 2 and Steam Link app are up to date.Update your router firmware if an update is available.Reduce Network Congestion:Disconnect other devices that might be using the Wi-Fi network to free up bandwidth.Avoid using the internet for other high-bandwidth activities while using Steam Link.Adjust Wi-Fi Settings:Change the Wi-Fi channel on your router to a less congested one.Ensure the router's Quality of Service (QoS) settings prioritize gaming or streaming.Check for Interference:
Hi,I am currently implementing leaderboards (in a Unity project).When displaying all data, I can use the "GetEntriesAfterRank" function to allow the user to 'page up' and 'page down' through the scores. However, when displaying "Friends only" there does not appear to be an equivalent function.In my game, I have a "go to top", "page up", page down" and "go to bottom" button. I am not sure how to implement this functionality with the available functions.How have other devs handled this?It seems to me that the "GetEntries" function should allow a specific "StartAt" position.Is there a limit to how many friends a player can have? I am guessing that I just have to request all friends and then just handle it myself?Thanks,
I am developing an Oculus Quest app for release on the App Lab. Previously, I was able to get the player's user name just fine via Oculus.Platform.Users.GetLoggedInUser().OnComplete(getLoggedInUserComplete); but recently that stopped working and now the user name is just an empty/null string. Essentially, I can't display a user name above players' heads anymore. Below is the code I am using to retrieve the user name: void getLoggedInUserComplete(Message msg) { if (msg.IsError) { Debug.LogError("Could not get Oculus user name!"); } else { Debug.Log("GetLoggedInUser success! " + msg + "; message type: " + msg.Type); if (msg.Type == Message.MessageType.User_GetLoggedInUser) { Debug.Log("Oculus GetLoggedInUser success! Setting user name in game manager: " + msg.GetUser().OculusID); GameManager.Instanc
This is a weird issue but I have basically tracked a bug as far as it can go on our end and I believe it lies in the Meta Quest OS level. What we’re observing is that the system WebViews on Quest does not react when key events involving arrow keys (KEYCODE_DPAD_RIGHT, etc) are dispatched if there is a WebView that has loaded “xbox.com” open. As soon as the xbox.com webview is loaded, other webviews do not react even when arrow key events are directly dispatched to them. As soon as the xbox.com webview is destroyed, the webviews return to their normal behavior when these key events are dispatched to them. Is it possible that Meta OS is doing something behind the scenes to override the onKeyDown/onKeyUp methods of the System WebView that is taking over these key events? Maybe this is related to the built-in Xbox app on Quest? We’d appreciate if you could help us check on this or put us in contact with someone who would know more as this bug is quite disruptive t
Hey, I have noticed a massive reduction in Quest 3 v66 vs prior haptic strength (battery saving?) using Meta Haptic Studio files and HapticClipPlayer at 1.0 amplitude (max), has anyone else observed?
Are there Approaches to Get Spatial Data Simultaneously when There is Already an Application Running on Meta Quest 3?
We are making an app to view VR videos with Unity (2020.3.21f1).I want to play a video in the "Movies" folder, which is a public folder on my Oculus Quest device, but when I browse to a file in that folder, an "access to the path '~' is denied" error occurs.Obviously the file exists, but it cannot be read.Permissions are "ExternalStorageWrite", "ExternalStorageRead" both permissions are given.The accessed folder location is "/storage/emulated/0/Movies"."Exists" returns "True" when checking a folder using DirectoryInfo.But even if there is a file in it, I can't read it.How can I put a movie in the "Movies" folder and watch it in my app? Android Version : Android10 API29
Hello everyone, I am building an app that requires shared spatial anchors, thus it is a multiplayer app. So I have two questions:1- Quest development requires using Quest Link when trying the app in Unity, which is fine, but when I want to test in multiplayer, I often use ParallelSync and open two Unity editors. But it seems abit difficult to do the same now on the same PC connecting 2 Quest devices. Any suggestion around this? 2- Sharing spatial anchors requires App ID, which seems to only work after you build the app and upload to App Lab, this will be incredibly time consuming, is there a way to use and share spatial anchors using Unity Editor and Meta Quest Link without building every time? Thanks alot everyone.
I keep getting this error when trying to upload my apk to applab, and i have already checked google and idk how to solve it. "The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version." Even though i have changed everything, i have looked through my keystores and there is only one that uses the key i have made.
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