Quest Development
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There's an article saying they support hand tracking on windows through unity, Hand Tracking in Unity | Oculus Developers (We support the use of hand tracking on Windows through the Unity editor, when using Oculus Quest + Oculus Link. This functionality is only supported in the Unity editor to help improve iteration time for Oculus Quest developers.).So I tried to see my hands but nothing shown, the only way to do so was build to apk and execute from native.I'm planning to use hand tracking feature on my college thesis, so I need to see console messages directly and thus enabling hand tracking feature while on play mode is necessary. any thoughts? I'm using unity 2021 1.18f1 and Oculus Quest 2.
For around a month, whenever I fullscreen then unfullscreen a video in the Meta quest browser, it resets my position. This is extremely annoying, especially when watching shows. Please fix.
Hi There,Yesterday Meta released two new APIs in the form of Unity and Unreal plugins for accessing depth map and scene mesh data from the Quest 3, however yet again I feel native developers have been left in the dark. I also know WebXR has these features given the talk at connect this year. However, what about people developing their own engines or games natively for VR/MR on Quest ? I'm not sure if it's possible to access the scene mesh via XR_FB_triangle_mesh in OpenXR ? But certainly it doesn't look like any depth extension is present. Please can we have feature parity for OpenXR, or at least release the APIs for native developers. I'm not sure if any devs at Meta read these posts ? Thank you.
We have 3 purchased apps that do not show up in our library. They have been gone for months and we get no response when sending in a request. They are listed in our purchase history.
I'm using InteractionRigOVR-FullSynthetic. I want hands to show even when using controllers. So under LeftControllerHand I have added LocomotionControllerInteractorGroup. I got almost everything working except the Teleport Arc wont update with my controllers position. Thank you so much for anyone who can tell me whether it is possible or not! Thank you!
I recently received a Meta Quest Pro through my work with the expectation to be able to develop for it. So, I went through the setup process including enable Developer Mode through the Meta Quest app. Unfortunately, I am unable to use certain features with the headset connected by USB. The device shows up when checking `adb devices`, however, "ADB over Wi-Fi" cannot be enabled. Checking it off results in a message "Failed to connect, ensure device is reachable". Meta Quest Link also doesn't work, I simply get the yellow light and a warning message "Make sure the Oculus PC app is working". OVR Metrics Tool - I'm also unable to install this. It shows a yellow warning with "Device will reboot after installation". Clicking install results in a message "Removing....." in the button that never changes or goes away. Cast Device - also does not work, results in a generic error message that displays on the Quest Pro and the Developer Hub application. &
Please allow items that were unsynced to be deleted from the gallery in the app. There are hundreds of requests for this over the past years and no solution has been offered. You are holding media that the users wanted to delete without their consent, that is a big issue.
So I was doing some thinking and I know that the quest 3 has upper body tracking, and I might have some form of a solution for camera based lower body tacking using the headset itself (for future headsets). So what I was thinking was that the front of the headset could have a small camera angled downwards in the front and the headset would have some form of elite strap with a camera tilting down on the back. With Meta getting into AI and all they could use AI to simulate the blind spots and to stitch the 2 camera's together. I have made an example here using the quest 3's proportions. Just the feet would be tracked and the rest would be AI IK. and as you can see the blind spots realy arent an issue execpt for under the hips, and if one where to sit it would a form of advanced AI IK that was shown off before. This mostly means the advanced AI IK that they showed of would be mostly runing the show but the cameras would heavly aid it.
I have been having trouble turning on "Developer Mode" in the Meta mobile App. When I try, it sends me to a help page, which sends me to secondary authentication.I have been verified in the past and already completed secondary authentication with Duo mobile and, again, with Google authenticator, so I am at a loss how to move forward since the required steps are completed but it's still acting as though they haven't beenNo matter what I try, how often I reset my headset/app/phone/etc and how often I've gone through the "Get Started" article, I am met with this:This has been especially frustrating because my headset was working perfectly until the update and now it's just a useless perpetual loop to an article where it should just be a simple on/off toggle. How completely unnecessary! I literally already used Secondary Authentication to Log-in. I just want to be able to work on my Unity games and Meta has gotten increasingly convoluted and bogged down with updated and out-dated nons
Hi!Been trying for several days now, but the documentation is constantly unvailable to me (see screenshot). Any ideas on how to access it? Thanks!
Hello meta team I was wondering if you would be able to add discord to the quest store any time soon as I want to talk to my friends who aren’t on vr while I play vr, I also want to steam to discord so my friends can see what I’m doing. Thanks
Basically, i tried to use this Gamepad:https://gembird.com/item.aspx?id=8763That used to work on my old Quest 2 and other android devices, but on Quest 3, only the buttons and triggers works, the D-Pads and Joysticks doesn't, attempted to play android games and emulators but i couldn't use said gamepad as i used to.
Hi!So, day 1 and the Mrs has setup the quest, I've also got my Dev account but as a visitor / guest / additional profile. I'm trying to connect to mqdh but it won't connect. The instructions say "make sure you are logged in with the same account" and mine is the active profile. Do I need to be the admin user? (I.e. wipe and restart)? Bonus question, if we wipe and restart, will the game sharing only work from the admin account and any games my wife has already bought only work under her profile?
We have bunch of apps built with same tools and they work fine after the recent update, but for some reason one app stopped working and I can't figure out why. It's one of the more simple apps we've done and doesn't (to my recollection) have anything too different from the others.The app just crashes before it even goes to the almost empty initialisation scene.I checked the MQDH logs to see what is wrong and it seems to point to a shader not compiling, but it doesn't tell which shader. How can I know what shader is the problematic one? We only have couple simple custom shaders.What I've tried:-I've updated the Oculus Integration package(that we don't really use, but still).-I updated all unity packages used in the project and removed few unnecessary ones.-I tried deleting our custom shaders - build still crashed... which makes sense since we have those same shaders in all of our projects and the others still work.-I deleted and recreated AndroidManifest from Oculus tools.-I c
Hi, could someone please help, we are unsure as to what the exact tests are and also how long is the QA process for applab submissions.Kind regards
How can I, as a community manager for a game on the Oculus store, track who has used a referral code sent by someone else to them? I assume it should be visible somewhere on the Oculus developer hub but I can't seem to find it.
Hi support team,I'm testing traditional Android apps on Meta Quest 3 to solve some of my needs (specifically remote desktop at this time). I was able to install and run some apps. However, I'm confused when it comes to app touch input. Is there documentation explaining how controllers and direct touch works with Android apps? So far I've found this:B = back buttonA = tap where the pointer isTrigger = tap where the pointer is2 triggers + move controllers - pinch-zoomI tried coming closer to the screen and tapping with 2 fingers at once - this doesn't seem to have any effect. Can you confirm? While testing NoMachine Client app, I was able to do right click (done with 2-finger tap) only once, and I did not understand how I did it. Can you provide some guidance? Can I do 2 finger tap with controllers or hands? What about 3 finger, 4 finger?Additionally, can you please allow resizing windows in "Near" view just like they can be in "Far" view?Essentially I'm looking for a direct-touchable re
Have the developers worked on Crunchyroll, Hulu, ect apps? I can access Disney + on bigscreen but I havent found an app to play video. Watching through the browser is tedious.
Hi all,I have a playable area of 1Km square indoor. I want to use it to develop a real life scale maps where players have to walk to go anywhere. what is the maximum playable area that the quest 3 or any other device can handle? Is it even possible to go for 1Km square with current technology? thanks,best regards,
My app I am developing is not starting after an update until we restart the device. We are using Unity 2021.3 with addressables and spliting the app into apk and obb. Seems like the addressables are not correctly found after the update. It happened in incremental updates (few megabites) but also updates that downloads apparently the whole app again (1.1 GB). Then after restarting the headset it opens with no problems which makes me believe it is something wrong with the update process.Does anyone had this issue. Would be great to hear from the Meta team as well.
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So I was here for about 45 minutes spinning my wheels trying to figure out why it wasn't working. I did the usual checklist, making sure things were plugged in and what not to no avail. Started with the troubleshooters which suggested I restart all the things and that didn't work. Tried to purge the appdata and that didn't work.Okay, so my solution was actually a simple one in the end and it should have been detected BY THE SOFTWARE itself.The firewall wasn't allowing the connection from the air server. Now, this isn't very hard to code a fix for, and it should have redundant checks on this front. The program did not request firewall access, so I had to manually go set this up.A simple and elegant fix for likely a humongous amount of people stuck on a cable.
Hi, Digging into the developer documentation for Quest 3 I see there's an API for Scene Understanding that utilizes AI/ML for recondition of common objects like ceiling, wall, door, desk, lamp, etc... but what I do not see is the means to recognize objects. For example if I wanted to create a MR training simulation for Quest 3 that involves object condition of a custom computer control panel and then provides augmented dialogs (see picture below). I don't see any means to provide pictures of custom objects for the recondition to occur.Compatibility with developer.vuforia.com could provide this, but it seems Meta will not allow imagery to be shared with the app running on the device making object and image recondition style AR/MR apps impossible. Is this correct?
Hello!I'm using unity and ovr platform tools to upload my build for quest 2. Recently if I update to the newer version on my quest2 I can't run my game until I uninstall and reinstall the whole app.Could someone please help?
Hi,We are a VR studio with multiple released titles,Two weeks ago all of our headsets (a mix of Quest 2 and Quest Pro) stopped seeing our computers via Air Link, they spin in "Searching for PCs..." forever.Cable Link works normally.Since we have a fairly complicated network setup I contacted our network consultants to see if anything had changed on that side. Nothing had changed, but they still tried to reset our Wi-Fi Access Points, to no avail.The headsets are on the right subnet, with the right DNS server.We tried:* a factory reset of one headset* moving to and back from PTC* disabling the windows firewall of the target PC* connecting the PC to the Wi-Fi AP the headset is connected toWithout success.Using MQDH we are able to connect to the devices via USB and then transition to ADB over Wi-Fi without any problem.Inspecting the logs in MQDH shows that a non factory-reset headset still thinks it's paired to a computer, but is unable to DNS resolve to it's hostmdns: DNSServiceProcessRe
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