Quest Development
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Hello everyone,I'm currently working on a project in Unity for the Meta Quest 3, and I'm facing several challenges that I hope some of you might be able to help me address.Rendering Issues in APK Build: When I run my scene directly from Unity on my PC connected to the Quest 3 via Link, everything renders correctly. However, when I create an APK and run it on the Quest 3, certain elements like water and body models do not render properly. It seems as though the body model is not visible and the water in the scene does not display at all.Body Tracking: Alongside rendering issues, the body tracking does not function as expected in the APK build. When connected to the PC, the body tracking works fine, but this functionality breaks down in the standalone APK.Configuration Details:Unity Version: Unity 2021.3.26f1XR Plugin Management settings are configured for Oculus.I've tried various settings for Android texture compression and multi-view rendering.My scene includes body tracking and uses
i factory reset my headset because it was have lots of isues. when trying to get back into my acount it was asking for 2 step verification wich is totaly fine when it works. i put the email code in and it worked but the phone number code would not show up on my phone no matter how many time i resent the code. it only shows the last 4 didgets of my phone number and those last 4 didgets are correct so i dont know why it wont work. i can no longer gain access to any of the games that i had on that account because it wont sen me that message with the code. please help i had quite a few games on that account and it wasnt exactly cheap.
Today I found my Quest3 Date/Time is totally wrong. (Yes, the automatic date/time adjustment look doesn't work.)I try to adjust the date/time manually.(Otherwise, I can't access Google, due to a TLS certification expires error.)Then, I found you give me the time setting only, without date setting.I don't think adjust date and time manually is a good choice, so I check the network and NTP configuration. Now I have been confirmed my network, especially UDP connectivity is OK. But the Quest date/time automatic adjustment still doesn't work. So I began to checking the NTP configuration. After I put `settings put global ntp_server cn.pool.ntp.org`, I got `SntpClient: Unknown host: cn.pool.ntp.org`...I tried many NTP server configuration, includes `time.windows.com` and use IP address directly. The SntpClient still error.At last, I use `am start com.android.settings` to launch the Android settings directly.Fortunely, the Android settings is not broken. Otherwise I will have no chance to fix
My App for Rift works well.For Quest, uploading APK on my release channel is successful, but on the device verifying entitlement doesn't work.I set OnlineSubsystem, OnlineSubsystemOculus Settings in DefaultEngine.ini, AndroidEngine.ini configPackaging log// ... UATHelper: Packaging (Android (ASTC)): LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()UATHelper: Packaging (Android (ASTC)): GetSignatureToken get_signature error: Missing entitlement for XXXX (XXXX)PackagingResults: Error: Missing entitlement for XXXX (XXXX)UATHelper: Packaging (Android (ASTC)): GetUserID failed: Must call get_signature first (XXXX)UATHelper: Packaging (Android (ASTC)): OAF response error [WindowsPlatform::GetGKValue]: Must call get_signature first (XXXX)UATHelper: Packaging (Android (ASTC)): Failed to fetch FBNS credentials from OAF: Must call get_signature first (XXXX)UATHelper: Pacakin
I've implemented a native Android plugin that I call from Unity C# script to start another application using an intent like so:Intent launchIntent = context.getPackageManager().getLaunchIntentForPackage(packageName);if (launchIntent != null) { Log.d(TAG, "Launching package: " + packageName); context.startActivity(launchIntent);} else { Log.e(TAG, "Package not found: " + packageName);}Regardless of package name, it is never found (I can verify that the package indeed is installed and is listed using 'pm list packages' using adb shell. This makes me believe Meta has restricted the use of intents to start other installed applications? Seeing the developer documentation is pretty much toilet in general I wonder if anyone knows if this is even possible? I do find some posts suggesting it at least has worked in the past but I cannot get this to work. Anyone knows?
As an idea for all Quest products that use the People App. Allow the means to delete old conversations and unwanted people from the People App. I have a stuck conversation that apparently went nowhere, and now I have conversations with random people that I dont' want to see on my list anymore, I get that Meta needs to save these conversations (cause they love their ability to store information about people and try to buy their attention, either through ads or selling our privacy to 3rd party, come on, the Government does this already), but doesn't mean I want to see it stuck on a board forever. Anyway, I have a stuck conversation, apparently to myself, and I can not find any way to be rid of it. It has my ID and avatar but cannot block or report conversation.
Hello,We are interested in tracking whether or not a user is eligible for a refund of our app. Is there a platform API call we can make to get this information? Or, alternatively, is there a platform API call that tracks the total amount of time a user has spent in the app? There are ways to track the time ourselves, but we would have to take extra steps to ensure that users do not hack the time, that the data is not lost when the user uninstalls the app, and that time played on multiple devices is included.Thank you!
I use my headset on a Sailboat and in a marine environment - which is exposed to dynamic motion ALOT. hahaI left a couple of notes here - sadly - I feel they may become lost to the ether, but so be it. C'est la Vie. WebsiteI am happy to say - that when looking for news of updates or future direction of features - online YT videos are not my bag, and I am surprised all-the-time when I come to the meta site and find just the right amount of information, either about patch viability, new features or about general app and use case info. Love that. I wish I had an inside look on upcoming prospective features and experimental environments that y'all are testing. I do understand why tentative commitments are shied away from, Gen-Pop can be cruel in their choice of what the misconstrue. . (The wilds) I am excited about how you can push the envelope - and I wish I knew more about what y'all have tried versus what y'all have chosen to stick with. The w
Hi Guys,I want to achieve Authentication using Quest using an inbuilt browser, MSAL, and PKCE standard but I am unable to do so.Has anyone found any solution, without this it seems our project is stuck at Auth only 😞 Any leads would be greatly appreciated, as I've been stuck here for a few weeks, I tried Chrome, by side-loading it, but this solution I Cant recommend to my client until Chrome is available Oculus store for download. Now users can't just enable dev mode and sideload Chrome to make this work.
I created a demo scene to obtain the coordinate position of Quest3 itself, as seen in the picture, but I found a problem. I put on Quest3, facing A, B, and C directions respectively. After turning on and drawing the boundary, the Z-axis and X-axis directions obtained each time are different. I feel that it is determined by the coordinate positioning system of Quest3 itself. Can anyone explain the principle of Quest3 positioning the world coordinate system? thanks
Hello everybody,I try to click on "set oculus as active openxr" but it doesn't work. I am not an administror user on my pc, I saw that other persons in the same case have the problem. I tried what I saw on the furums : run the Meta Quest Link app as administrator, reinstall the app, turn off then on "unknown sources"... but it still doesn't work.Could you help me please ?
PTC v66 issues on Quest 31. noticable increase with massive heat and fans on right upper side now2. spontanious shut down with black screen and no led indicators on front,,,, remove headset and reinstall on head and recovers3. keyboard not summond when curser moved to search box and selected
Hello,We are NEWBASE, a South Korean company running the Medicrew app, a medical educational game, on Meta Quest. We are updating the app with new content, but we have some concerns regarding potential issues with content ratings.The new educational content we plan to release includes procedures such as simple catheterization and indwelling catheterization, which require the exposure of male and female genitalia. We would like to know if this content might cause any issues with content ratings upon release, or if it will be acceptable due to its educational purpose. If there are potential issues, we would like to know the specific steps we need to take to ensure the content meets the approval requirements.Thank you for your assistance.Best regards,Roy
Microsoft announced Volumetric Windows apps are coming to Meta Quest at Build today.If i'm understanding it correctly, it looks like Developers that currently have mixed reality Windows apps or 3D objects can extend interaction to the Meta Quest from their Windows machine or Windows 365 via a new volumetric API.The screenshots show several virtual application windows open, with a 3D Xbox controller model being handled by the user and dismantled virtually.This is the sign up for the developer preview:https://aka.ms/VolumetricAppsVideo demo:https://x.com/SadlyItsBradley/status/1792974464424317307Meta & Microsoft: The Future of Mixed Reality and Productivity - Developer session at Microsoft Build 2024https://www.youtube.com/watch?v=ev3vsv5fdrECreating Immersive 3D Solutions with Microsoft Mesh - Developer session at Microsoft Build 2024https://www.youtube.com/watch?v=Q5LUtwjobgABuild Day 1 :https://www.youtube.com/live/2bnayWpTpW8Build Day 2:https://www.youtube.com/live/FwJ1Zz_DntYBui
As the title indicates, is it possible to create or select test users based on their Meta-id?I want to have my app tested by friendly users before I publish it to the Production Channel, but I don't want them to bother about special user prefixes, emailaddresses and pin.
So I have game that I got added to AppLab which isn't released to make Beta testing easier. So I added some people through email to the Alpha channel and they accepted it but when they go to app browser the app isn't greyed out meaning you have it but you just need to install it. So they have to search up the app name on the store then hit install. Just wondering if I am doing something wrong and how to make it so when they accept joining the alpha channel is just auto show up on the app browser and they just have to install it. Hope this makes sense, thanks!
Hello, after 2 full days of trying solutions, I need help. Making a project now in Unity 2023.2.19f, OpenXR Plugin version 1.10.0 (tried 1.11.0-exp.1), XR Interaction Toolkit 3.0.3, XR Plugin Management 4.4.0 so it's all up to date. In the package manager, it says I have Oculus XR Plugin 4.2.0 installed, but I only installed the Oculus LipSync package (Oculus Lipsync for Unity Development: Unity | Oculus Developers) and the one VR editor tool to help with building a store-ready androidmanifest.xml file.My plan is to make a game using OpenXR from Unity to publish a cross-platform multiplayer game. I have an alpha channel set up on Meta Quest Developer Hub and published one stable scene a few months ago, but the game has grown and updates have taken place. I've been developing and testing just fine for the past few months for Windows and making regular builds that work great. A week ago I tried building for Android, and built successfully, but wouldn't open on either Meta Quest I own (2/
i need help
I'm making a third party app that would require the user to change some settings options for this i would need to launch the internal settings app of android i can easily do that with an intent.val launchIntent = packageManager.getLaunchIntentForPackage("com.android.settings))if (launchIntent != null) {// Add flags to the intent to indicate it should be opened in multi-window mode launchIntent.addFlags(Intent.FLAG_ACTIVITY_LAUNCH_ADJACENT or Intent.FLAG_ACTIVITY_NEW_TASK)startActivity(launchIntent)} else {// App not found, handle error or log message}but my issue is that i cannot launch the settings app next to my app, it just runs in my apps window and any flag for the intent I tried hasnt worked. The reason i need it to launch seperately is so that my app could show instructions on how to change the desired settings in the settings app.
To The Developer of the Community, Meta Greetings, I am very honored to be a member of the big community. Actually I am here to get a feedback which I am going to ask you. I am immensely impressed for reviewing the product Meta Quest 3 on my tech news site. I was searching online for reviewing on product which market value is immense and suddenly came across this product. After gathering the all info of the latest device, I and our community team, very excited for reviewing the product Meta Quest 3. So I need permission for reviewing the product on my site. I shall be greatly thankful to you for your valuable feedback. With regards, Rolando
I hope that on the home page of the QUEST 3 app, there will be an option for a flat screen mode in addition to the curved mode for long-distance viewing. Some self-installed APKs require a flat screen for optimal visual enjoyment, but currently only the curved option is available. I hope that the home page of the app will introduce a flat screen option.(This text uses GTP translation)
Hi Everyone,Any help with this would be great.Using Unity 2022.3.10f1 and Meta All-In-One SDK, I build my app and run it on my Quest 3.The home scene loads with hand tracking fine. When I pick up the controllers, the game freezes and crashes.I have the following settings applied to the OVR camera rig:
When I tried to build and run the SharedSpatialAnchors sample, the sample UI displayed the message "Saving Spatial Anchor Failed" and I could not save the Saving Spatial Anchor to Cloud.Strangely enough, some Quest3 saved successfully and some Quest3 failed. I tested these repeatedly and the results remained the same.Logcat in Android Studio showed "com.facebook.spatial_persistence_service : AnchorResultCode::ERROR_CLOUD_ACCESS_DENIED (-11000)". It is possible that the connection to Meta's server is failing. Does anyone have a solution?development environment:Windows11 ProQuest3(v65)sample(https://developer.oculus.com/documentation/unity/unity-shared-scene-sample/)
Hi,I'm getting a crash on my Oculus Quest 2 at the beginning as soon as the scene loads. It doesn't happen every time, it happens about every 3 times.Before these crashes, we implemented Unity Render Streaming, which works in a separate scene, but our main game scene crashes. I would love to hear some tips or hunches anyone has.Unity 2022.3.10f1Unity Render Streaming 1.1.4Ready Player Me Core 4.1.0Oculus XR Plugin 4.0.0OpenXR Plugin 1.8.2glTFast 5.0.0 (Used for importing Ready Player Me characters into the scene)Here is the ADB output of the crash. On top there's a repeating error that says OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state. We used to not have that error so I'm wondering if that has something to do with it. However, even when the game doesn't crash we still get that error. 05-14 17:30:52.943 25655 25706 E Unity : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_OPERATION: Operation illegal in current state 05-14 17:30:53.076 25793 257
Hey, I have released an app but my admin verification has been pending since a week. On the website it says that it takes 48 hours. I have tried verifying again by clicking on this link: https://auth.meta.com/developer/verification/ but now it just redirects me to https://auth.meta.com/language. What can I do? I want to get verified as soon as possible so I can publish my app. Please help
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