Quest Development
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Educational institution needs developer accounts for teaching. Hello dear Meta Community,We have the following problem, we are an educational institution and have developed courses for the development of VR applications. Now we are faced with the problem that we want to send 10 Metaquest + laptop to the participants of the course (since they are remote courses). Now the participants have to use the desktop app to use the developer functions, which means they need a developer account. But now we can't give the participants a cell phone for a 2 factor authentication or provide the account with a credit card (I think this is self-explanatory). What possibilities are there, I hope that someone can help me or that the request is taken up by support. Translated with DeepL.com (free version)
I’m having issues downloading the Alpha version of my Unity Application to my Meta Quest 3 for testing. The application appears on the Meta Quest app on my phone but does not show up on my headset. There is a “Purchased” button at the bottom on the mobile application but it is greyed-out. Any help would be greatly appreciated.
Hey I’ve been wanting to play Vrchat and I downloaded it and when I entered my oculus account it said couldn’t authenticate this account I tried everything I don’t have a pc or a computer and my friend Hase no pc or a computer ether and he logged in into oculus account in vr chat and it worked for him but not me I don’t know what is happening to Vrchat if you have idk how to fix this issue reply to me plz I’m also 13+ @@Vrchat
HelloI'm working on a VR application in Unity for the Oculus Quest 2.One of its features is to record in a video what the user is doing and watching. The recording session is triggered by an in-game button.For now I didn't find any useful solution compatible with the Quest. I don't see any API to implement such a thing. Does it possible to give access to developers to video recording feature?Is it possible to use the Oculus Quest SDK to integrate the recording feature in my application? Thanks
Hello,We recently saw a case where our app crashed while taking multiple screenshots from the meta quest menu.The error in logs wasAbort message: 'DeadlockObserver killing locked thread! [clientThreadMutex_UpdateInputData_PostLock]'backtrace: #00 pc 00000000000cf138 /apex/com.android.runtime/lib64/bionic/libc.so (__ioctl+8) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #01 pc 00000000000933c8 /apex/com.android.runtime/lib64/bionic/libc.so (ioctl+152) (BuildId: d8622d5c4e8dd5e689e617ac5ed845ff) #02 pc 0000000000046894 /system/lib64/libbinder.so (android::IPCThreadState::talkWithDriver(bool)+256) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #03 pc 00000000000478ac /system/lib64/libbinder.so (android::IPCThreadState::waitForResponse(android::Parcel*, int*)+60) (BuildId: 314b133a4efbd6190f40cc18ebf94921) #04 pc 00000000000475fc /system/lib64/libbinder.so (android::IPCThreadState::transact(int, unsigned int, android::Parcel const&, android::Parcel*, unsig
I noticed that my ASW FPS drops down to 0 whenever I'm moving fast in my game. Is there anyway to fix this or should I not use ASW in my game since players will be moving fast most of the time?
I use a custom unity-application to display the usb camera input. But in order to connect the USB camera and charge the Meta Quest 3 at the same time, I have to connect the mq3 to a docking station. Every time I do this, I get a "USB Audio permission" request. When I interact with this request, the application crashes. How can I disable this request?
Ever since I migrated from my FB account to a meta account, I've been unable to upload any builds from the Oculus CLI, the Unity OVR Platform Tool and ODH which is completely blocking me from upload any new builds. CLI - Attempt to login says "You're using a version thats no longer allowed ..." even though I am on the latest update.Unity OVR Platform Tool: "ERROR: Unable to fetch initial upload config", Although I CAN successfully login to the Oculus Platform Settings (note image below) Finally the ODH Isn't working either suck on "Waiting for process to begin" I am completely stuck unable to make any uploads for my development team. I've tried changing passwords and logging out and back in with no luck. Is there any way I can got back?
The developer blog says:"We built Passthrough API with privacy in mind. Apps that use Passthrough API cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors. This means raw images from device sensors are processed on-device." That's all well and good, but what if an application has a legitimate reason to need access to that data? I can think of several such use cases:A camera app for taking pictures/recording video in 3DMixed reality experiences that implement computer vision algorithms to react to things in the real worldA more advanced version of Waltz of the Wizard's mixed reality sandbox that allows changes to be made to objects in the real world (well, at least how they're displayed in the headset 😉) using image processing filtersTrippy effects that go beyond the pre-existing filters in the SDKI'm sure there are many others as well.From my understanding, none of these use cases are currently possible on the Quest, even tho
I have been working on a game but can no longer update it because I lost my keystore password, I need a way to change the keystore on app lab or is it easier just to make a new app?
I needed to run part of a code when the headset is locked or turned off in Unity. My game is multiplayer and I need to communicate that the player has left immediately, and I can't find any way to do this. I've tried all the OVRManager actions but none of them work for locking or when I turn off the headset by pressing the power button.Does anyone know how to accomplish this?
Hello, folks. I recently built an APK for my Meta Quest 3, and there is some footage of my intro scene in the following scene; the project is on URP. Here is a screenshot of it from Quest 3: https://drive.google.com/file/d/1x5lGrbWos0OMSEhIjpK3sw6gtySe3O6S/view?usp=sharing Thanks in advance.
I just uploaded my first build to ApplabIf I upload a new build with the same package name (e.g; com.project.name) regardless of release channel, Meta says the names cannot match https://ibb.co/crpP9sRIf I change the name (e.g; com.newProject.name) then Meta says the names must match https://ibb.co/FBcynjb
When testing the `ConcurrentHandsControllersExamples` example scene I'm experiencing an issue where if a controller isn't on and connected the controller model renders in my hand where i would expect to see my tracked hand. Once i turn that controller on the detached controller and my tracked hand appear as expected. Is it required that both controllers be on and connected to "properly" use multimodal mode? I have a usecase where I'm using a controller as a tracker on a larger object but still want to use hand tracking to interact with UI elements and this disables hand tracking on the affected hand. I don't see any mention of this requirement or behavior in https://developer.oculus.com/documentation/unity/unity-multimodal/ ,I do see a section describing "Single controller game play" where i can use only one controller but it doesn't mention that the unused controller must be on and connected.
I followed this tutorial which is pretty extensive to getting room setup data in Unity.https://www.youtube.com/watch?v=L8Ljj-FlufM&t=193s&ab_channel=immersiveinsiders I downloaded the github repo with the exact same Unity version, and the room setup does NOT work with Quest Link. What I see is always a random Room prefab model popping up instead of what I have scanned in my headset.I have tried deleting my room setup and creating a new one, resetting the boundaries a few time, still no luck.I'm using MQDH 4.6.0 and just downloaded the project from this github which was linked in the youtube video. Here's what my scene looks like:This is when I have Quest Link turned on and my headset connected. The passthrough is working but I just see a random room's prefab instead of my actual room's prefab.When I build the project, I still don't see Room Setup data, but I do see a mesh of my room which means something is working: Can someone with the understanding o
I use Photon and Playfab for my game and for some reason a player keeps joining and idk where they are coming from btw there are also multiple of the players that keep creating accounts and they just spawn with their controllers facing forwards and the head facing up to the sky and idk what to do because it keeps adding players to my playfab and then I have to pay for it
Hi everybody,I am new here. I'm having a few errors when uploading builds to my chanel via Meta Quest Developer Hub. I got an error that simply said "API_ERROR", "A server error occurred. The request will be retried.". I was builded an .exe version and can play it on my windows computer.When I went to the build section on the web, I saw my application showing the uploaded build. But it hasn't been included in any chanel yet. I also used that build to move to production chanel. And sent a review request and am getting an error "VRC.Functional.1 - TEST BLOCKER - No build available to download". I'm wondering if my build has actually been pushed properly?When I click download on https://developer.oculus.com/manage, it only reloads that website. without receiving any download files.Can anyone tell me what error I'm getting? And how to solve it?Thank you very much.
Android12GooglePlayFix plugin doesn't seem to workI added (xmlns:tools="http://schemas.android.com/tools") to the "extra tags for <manifest> node" slot, and made a new 'ManifestRequirementsOverride.txt' file in MyProject/Build/Android which seems to get ignoredThis is my manifest in Intermediate/Android<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.UNLAWFUL.Applab" android:installLocation="auto" android:versionCode="2" android:versionName="0.5"> <queries> <intent> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <data android:scheme="http" /> </intent> <intent> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <data android:scheme="https" /> </intent> </queries> <!-- Application Definition --> <application android:label="@string/ap
Dear Meta Support Team, I hope this message finds you well. My team and I are currently developing an application that integrates with one of your platforms, and we have encountered a specific challenge that we hope you can assist us with.We are working with Quest 3 and have run into a roadblock trying to retrieve the user ID. Despite following the documentation and attempting various approaches, we seem to be missing a crucial step or perhaps misunderstanding the process.Here are the details of the issue:Platform/Service Used: Oculus Quest 3Objective: Our goal is to get the user's ID to their profile in our application for a seamless VR experience.Issue Encountered: Despite our efforts, we are unable to retrieve the user ID.We are reaching out to inquire if there might be any known issues related to this functionality or if there are any additional steps or permissions required that we may have overlooked.Your guidance on how to successfully retrieve the
The age requirement for beta testing a game should be that game's age rating so A. It still avoids younger audiences from going on inappropriate games. B. More people can help with the beta testing because kids usually have more free time than adults and play more videogames and there are just so many more people that way. C. A lot of people want to help with testing but can't because of this. and D. The developers can actually get feedback from the target demographic. PLEASE IMPLEMENT THIS META!!! 🙏 (Also please respond as soon as possible meta)🙃
I think that Meta could make a Shark Tank game where you have to come up with an idea for a new product and then could experience actually being at the Shark Tank studio and walking around using the joys stick! It could use the microphone used for the Meta assistant to let the player talk and it could use ai or something to sound like the sharks to make it really feel like Shark Tank! I mean i don't have a working Meta Quest to play it but i think it could be a cool idea.
Hi everyone,I'm encountering an issue with the APK I built using MRUK. It always loads an old scene model I previously set up, despite my efforts to delete and reset the room with a new space. The headset continues to load the old scene model.Here's what I've tried so far:Rebuilt the APK with a different name.Restarted the headset.Unfortunately, none of these solutions have worked. Is there a way to completely delete the old scene model and ensure the new setup model is loaded?The reason I need it to load the new scene model is that my Unity project, which runs perfectly to query the floor and generate tiles using the room prefab in MRUK, doesn't work as expected in the headset. Specifically: a. It loads the old scene model. b. The tiles do not generate.Here are the details of my setup:Unity: 2022.3.20f1MRUK: v65.0.0Quest 3 Software: 65.0.0Any advice or suggestions would be greatly appreciated!
Hello,After newest version of Unity 6000, i have issue with head tracking.Every time i create new project, import Meta XR All-in-One SDK(Currently 65.0 v, same with 64.0), everything works fine, except head tracking. when i do exactly the same with unity older version (for example 2022.3.15f1) tracking works.there are few things i can mention. during launch, frame rate is like 72 FPS, when normally its 600+gives two errors and a warning. all i do is install unity editor(right now its 6000.0.2f1), create empty project(Clean project without anything), import SDK and launch. -----------------------------------------ErrorSerializedObjectNotCreatableException: Object at index 0 is nullUnityEditor.Editor.CreateSerializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)UnityEditor.Editor.GetSerializedObjectInternal () (at <26627f99a7af447db68cd5961117dc4a>:0)UnityEditor.Editor.get_serializedObject () (at <26627f99a7af447db68cd5961117dc4a>:0)OVRManagerEditor.OnEna
We have created a vr app. We have used GSAP library to create animation. Based on conditions, the animation gets started. Running the VR app in meta quest browser, the animation gets paused. When I maximize the browser again then only animation starts working. How to I ensure my animation doesn't get paused in Metaquest browser and play smoothly?
Hi! I'm in the process of creating a mixed reality app that integrates both passthrough functionality and the Scene API. Despite conducting a full room scan and navigating around, the guardian system continues to restrict the app. I'm searching for a way to programmatically deactivate the guardian system, either in Unreal or Unity. Considering that Meta's "First Encounter" demo doesn't encounter these boundary issues, I'm convinced there must be a way to resolve this.Thank u!
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