Quest Development
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I remember seeing certain apps have a popup saying "you play space needs to be at least x by z meters to play this app". Seems it should go in the Android Manifest since it says it before starting the app , but I could not find any info regarding this.
I wanted to Turn on developer mode for my account, but every time I try it will tell me to verify my account. I didn't have a payment method and Phone Number Verification wasn't working so I got the Authenticator App and connected it which did work. The only problem is when I go to create an organization, it still tells me to verify my account when I already have 2FA. I've reloaded and don't know what to do. Can anyone help me?
Hello,I created a game named Arcade (AppLab).Some players asked me if they could send me money via paypal.They told me that I deserve more money, because the price I asked was very low compared to the quality of the mini games included.So I decided to use IAP purchase (ex. 1$ 2$, etc...) to allow players support the development of Arcade.I think it's ok, but I wonder if any of you have experimented issues with that?Thanks.
Hi everybody (Dr. Nick voice),We've been working with multiple expansion files as described here: Introducing multiple expansion files: for Mobile, Rift, and future Oculus platforms since our game is pushing the size limits for apk+obb builds. Having mostly followed Eclectus' example here (Unity Forum), things have been going well for the most part. However we haven't had any luck getting our expansion files as pointed to by ovr-platform-util's -asset_files_config to get the required status updated in our targeted channel (all expansion assets get set to optional regardless of json file's parameters). The only info I've been able to find on the expansion file config json is the Asset Config File section in the oculus documentation. Essentially my goal is the have the "required" : true work on upload for all platforms (quest 1/2, pro). So my questions are:How do we set the expansion file to be required for all devices? Skipping the supportedDevices section doesn't appear
I have an application that crashes on start (Unity 2022.3) when built using OpenGL graphics API, switching to Vulkan stops the crashes, but we cannot switch due to requirements.I have narrowed it down to the OVRHandPrefab. If I remove the use of prefab from my rig, the crashes on start stop happening as well (in OpenGL). I am attaching a picture of the Android Logcat crash.Any ideas or solutions?
I know there have been plenty of other posts requesting access to the camera feeds from the Quest devices, and I understand the privacy and potential PR issues that might arise from giving apps access to the raw feeds from the cameras.I know Passthrough Over Link exists, but it's not the original data.What I don't understand, however, is why the raw data isn't accessible through a wired ADB connection...Wouldn't it be possible to enable access to the raw data of each camera and the depth sensor through a wired ADB connection, without exposing it to apps running on the device? Akin to what is done for screen capture as described in https://creator.oculus.com/create-build/capturing-video-from-a-quest-headset/I'm interested in using the data for my university research, but the lack of access to it is rather disappointing.
I'm using scene api in quest3. But scene api doesnt work in built apk, while does work in quest link.Do you know the reason? Appreciate it!
Hello everyone. I apologize for such the low level question but I am not sure where else to turn. Out of nowhere, my oculus 2 stopped booting and is stuck on the logo. I know the proximity sensor was on the way out bc I would have to turn it off in the MQDH app in order for the screen to come on. But now, it is just stuck on the boot logo. I have not factory reset, because I do not want to lose connectivity to SideQuest and MQDH, but I have sideloaded the latest Firmware 63.0.0.146.363.566760361 via adb in the bootloader, but still the same issue. Any other suggestions? Thanks to all PS I have a more verbose logcat available however I did not want to attach here due to size restrictions.https://drive.google.com/file/d/1MemNFUiJ3-taw-i0BSZ1MDDEyj_YCqUI/view?usp=sharing
hi guys: I was new to quest3, recently read an article "A VR Frame’s Life" in that article said, "On both Quest1 and Quest2, its per-frame work is split in 2 for latency optimisations, preempting your application usually twice per frame as it runs every 7ms" however, when I use MQDH to capture quest3 systrace, I found that was 3 times of timewarp Is anyone know why?, previous design it seems one for left eye one for right eye regards, leon
Hi dear members! My name is Diederick Geers and I own a Meta Quest 2. For a project of a client, we are using the Meta Quest VR 2 to create 360 videos for the company's open day. Guests on the open day are going to experience these VR videos through the Meta Quest 2. Although we have supervisors to guide guests in putting on their headphones and adjusting them, we want the playback process of the videos to be as easy as possible. Two things are crucial here, and I'd like to know if these are achievable or not:The videos always have to be in the same orientation (starting point). Some experiences require the guest to walk a specific path, so we need to make sure that the orientation of the video only has to be set up once, and will stay the same all the time, therefore matching the actual walking path in real life.We want the video to autoplay after the guest has put on and adjusted the headset, in the correct orientation. We'
I followed the Android deep linking documentation to be able to open my Quest application from the Quest web browser:1. Edit the AndroidManifest.xml of the application to add this: <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.DEFAULT" /> <category android:name="android.intent.category.BROWSABLE" /> <!-- Accepts URIs that begin with "example://gizmos” --> <data android:scheme="example" android:host="gizmos" /> </intent-filter> 2. Deploy the application to the Quest device3. Run this command where "com.example.android" is the application pacakge: adb shell am start -W -a android.intent.action.VIEW -d "example://gizmos" com.example.android This works, e.g the previous command launches the application on the device. The "android.intent.category.BROWSABLE" is here to allow this intent action to be launched from a web browser. So
Hello! I'm looking for some help/clarification for the Meta Quest Developer Hub's build deployment feature. The Documentation Page covers the basics of using MQDH to upload an application to the Quest, which seems to work fine as long as the app only requires a single OBB file. Unfortunately our Unreal Engine game has recently exceeded the 4gb limit and we've had to split the package into multiple OBBs. When I install the app through MQDH the app fails to launch. If I then manually push the patch OBB (like the install script Unreal generates does) the app will launch correctly. This indicates to me that MQDH will only grab the main OBB file (i.e. `main.1.com.___.obb`) Does anyone know how to get MQDH to install all OBBs present in the same folder as the APK file? Do I need to follow any specific naming conventions or processes? I'd like to continue using MQDH as for some reason it seems that installing the Android commandline tools themselves has been... troubl
I have an application that we are constantly modifying and before publishing the application to App Lab we sideload the APK for testing. This testing APK allows access to settings otherwise not available in our App Lab build. As of late the device is unusable: It incessantly updates itself to the latest App Lab build and this is a behavior we CANNOT SUPRESS.Additionally, cloud backup sabotages our application, it is almost certain that after one of these cancerous, uncommanded software updates, that our app will be sabotaged by yet another unwanted feature.1) HOW DO WE DISABLE THESE TERRORISTIC UPDATES? I have never seen something this toxic, even viruses are less persistent.2) How can we build our app with a flag that specifically disables this cancerous cloud backup that constantly sabotages 100% of our installs?We require this assistance ASAP as we are unable to test builds properly on our devices since these heinous, totalitarian and incompetent software update behaviors have been
I have added several users to the alpha release channel of my app, but no one is getting notifications in their emails and no one can see the app in their library. The documentation on this is confusing, here it says they will get an email once I've added them (but they are not getting the email)https://developer.oculus.com/resources/publish-release-channels-add-users/ here it says the app will show up in "my preview apps" but doesn't mention the notification emailhttps://developer.oculus.com/resources/publish-release-channels/ In addition I can't seem to change the app banner without doing a final submission, that's not helping anyone find it in their library either. How can I change the icon?
Basically, just use the vr hands (that are tracking on the real hands) as a mask to not show the menu when you hold your hand up in front of something digital (in mixed reality). You could make this a setting or not. This was done in the game "vr hands" and it felt surreal. Would be a nice touch
the worst and most pointless device I have ever encountered in my life.Don't get me wrong - the hardware is fine, it's great.But the software, OS, working shell - is terrible. It is impossible to simply turn on the helmet normally - it requires a bunch of verifications,which cannot be completed without special controlers - it simply refuses go further, and keyboards and aero mice are not suitable. Oculus Quest 2 - basic testing, report on major issuesQuest Link (+meta quest remote desktop) does not work, neither via cable nor via Air LinkThe cursor works abnormally, controls both the hand and the finger at the same time, it is impossible to accurately click and interact with the interfaceno customizable control panel (not displayed running programs, some kind of editable list of installed applications, no panels with links to programs)Voice input does not work in the browserscreenshots and screen recording, in room and environment transparency mode, does not record this video
I keep getting these Controllers not Tracking popups, and its interfering with hand tracking / cutting my hand tracking out. I even went into settings and turned off auto switching. Then when hand tracking is lost, it will not regain. There needs to be a way to just totally disable controllers. I am using Hand Tracking only. Do not want the controllers at all. It seems like it's even worse than a couple days ago. Reset the device, and the popup even happens in my app now, and I have Hand Tracking only set.
I am looking to develop an app running on MetaQuest3 for agriculture crop issues. The app shall read GPS (reading a Bluetooh GPS advertisement) and display crop info data (retrieved through HTTP + REST) based on user location. Something like this: https://drive.google.com/file/d/1PVtE1_2Ik-Opf0ZwACD6CHHhUe60dG9O/view?usp=drive_link What user sees, has to be saved on local storage and uploaded to a repository or video streaming.Can I achieve this through Unity3D (Android) ? Does It anybody interested on this project?
when I upload the app by ovr-platform-util.exe.the Question is stop at the Retrieving up load files.and when I use developer hub upload the App Package, the page is show me Installing latest CLI.how can I resolve the question
When I click "Get" on this app's store page:https://www.meta.com/en-gb/experiences/6511679575602893/I get a lovely little popup that says "This app requires a minimum play area of 2 metres by 2 metres. Please ensure that you have enough space before continuing."How do I get this for my own app? I thought it would be the 'Supported Player Modes: Roomscale' setting, but I added that to my own app and I don't get the same popup:https://www.meta.com/en-gb/experiences/7074530125915038
My wife and I use fit bits for daily activity and exercise and I was excited to add it to my quest 3 but found out the health connect app is no longer an option to sync. Please bring this back or integrate proper fitbit support like some of the fitness apps on quest do on their own. Would be great for beatsaber and more active games and environments and give a more complete overview of activity.
its not letting me verify my org just lemme publish a game
I have a fan made superhero VR game idea. And I would like to find someone to make it. They can take full credit for the game idea. I'm not really interested in the money or fam. I just want to get my fan made superhero VR game made. So I can play my game idea on the Meta Quest 2. Hope to find someone to make my fan made superhero VR game idea.
Hello,I am currently developing an application under Unity 2019.3.8.f1. Device target is Oculus Quest (1 for the moment, 2 then). .Net framework is 4.0.In my application I need to open a websocket to my own server in order to send some data. Problem is : on one side, when I launch the application directly under Unity on my PC, the connection to the websocket succeeds ; when I do the same with the .apk installed on the question, the connection fails. However I have no reason why because my application doesn't crash, doesn't throw any exception, it just stays stuck when the websocket is called.A part of the code I use is the following one :public async Task<bool> Open() { await OpenWebSocket(); return true; } private async Task<bool> OpenWebSocket() { ws = new ClientWebSocket(); Uri serverUri = new Uri("ws://X.Y.Z.W/mywebsocket"); await ws.ConnectAsync(serverUri, source.Token); return true
Hi guys @OculusSupport , I'm implementing the multiplayer in my app using the Group Presence / Destinations APIs + Photon, using Unity 2020.Problem: - I can't find a way to let the users accept an invitation without going to the Notifications panel in the Oculus menu. This is horrible, because most of the users cannot find the Invites after the Toast is hidden.I've seen that in the old (to be deprecated) Rooms API we had the "Rooms.SetRoomInviteReceivedNotificationCallback", but I can't find anything similar for the Group Presence API. Also, I can use "GroupPresence.SetInvitationsSentNotificationCallback", "GroupPresence.SetJoinIntentReceivedNotificationCallback", but there is no "GroupPresence.SetInvitationsReceivedNotificationCallback". Does anyone have a clue about this?? Thanks in advance
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