Quest Development
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I can't figure why the oculus button make the view to be recentered despite of the fact the OVRCameraRig tracking mode is set to Stage and the Allow recenter isn't checked. I did erase the Guardian setup, restart the headset, restart Unity, clean Build, but nothing works. Everything was fine till today, I didn't changed anything about those settings, it's a pity to experience so much unconsistencies.In the same order of weird bahaviors, till now the local world axis was aligned perpendicular with one of the guardian boundaries. Now it is aligned depending on the direction you're looking at with the headset.... How can I work seriously when I can't manage critical behaviors like these??? I'm angry...grrrrr maybe I should have bet on the HTC environment... And this topic will not have any answer from meta enginers, of course. They sell quest pro but don't care if you're doing something with it. It is not acceptable to have to fight with essential features like that.Why the hell there is
We are a bit stuck. We have a streaming service that be need to consume which only works in OpenXR, but we need anchors which don't work with OpenXR (see https://communityforums.atmeta.com/t5/OpenXR-Development/Unity-OpenXR-OVRSpatialAnchor-Passthrough-Wobbly-models/m-p/1056332)Unity have confirmed our issue, but have not flagged a release version by which this will be fixed. As there anything we can use that is anchor like?
I'm planning to use passthrough for demonstration using Quest Pro. But there's a problem.The quality of passthrough becomes considerably bad after about 7~20 min of continuous playing.Here's the dropped quality passthrough video, shot with iPhone.https://twitter.com/hammmm/status/1726280296788873293 It looks to me that the latency of chroma channel becomes much larger than that of brightness channel. How to reproduce the problem:* on Quest Pro (firmware v59), enable passthrough at home screen* Don't make the device sleep, or display off. * To emulate this situation, you can put a sticker on proximity sensor, set display off setting to 15min, set sleep setting to 15min. and put device on a table without blocking front cameras.* Wait 7 to 20 min* The quality of passthrough suddenly drops.If the device go into sleep, the problem will be fixed. It's the same on our custom app using passthrough feature. As we're planning to use passthrough continuously for 15 to 20
The original problem of scratching the surface with glasses is temporarily solved with a set of silicon spacers. The awkward part is that there are two different attachments for each eye (the hard plastic and the silicon), and sometimes they are dislocating on their own. The NEW PROBLEM has appeared: the air circulation is compromised! My eyes are boiling inside! The glasses are fogging very quickly. How much more money do we need to invest to fix the Oculus VR product? Also, Oculus should have thought about this before. Expensive vision glasses are already ruined.I am not sure what else I can do to progress with this “glasses situation." I am not ready to keep investing in this Oculus product.
My applab game has been reviewed and approved. I am wondering how I can facilitate an open beta where people can simply go to my applab page and download the game for free for a certain period of time (1 week for example). The game's price is paid, and I would like to avoid changing the price to free as I will be releasing the game within 30 days of the beta's end date. I would also like to avoid making an excessive amount of beta channels and adding players to each one manually (max users per channel is 100) and I'm not even sure if that's against Meta's TOS. The "try for free" feature also is a no-go since the max trial time is like 30 minutes. My backup plan is to just let players sideload the game, but the sideloading process is a few extra steps and not as ideal as simply going to the store page and downloading direct from headset. Does anyone have any ideas other than sideloading? Is this even possible on applab?
Hi, are we allowed to submit Quest 3 only apps to App Lab?I ask this as my submission has been rejected due to bad performance, which I think is due to the fact that in 'Blocked Devices' it only lists Quest 1, despite the fact I only ticked the option for Quest 3 inside of Unity. Therefore I don't know how to also exclude Quest 2. Has anyone else run into this problem?I would have thought there wouldn't be mandatory support for Quest 2 on App Lab due to the nature of the apps on there.thanks
Ok, So..... I need to use Shared Storage to access folders that the users wants. I know it works, since flat apps like Amaze file manager can do the entire flow, but when I try from my VR app written in Unity, it fails to receive the request.What I have doneMade a Jar pluginAdded in a Activity to receive the requestsFrom c# call into JavaStart a new activity to receive the result, this makes VR go blankFrom java generate the OPEN_TREE... Intent and pass in a URIThe Activity never receives the result after the popup is presented
Unity 2019.1.2f1 and most recent Oculus SDKOculus Quest fully updated.For some reason when building this project I get no errors at all and it runs perfect in the unity editor with good FPS and went through the Oculus Performance Lint Tool and the other tools.It installs on the headset just fine but once run, it loads up and then crashes stating: "IEP Framework has Stopped". ( IEP Framework is the project )I included the logcat files from adb. I am not good at reading these and cannot figure out why it is doing this. When I remove everything from the scene except the LocalAvatarWithGrab, it still does the same. Any ideas?
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.I'm going to keep making this topic until you stop ignoring me!
Hi, I've been trying to implement some coop features in my game, but I'm having a hard time trying to find the matchmaking tab in the dashboard:Things I've tried: - Submit the DUC including UserID, UserProfile, Friends, BlockedUsers, and Invites with their "Matchmaking" checked. (And the DUC is approved)- Add the coop and multiplayer game modes in the metadata of the first draft- Set the user reporting toolAre there any other steps I have to take? I'm kind of lost since I couldn't find anything in the documentation either.
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.
Hi, I set up multiple test accounts from my Meta organization and am trying to assign them to different Quest headsets. However, when trying to log in either on the companion app or headset I'm asked for a confirmation code.But because these test apps don't use real email addresses I can't access the confirmation codes, making the headsets unusable. What's the solution please?
I'm a computer science student trying to do some QoE analysis relating network traffic to Air Link's performance. So I'm currently just trying to gather the resolution of the decoded image that comes in over air link (and preferably the frame rate as well) and I couldn't find any way to do this after searching through OVR Metrics and Perfetto as well as OpenXR and OpenVR. I'm also worried that most of those tools either wouldn't work with Air Link or might just spit out the resolution of the headset. Is there a way to get this information preferably using some tool or library? Thanks for any help!
I'm working on a Unity project that has odd behavior for OVROverlays. When in the Quest and looking at a stationary object with an OVROverlay component, turning the head causes the overlay to appear to move a small bit in that direction. The display seems to then slide back to where its supposed to be. This movement has no relationship to the game object actually moving. This happens to all overlays in this project. As a test, I added the same overlay both to a sample project and to our game. The overlay in the sample project sat still, while the one in our project exhibits this behavior.A last data point: movies made of the behavior through the Oculus Developer Hub do not show the problem. This evidence makes me think that we have somehow not set up our camera, renderer or device correctly.Anyone have any ideas about a solution? Systems to check?
Hello,I would like to have a app to check on command as system app. Is it possible to have it? Or Can you tell te, please, how to setup this kind of application? This must check running apps and report it back to my organization. Sometimes start with another android device app on Oculus. Send some information to database of organization.Is it possible to do it on "background" of the Oculus?Thank you.
I have an a launch app. It it a common 2d ui application in android. I use it to pass params to another vr application.In system ov version 42. it can launch the vr application. but when I update system ov to version 46. It doen't work. it it Only play audio.below is my launch app AndroidManifest.xml <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="my.package.name" android:installLocation="auto" android:versionCode="20" android:versionName="2.0"> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
Hello,I have a superhero game idea based on a superhero character that I created myself. But I don't have the skills to make the game myself. And would like someone to make it for me. I'll even share the credit with them.The title of my game idea is "The Protectors of Dementions." It's a superhero for superheros that are affected by their weaknesses. Can anyone help me get this game made. And make it VR and sold in the Meta Quest 2 store. And maybe make it both single player and multiplayer.
Hi,I updated two of my Meta Quest 2 devices to PTC v60 version today and noticed that connected Bluetooth devices (BLE) have huge input delay lag. Earlier today the Bluetooth connection worked fine on these devices on V59. The input lag is between 1-2 seconds when Bluetooth controller is connected. I have tried to factory reset the headsets but the issue still persist. I have also third Meta Quest 2 device which still has V59 on it and the Bluetooth controllers work correctly on that one. This is a huge issue since it makes Bluetooth controllers not usable at all which is key functionality in our application. Please try to fix this before releasing V60.Version: 60.0.0.107.366.536455832Runtime version: 60.0.0.107.366.536455903I tried to figure out what exactly is the issue and created an application that connects to the Bluetooth device. When tried to read data from the BLE device it took 1000-3000ms to receive the data in Meta Quest 2 V60. I tested this on Meta Quest 2 V59 and the
I bought a game, played it for less than 2 hours. It was like 30 minutes and refunded it in the same day. But for some reason this is happened to me twice in a row now but they say I'm not eligible for a refund for no reason. I have played it for less than 2 hours and within 14 days and they will not give me a refund. What do I do?
our game is 500MB max reduction in size I could do by reducing the texture size, and lots of other tweaks, still, it's loading for ages. when launching the game, the sounds are playing properly but the graphics are loading forever. please give me some suggestions how I can solve this. thank you!
I bought the Meta Quest 3 expecting to be able to watch, through the streaming platforms im subscribed to, different live sport leagues such as the NFL, NBA, champions league, etc. I’m from Mexico and I usually watch this sporting events through HBO MAX or Star+ but this platforms aren’t supported by the Quest’s browser, so I don’t know if there’s going to be an update for this or something.
Hi. I have a demo on Applab and want to add a button to the UI that sends you to the full game PDP.I am using Unity 2020.3 and Application.OpenURL("www.oculus.com/experiences/quest/4905803746141022"); doesn't do anything in the built demo.Is this possible?Cheers!www.oculus.com/experiences/quest/4905803746141022
Hey all - Just getting in to Quest development on Unity. Having great fun so far, but running into z buffer precision issues. I'm working on a flight sim, so we have a very large depth range. I'm noticing that the Quest's z-precision feels a little below that of most mobile GPUs. I'm getting a lot of z fighting on Quest where I wouldn't on most mobile chips. Are there depth buffer precision options I have access to? Is there perhaps some other issue a novice VR developer is missing here ;-)
Hi all, I have loaded an apk built in Unity (2020.03). project works perfectly in editor. I load the apk via Oculus Developer Hub, which reports being successful. I can launch the app either from ODH or on device from unknown sources. However... The app's splash screen will load (oddly just mine, not Unity's) and then a quick second flash of my app, then black, three moving dots, and the guardian. for ever. have to hard reset the device. pressing the oculus button will bring up the quit app screen, but only for a quick second and back to black. Any suggestions? Thanks!
Our team is working on implementing 3D buttons using PokeInteractable on a World Space Canvas that has Mask and RectMask2D components. The problem arises when the buttons are not visible due to the mask, as they still remain interactable. We are seeking guidance on how to ensure that the interactivity of the 3D buttons aligns with their visibility, specifically within the defined boundaries set by the Mask and RectMask2D components.
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