Quest Development
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is there any particular reason this hasn't been done? would be a useful tool to be able to live translate signs and book to your preferred language through the quest's cameras. I scoured the internet in search of any project like this, i tried using a translation app for android but it obviously doesn't have access to the cameras so it won't work. It would have to be an app directly made for the quest and sidequest doesn't offer anything like this, if anyone knows of something like this please let me know. I have a quest 3.
I have seen shared spaces and visited photon website, but I can't find any direct SDK links, only projects containing it. Also, is it possible to integrate it with VR? Let me know!
Hi everyoneA few days ago, some users started reporting that they couldn't run the game. The problem was that the ovr_User_GetLoggedInUser function was failing. We managed to get rid of the use of this function, but unfortunately, after the update, exactly the same users reported that their leaderboards were not working.We did not have requested any user data in the Data Use Checkup section, so we requested User ID, User Profile, and Friends. Unfortunately, the problem still did not improve after receiving approval.One user has this problem on both Quest 1 and Quest 2. It looks like the problem is specific to specific users.Does anyone know what it could be and how can it be fixed?We use Unreal Engine Version: 4.24.3-0 +++ UE4 + Partner-Oculus-4.24, OVRPlugin: 1.50.0The said user usesVersion: 23.0.0.87.517.260511599Runtime Version: 23.0.0.87.517.260511615Thanks for the help!Tomek
Hi All,Been building an application to use spatial anchors. However, my app is for a quest 3 that has to be tethered to a computer, and haven't been able to get it to work - All of the documentation for spatial anchors assumes standalone VR. Has anyone run into this and have any ways to get this to work?
I need help please. How can I documentation my profile without change to my name.
The official documentation states that the E2E testing is available for Quest and Quest 2 devices. Has anyone tried using AutoDriver with Quest Pro?
hello, I have this problem, I have the Meta Quest 2 and to mod a game I have to access private folders, but when I try to use them I get a pop up where it says "to protect your privacy you can't use this folder" or something like that, despite I have the account in developer mode I can't use certain folders, Can anyone tell me how I can fix it?
Hi, since many day, we cannot upload our build with platform tools.Message says : :white_heavy_check_mark: Successfully Validated Build⬆ Retrieving upload filesOBB File: 1.8GB2 Assets: 2.0GBAPK: 138.7MB⬆ Uploading 3 expansion filesA network error occurred. The request will be retried.⬆ Waiting for expansion files to be processed We can wait or hours but never finish upload.if we used Oculus developper hub, we never can use it. always error display.How upload our build please ?
I'm getting this error. Does anyone know how to fix that? Thanks. ERROR: Validation identified the following errors:The upload could not be completed because your application contains the following Android permissions that are not supported:- android.permission.CAMERAPlease remove the following permissions and upload your application binary again.NOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.RECORD_AUDIOPlease remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application.
I am using Quest 2 with Air Link on windows 10 PC.In order to pair I am connecting the USB cable and after that I able to Air Link the headset. The problem is after each reboot of Quest 2 I need to pair again the headset. Before it was paired all the time and it was not a problem, now I have to pair the headset few times a day.
We are developing VR device management system that can monitor VR viewers' screens.we are implementing mirroring function using MediaProjection API, and it worked in v43.However, after updating to v44 it was not working and we found the following log. 10-13 16:41:59.750 4070 4070 E MediaProjectionPermissionActivity: Screen recording via the Media Projection Manager is disabled; canceling operation It seems to be happening in MediaProjectionManager.createScreenCaptureIntent().The expected behavior is for a permission confirmation dialog to appear, but no dialog is displayed. MediaProjection is not available in the future? Is there an alternative?We are very troubled as we consider this an important feature. We are unable to post the logs for our application, but were able to reproduce same log with the following mirriorg application.https://github.com/TakenokoTech/ScreenMirrorAndroid/
There is this mystery game that I think would be very good for a VR world app. It’s called Duskwood what Duskwood is it’s mystery game that you try to find clues and you get to interact with the players that are in the game. I don’t know about you all, but I would totally play it, if they were to put it in the App Store on the Meta Quest to get this to be a real thing if anybody has any questions or would like to try to help me in any way possible to get this to happen that would be totally awesome
I received the is email earlier today and I’m just wondering if this is legit or not. Any help is appreciated.
New Quest3 (I had Quest2 for a while)Floor level is half a meter too low in the dock room. Also when I build my apps. I am floating half meter above floor level. I tried to erase boundary many times. And also to set floor level manually. Nothing works.Please... how can this happen with such a technology?Any tips?Thanks in advance
Hi, I'm wondering if access to eye tracking is available through WebXR. I'm trying to develop something with WebXR that can use the eye tracking on my Quest Pro, but I didn't see any documentation explicitly mentioning this.
I am sure it must be already been discussed here many times,somehow I couldn't find any thread discussing this issue so here I am.Apologies in advanced for those who are fed up with the question.Do you have any tips on how to move your game from App Lab to Meta Store?I googled around, and some results say that there was, or is a section in developer page where you can apply for it, which I couldn't find any.Some say there is no other way but to wait for the Meta team to discover your game.It baffles me that there is no system or official procedure and I hope I am wrong about it.If you have any tips or advice, I would very much appreciate it!
Hello Meta! I tried uploading an APK to Meta Quest Developer Hub to attempt to publish a game to App Lab. Whenever I try to upload the file, a "NETWORK_ERROR" shows up, only saying "write ECONNRESET". Does anyone know what this is, and how can I fix it? Also, I made the apk build using Unity 2021.3.30f1, if that is any help.
Hi, I have two questions regarding account linking.Question 1:From what I can see, one can only manage account linking for a user with an entire org, not against an app. Is there possible to do this with just one of my apps, not the entire Org?Question 2:I have now implemented account linking as it says in the docs. I have a problem: The user IDs from step 3 and step 5 are identical. I would expect step 3 to give me the OrgScopedID (as one only has specified the org id in the URI), as it now does. However, I would expect step 5 to give me the user’s scoped ID for the app one has specified in the access_token from step 4. It dosent give me this, but rather the same ID as I got from step 3. How can I get an app scoped user ID after initiating account linking?
Hello all,I've recently found that some C++ synchronization primitive operations (specifically std::condition_variable::notify_one() and std::counting_semaphore<>::release()) are very slow on Meta Quest. These functions are taking several milliseconds in some cases, whereas I would expect them to only take microseconds. Other operations (e.g. mutex locking) are fine, and have no performance issues. But these two specific examples (cond vars and semaphores) are very slow. NB: The specific operations I've mentioned are ones that are not expected to block. Obviously waiting on a cond var may be slow, or acquiring a semaphore may be slow. But notifying a cond var or releasing a semaphore should be very fast. Has anyone else experienced this? Does anyone know why this might be happening?Thanks!
Hand tracking works fine in the home app, but in Quest Link only the controllers works. It was working fine yesterday.I've done a factory reset.
If the user is prompted for record audio permissions for voice chat and they decline, we turn off an option in the settings menu. so then in future if they choose they can goto the settings they can turn it on again and it will show the permissions dialog if needed when turning it on.However If they same user declines but also says do not show again, the permissions dialog will not show up and instead we need to display a message instructing them to go and turn it on in the system settings before we enable it.We could create an Intent to show the app settings for stock android with android.settings.APPLICATION_DETAILS_SETTINGS, however Quest has it's own and would be much more natural for the user to use.
Hi whenever I try to upload my APK to the app lab it keeps on popping up this error code: OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE. Does anybody know howto fix this? I've tried stuff like renaming the whole project and deleting my application andremaking it. Can somebody tell me how to fix this?
After much back and forth I finally managed to get a package to upload using a placeholder package name. Now I'd like to replace my build using a proper package name. But I can't. When I try to upload with ovr-platform-util it says:This upload uses a new package name, "com.xxx.yyy", but the package name must not change between versions. Please upload a new build with the original package name, "com.company.game"How can I clear the build I have uploaded and replace it with a new one?
Hello! I am a strong believer in VR as a creative medium, and I have spent the last several years developing my first Quest game! I picked up quite a following online of people who have been following the journey - millions of view. I also recruited over a dozen creators to be voice actors in the game, so combined its many millions of people paying attention when adding all their combined followers up - these creators have been hyping the game up too. The game is done, but Quest Developer Portal is refusing to even upload the submission. It is saying:"The package name is already in use for another application. Every application must have a unique package name."The thing is, the package name is not already in use, and I get that error even when renaming the package to a long, random string of letters. I also get the error: Your manifest includes the following permissions restricted by Oculus, Please remove these permissions if they are not needed by your
Hello,Meta XR Interaction SDK OVR Samples 65.0.0Unity 2022.3.31f1Quest 3In the Sample Scenes : HandGrabExamples & HandGrabUseExamplesYou can see the same wrong behavior:Once your right controller becomes active by picking it up and grabing something, once you put it down you cannot use your right hand anymore to grab. The poke interaction is still working tho!The combinaison left hand/left controller doesn't show that issue, it behaves normally.I'm quite sure it's stupid, I tried to find the difference between the right and the left without any success. For all of those examples it's only appearing in Play test in unity (over link cable) once I built, it works.I can't grab anything with my right hand since yesterday in my game...Another issue I have is that when using concurrent hands et controller I can see when pinching with the right hand the A key beeing pressed on the synthetic right controller, how do you turn that off?Thanks a lot for your help.
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