Quest Development
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My org is hoping to do a user test with a demo for our game. For the test, we'd want to add users to a release channel, then after the demo period, remove the game from their device. However, it seems that removing a user from the test channel just means that they can't get new builds. Is there a better way to do this? Or how can we prevent users from playing after the demo period?
support.oculus recommended for local 3D video viewing to put {"format": "3DLR"} as a video_name.txt in the video's directory. But adding F to "format": up to "3DLRF" changes nothing. How can I get full-screen mode?In addition, I uploaded https://syla.top/3D/2KMSM.mp4 with https://syla.top/3D/2KMSM.txt as a video_name.txt, but Quest 2 still shows it side-by-side. Or does such a video_name.txt work with local files only? Then how can I share a video to somebody's Quest 2 with a 3D video from my server?
Hello, We are currently developing a project involving the Meta Quest 3 and have encountered a technical challenge. Our goal is to access the front camera images of the Quest 3 to track infrared red dots. However, we found that the current SDK does not provide access to the front camera due to privacy concerns. Our application relies on external devices, and using only the built-in sensors of the Quest 3 does not meet our needs.We would like to inquire if there are any other feasible methods or technical solutions to achieve our objective. Could you provide some guidance or suggestions to help us address this issue?Thank you very much for your time and assistance.
有谁知道我如何使用 MotionController 根据我的指尖位置进行更改?我发现在这个例子中,当我捡起一个物体时,它会根据手腕而变化,而判断它是否可以被捡起的范围也是基于手腕的,我想把它调整成我的食指尖,这样我就可以最大限度地减少我的手腕不小心碰到其他物体, 现在,我很容易得到离我手腕更近的物体,而不是靠近我手指的物体,我想改变它。
I create an app with Unity and I'd like to delete a file in my "Movies" folder. However the file is not deleted(File is exist and i'm using File.delete) although my app has permission about external storage read/write.here's my code. string filepath = @"/storage/emulated/0/Movies/myfile.txt";if(File.Exists(filepath){ File.Delete(filepath)}is there anyway to delete file?
According to the Tech Note on expansion files, the total application size of a Quest application can be increased by building an APK file that loads OBB expansion files. However, this page indicates that the maximum supported size of APK and OBB expansion files is 4GB. Our application is currently about 20GB in size. How would the asset bundle OBB expansion file along with the main APK file approach allow for the total 20GB size, so that our application can be uploaded? Are there any workflow tutorials on this method? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks.
Hi everyone, our product is developed using the UE4.27 engine and is packaged as an apk+obb file, with a total size of about 1.8GB. After releasing new versions to AppLab or any other testing channels, users have to update the entire 1.8GB each time. However, I remember there was a period when incremental updates were possible, meaning users only needed to update the parts that had changed. But later, it became necessary to update the entire package every time. Has anyone else encountered this problem? Thanks
Hello ! We have seen the scanning of indoor spaces and adding 3D boxes in the mesh Using Meta quest 3. I was wondering> is it possible to upload a pre scanned room into the Device?The scan can be taken from the Meta Quest 3 or Some other tools that generates similar objects. In other Mixed Reality Device (mainly Hololens 2) we could export the scanned mesh as a 3D object. Unsure about the uploading though.> Is there any information regarding exporting and importing ? Is it possible in Meta Quest 3?purpose of this query is that I dont want to have one gigantic mesh for all rooms. Also for demonstration purpose scanning and making the mesh on the spot may take more time than pre populating the hardware with data. [Unsure whether this idea defeats the purpose of the current scanning feature of Meta Quest 3]Any suggestion or information is higly appreciated.Thank you!
Help, can't pass verification and get "successful" after "Verify Entitlement" node . I add these lines to the "DefaultEngine.ini" file:[OnlineSubsystem] DefaultPlatformService=Oculus bHasVoiceEnable=true [OnlineSubsystemOculus] bEnabled=true OculusAppId=[my app id] When I tested this earlier, half a year ago, it worked, but now no matter what I do I can't get success. What changed? What am I doing wrong? I created a new app in appLab and took the App ID from there. But I didn't upload the app itself to the server.
I'm trying to create a project and haven't been able to find any help on the intricate dimensions of the quest 2 controllers by this I'm talking about the exact diameter of the top and bottom of the ring and the angle between the top and bottom of the ring as well as all other dimensions but mainly the prior mentioned. The closed I've gotten to anything was a 3d model of the quest controller which I haven't been able to transfer into my CAD software so I haven't been able to get dimensions off of there. If there really is no help then would I just need to use a pair of digital callipers and combination square and gather the measurements my self?
Hello, I noticed that in Unity (2022.3.15) when I want to use multithreading I only have 2 Job workers available. On PC I have many more, the question is if there is a setting or Quest 3 gives only 2 threads to use ? Thank you in advance.
QuestPro has been updated to v60.After that, when developing an app in Unity,Execution data from build and run is not sent to the QuestPro console.The pass-through and hand tracking functions are also not normal, so development in Unity has come to a halt.With the update to v60, have there been any other reports of bugs in Uity development? Please help if you have a solution.
We're starting a group for Devs to help test each others games and provide feedback.Ideally we'll have 100+ developers in the group that can all help each other succeed. Please send a private message if you'd like to join.Thanks
We are a team of 4 game developers, bringing WONDERS to VR. World’s 7 Magnificent Wonders brought inside 1 VR App for an experience of a lifetime right from your couch. 🌎We need the help of this community to guide us in making this idea a HIT.React to let me know how you feel about this idea. I will be posting updates regularly. 😁
Oculus Quest VR app submission still taking around 6 weeks and not approved yet and in the release timeline shows like this. Any idea on this please?
Hello!!im creating a simple floor cube and a sphere to test my scene on my Quest 3... i am testing directly from Unreal (5.3.2) it cook, build, deploy and run successfuly my application, but when i put my Quest, i see my game running in a window rather than inmersive mode.. I tried then building apk, then deploy it using Meta Quest Developer Hud, but same happens..An image as illustration of what i see:My setup:I exactly followed this tutorial : Unreal Engine 5.3.2 for Meta Quest VR | Epic Developer Community (epicgames.com)i'm using Unreal Engine 5.3,2, Windows 11, USB connection between computer and quest3...Any help will be very aprreciated..
Hi, i am trying widget interaction component in UE4 and for some reason the debug line is not visible if Multi-view is enabled. any idea of a work around the issue?thanks
Hi everyone,So we launched a VR Game and want to advertise it on Facebook & Instagram. We do that in the Facebook ad manager for our game in the oculus store. The problem is that we can't track if the ads are doing anything at all. We don't see purchases in the Ad manager, although the SDK is implemented.Do you guys have a solution for this? Shouldn't we see the purchases from our ads directly in the ad manager from facebook?
I've been having an issue with the recenter view functionality (holding down the oculus button to recenter the app) not working correctly in builds. When running the app in VR Preview in Unreal Engine, using the oculus button to recenter the app works perfectly, but when making a build and running in the quest headset standalone, the recenter functionality is always off by several degrees (up to about 90 at the most it seems like). Does anyone know what might have caused this and/or where I should start on fixing the issue? Thanks!
Anyone has solution
This is still an ongoing issue months later.I have a split binary apk and obb build that I upload using the Oculus Platform Tool.My build is about 5gb. The first scene in my game is the APK, the rest of the game is within the OBB. When I download my game from the Meta servers in my test channel, I cannot load any scene beyond the first. I cannot play my game.As a test, if I remove half of my scenes to reduce the file size it magically loads the next scene. What?! I need the full game to work.This is still an issue months later and I have ZERO issues on Steam. It's getting a bit ridiculous now since I have to push out an update soon on the Meta Quest.Through UNITY, I have tried doing an Asynchronous Scene load and a regular SceneManager load and the results are the same.
I want to develop an XR app which involves tracking of real objects. I can't figure out how to access the imagery from the cameras, which I need to do this. Can't find any mention of it in the docs.Can someone point me to the relevant docs?
Hi,In Meta Quest Pro, Unity (2022.2.11) and latest Quest Integration plugin (50),Is it possible to detect if player is crossing their eyes?My test was to add OVREyeGaze to two objects (each set with its corresponding Left/Right eye value), placed them in-front of my face in the scene, but it appears the items do not switch places. Also in the Meta Movement the mirror avatar's eyes do not appear to be able to be crossed.Thanks in advance,Guy
In the overview page for my game on https://developer.oculus.com , I'm unable to make any changes to App Lab page. The 'Edit App' button is not selectable and on-hover this message appears: "You have a pending unapproved app submission". It has been this way for several months. Can anyone help with this?CheersJake
Hello, i am using renderdoc meta fork v55. I can connect to development builds of my unity game on my quest 2, but when i go to set the workspace after ive picked the application to launch, i can only select on the device. And then saving captures does nothing. Is this permissions related maybe?has anyone been able to perform renderdoc captures on quest, save them, and review them later?
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