Quest Development
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I thought it was just me who was having extreme difficulty getting constructive support from the Development Team but I realise now that I’m not alone. For ages now I have been trying to request admin to assign me to my previously created Organisation so that I can put Developer Mode on my replacement Quest 2. It’s like swimming in treacle. The last email from them stated that they couldn’t go any further to help yet the webpages suggest that is their job.As others have stated, the other support teams are very helpful and were brilliant when my Quest 2 had a fault and they replaced it very quickly. Now I’m stuck without developer mode having gone round in circles for 8 attempts.i think an email to Mark Zuckerberg may be on the horizon if this continues
Hello, I have made multiple submissions of different code of my application and the Meta reviewer keeps coming back with the same error: stuck in loading mode with unity logo in one eye.This however, is not what I can see when I load it from any quest or open it from the Meta Quest Developer Hub. I have tried now for 4 different builds and they keep coming back with the same error I do not see.Please can somebody help, does anyone else have this issue? Thanks
Any update on when this mode will be back?
Hi, i'm developing an app on Oculus Quest 3 but i've been running on an issue.The build on device says low memory sometimes and on some different devices; We've been doing some tests by removing some content on this build to see if they work but the results are still the same. The build some times works and sometimes not calling an error saying "low memory" even if we have plenty of spaces.One of the devices is at version 62.0.0.273.343.570372087The other is at version 62.0.0.260.343.566123828We have already tried to reset to factory reset the devices without results.The issue is basically really inconsistent, sometimes it happens and sometimes not and we haven't been able to locate what is causing it.
Hi.I'm currently exploring the possibilities of an app using Simultaneous Input on Quest3. It's a use case anyone could think of, but I'm experimenting with using the controller as a 6DOF tracker for tracking real objects. However, as one would expect, if the controller's black disc-shaped face is obscured from view, tracking is lost. Even in situations where tracking would likely be lost, the controller in the app continues to behave as if it is being tracked, albeit with some drift. For hand tracking, you can compensate for tracking vulnerabilities in the app's implementation by checking HandConfidence, but is there a way to check the reliability of tracking with the Touch Controller as well?if(OVRInput.GetControllerPositionValid(OVRInput.Controller.LTouch)&& OVRInput.GetControllerPositionTracked(OVRInput.Controller.LTouch)){Track();}I've written code like above for now, but it was far from the behavior I expected. When the tracking reliability of the controller, detached fro
I am just starting out on the MQP and Unity development. I removed the camera, and put in an OVRCameraRig. Set up everything for passthru (not that it matters). In my scene, I have a planet about 0.5 meters deep in Z. I fire up Unity and as I move my head around, with the MQP on it, the planet stays in front of the camera. I would expect it to "stay where it was" and I would be able to "walk around it" and look at it from all angles. Nope.Is this expected behavior? I have OVRCR "tracking origin type" set to EyeLevel, and "use position tracking" set to checked. Is there something else I'm missing? It's as if it's not tracking position, and all it's getting is IMU updates. thanks.
Hello, After the upgrade to 1.96.0.000001 the push of a new build is not working anymore. There is a generic error shown, here is a print screen, and the logs.:cross_mark: ERROR: An unexpected error occurred2024-03-04T19:19:19.927Z [ERROR] Server log: {"app_id":6299260076841377,"client":"COMMAND_LINE","log_level":"ERROR","event_name":"UNEXPECTED_ERROR","stack_trace":"Error: ENOENT: no such file or directory, stat ''","extra":"{\"caught\":true,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.96.0.000001\",\"compatibility_version\":2,\"session_id\":\"6299260076841377_2024-03-04T19:19:16.356Z\",\"command\":\"upload-quest-build\",\"app_id\":6299260076841377,\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.96.0.000001","session_id":"6299260076841377_2024-03-04T19:19:16.356Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":3571}2024-03-04T19:19:20.126
People have been asking for 3D Scanning since 2015. I just went through searching for LiDar and a whole of others were asking the same thing. Is this request being thrown on deaf ears? You should support 3D mapping apps like how the iPhones or iPads. This would make 3d model making or even for work when it comes to sketching houses and conducting measurements. Meta... come on, it's just creating support for existing developers on the market. Yalla lets go 🙂
I heard since v62, there comes augments! but I don't see any for now. I have many cool ideas that want to implement when it comes to live! ( hope I can use custom code so enrich it in many way like patching information from web with intended api etc...) when will it come to public release and there also come with document for dev? or is it already released but I'm the only one who don't find it? I just downloaded meta spark studio and player but it seems that it is only for Facebook and instagram not for meta quest augments...
Hello,We are trying to implement the sample scene from this repository:https://github.com/oculus-samples/Unity-SharedSpatialAnchors This way we hope to test the Colocation to ultimately use it in our experiences. However, when creating an anchor and then sharing it, we come across an error on the app logs:"Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors:SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=falseSP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554bSP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnc
Use the non domimant controller as a point of constant reference, with multi modal now live you can now allow the user to use the non dominant controller while maintaining two points of control, the non dominant controller can be set down or clipped securely on to a level surface and the ir led for tracking could be used as a point of constant reference, in driving there are to many variables outside and would require a partnership with car companies to make vehicles with I'm certian specs until ai becomes better using the controllers ir trackers as a point of reference you could make the hmd efectively lock on to a position and maintain 6 dof. Think of it as inside out outside in tracking . The hmd tracks the controller for point of reference instead of environment or relying on base stations it just uses the one controller as a pseudo base station. Although not as perfect as imu rotating with the cameras you could utilise the cameras and some imu AI magic, to ignore a sharp or
As the title says, why isn't wide motion mode available on Meta Quest Pro? Genuine question. What is the limitation? Processing power, LIDAR etc.? Such a shame it is only supported on the Quest 3, I'd love to see it on the Pro if possible. Thank you.
Hey folks ... looking for any insight here ... we are moving from 4.27 to 5.2 ... everything builds and packages fine through editor ... installing the app and everything shows up correctly under unknown sources, but running the app just gives the infinite three dots.SDK and NDK are android-32, and we can launch and run successfully via the project launcher in Editor.Running adb logcat it looks like the system can't actually find the obb when it tries to execute, and goes into a download wait, which is the infinite three dots. Even though the obb is definitely there on the headset under Android\obb ... Added some prints to the default logging and the path it is using to call File.Exists() (in java) is correct and browsing with ADB shell to that location show the file is there, but file exists just fails -- We grant internal/external read and write permissions. Kinda at a loss as to what the hell is going on ... and why it isn't able to locate the obb. I can't try
Hello everyone! I'm currently working on a MR game on Unity, and at the moment I'm using the building blocks provided from Meta. For two weeks everything worked fine and I always was able to test my game directly on Unity's Editor, but by two days everytime I try to test my game directly on Unity I can't see my hands and controllers anymore! I even tried to launch old unity applications but even in that situation I can't see my hand even if I didn't touch anything from that project! Do you think this could be an issue from the latest building blocks updates or linked to the last Meta quest v62 update?
I'm working on a Unity-based Quest 3 app that extracts a zip from StreamingAssets to local secure storage (data/data) for runtime use. This works fine when logged in as the device owner account, but when I switch accounts on the device, my app is no longer able to access secure storage.I'm not storing anything personal to the user, so it would be okay to maintain a copy of this data for each user, but I'd like to keep it secure to prevent users from tampering with contents.Any ideas? Is there a proper secure storage location we should be using for guest accounts?
We're in the process of updating our game for Quest 3, and we want to support 120hz as an option, but it doesn't seem to be a supported frequency.As an example, when we call "OVRPlugin.systemDisplayFrequenciesAvailable", we get:"72, 72, 80 80, 90, 90"Here's what we've done to try to get 120 to work:The option is turned on in the headset's settingsThe headset is up to date (Version: 49743630046900510, FW: 59.0.0.171.706)Restarted the headset, checked for additional updates etc. Using latest com.meta.xr.sdk.all@59.0.0Using latest Oculus XR Plugin (3.3.0)Using latest XR Plugin Management (4.3.3)Using Unity 2021.3.26 The only thing that seems like it should have an effect, is the first thing, making sure it's turned on in the quest settings.Weirdly, 120HZ was working on a Quest 2 a few weeks ago (haven't gotten around to retesting locally yet).Edit: Just tested it today, and the same build can be set to 120hz on the Quest 2, but not the Quest 3.For what it's worth,
Each camera can work standalone. The time-of-flight sensor does not need to be used to calculate distance or depth. The left camera sends raw image data to the left display and the right camera sends raw image data to the right display. Of course, this would work if the cameras on the front of the headset have normal lenses. If the lens is a fisheye lens, then the left camera would send data to be flattened onto a semi-spherical virtual display. Each camera would get its own semi-spherical virtual display. (Think of Soaring of California ride from Disneyland... that but in VR for the passthrough). The image data would need to be upscaled in real-time before the data can be sent to the virtual semi-spherical display. The brain will be able to automatically infer distance from the two images/videos being side by side. As a result, this will fix two issues with one stone. The first issue this will fix is the warping and the second is the grain in low light conditions.
Hi, I am trying to upload my app to the store but they requested me to change something in an aproved metadata, but when I go into the metadata and change it it says "This metadata has already been approved and cannot be modified" when trying to save it.I am not in reading mode and I cannot eliminate de submision and create another one, it says that i can not do that since this is the first submission.Thanks
Hello I am developing an AR app for meta quest pro and meta quest 3.I have already an app for it which works on Android Smartphone phone but the experience not so good. In that app i am using tensorflow on Android and recognizing the object at runtime and over laying some icons based on the recognized the app. I want to (1) Is there anything similar for Meta Quest? Like object recognition and icons over laying(2) Do i have to develop in Android only? (3) Any Unity framework to do so?Looking for soem good developer advRegard.
Hello!I was curious if doubles were natively supported in hardware, or if there is a performance downside generally for using them. I'm working on projects that would benefit from the added precision for positions and physics but am unsure whether or not I should use them.I've tried looking for the Qualcomm chip documentation for the XR2 gen 2 and similar chips but couldn't find what I was looking for
I want the legs to move like it does in the Quest Home Page. It automatically shuffles and takes small steps depending how the user moves his head. I am using Unity and have been able to spawn the legs but they are stiff like wooden logs.
The latest public test channel update PTC V63 locks scoped storage meaning those who mod games like bonelab will be unable to manually mod their games. While some games are starting to work on built in mod managers it still doesn't make meta locking scoped storage okay! Worst thing is multiple games have experienced save data loss. I stand with modders and the dev of mobile vr station against this update. Please for the sake of all modders far and wide stand up and make your voices heard! Show meta your unhappy with this update rather it be posting your anger on twitter facebook or anything else. Do something because if this update rolls out with this feature still preventing people from modding. then it may aswell be the end of modding all together.
Hi,We are developing a Rocket launcher simulator and we are using a real testing weapon.The firing pin of this weapon is extremely quick and we have registered the pin to hit the button (A button) and retracted within 1/100th of a second.We are experiencing a non-consisting registration of the fire and we are wondering if it might be because of the high velocity of the press.Do you know what the sample-rate for the button press?Do you know if there is a buffer for input?
Good morning all. We have a question regarding the boundary. We noticed there is an option to turn the boundary off in developer mode. While using this, it appeared that the world height and rotation gets reset each time the headset goes in and out of standby mode. Is there some documentation on this so we can understand the mechanics better?
Seriously, no raw data access to the camera, depth sensors, okay. Then why still missing built-in fiducial marker support like AprilTags or arUco in the SDK? Registration is such a core functionality when dealing with MR apps, and cannot replaced with manually placed spatial anchors.
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