Quest Development
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Hi,We are using a number of quests using Showtime for a group performance. In general things are working well (once the sensors have been disabled in MQDH and sleep timers set to 15 mins!) However we are using a local wifi setup (a router just for the quests and the show with no internet connection) but a number of them keep losing the wifi and not automatically reconnecting (they will reconnect when done manually) Is this because there is no internet signal on the network or some other issue? The router is in the room and for testing purposes is right next to the bank of quests. Any thoughts or help much appreciated.
Hi. I have a racing game for the Quest 2 with 150 races and 30 cars. Currently I have set up 150 leaderboards (1 for each race). I am storing the player name and time and in the extra data I am storing the car ID.The Oculus leaderboard system doesn't allow me to store more than 1 entry per user in each of the races, but I am looking for a way to show the fastest race times per car type for each race. In this scenario it looks like I would need to create 4500 leaderboards, (150 races X 30 cars).Is there a better solution to this?Cheers
just in the past few days the left controller started not vibrating on every note hit on beatsaber. now the right has started doing it abit too and while its not a game breaking thing it really messes with the flow when you do the beats in your head through the vibrations to know youve hit the note. ive restarted the headset many times ive made sure everything is fully charged. Is there a way to calibrate or test this properly https://100001.onl/ ?
I've recently struggled with the eye-tracking function in Quest Pro. Have followed all the suggestions in this forum and still can't have it work.I have downloaded the latest Movement SDK sample, and configured all settings (OVR camera rig; XR plugin management; Oculus plugin setting; Andriod manifest; Oculus App in windows PC). However, I get the app error "com.oculus.bodyapiservice keeps stopping" on the headset. I can either select close app or app info from there. While the "close app" option lets the scene run, the eye tracking/face tracking is not working. Meanwhile there is no error in the unity editor or debug log.I saw people had similar issue very recently and can't to find a solution. I wonder whether more people are experiencing the same and know what might be the problem? Debug and version info:Unity V2021.3.15f1Oculus XR Plugin V3.2.2Oculus Integration v46.0OVRCameraRig - Quest Features (Eye & Body & Face Supported, tried Required too)OVRCameraRig - Perm
We have lost the original keystore file and are unable to upload new versions to the release channels. How do we go about solving this?
I reset my PC and forgot to backup my keystore and I can't figure out how to reset it or get it back. Does anyone know how to get it back from my apk so I can update it or something like that? I might have it backed up on my other PC but the hard drives connecter broke and burnt the connecter to the PC and hard drive so I can't connect anything to it because I previously made it on my old PC and it might have a backup of the keystore.Anything helps!
hello everyone, I want to make an Android application that run on Oculus Quest 2, the App need to get the key event and headset event. So I want to compile OpenXR SDK to .so file so that my android app can use it. Is that right ?Thank you for your reply.
My quest for the past two days will turn on show the logo and turn right back off I have no idea how to fix it I’ve factory reset still nothing
We have developed an app that we have shared on a BUSINESS Release Channel with an institution with Oculus for Business headsets. The problem is when they try to run the app, it immediately takes them to the library. On our Oculus Quest 2 headsets it runs fine.I know Oculus for Business headsets are no longer available and that the last update for them was version 29.0, which was released a while ago, so I’m guessing that might be part of the problem.We have tried making a build with Minimum Android API Level set to something low like Android 6.0 (API Level 23), but that still doesn't work. We can’t set Target API any lower than API Level 29, since Meta requires submitted apps to target API Level 29.Is anyone familiar with this issue and know a solution? We are working in Unity, by the way.Thanks
In-house Quest 2 headsets started getting this error ("Multiple Devices Can't Access This App at the Same Time") as soon as they got the new firmware today, whenever more than one person (logged into the same developer account on multiple Quests) launched the application at the same time. This hasn't been an issue for us in the past. I assume there's some permission flag we need to set to allow this, but I'm struggling to find it. Does anyone have any guidance? Thanks!-Eric
Hello, we are developing a singing game and using the built-in Quest 2 Microphone.In our game you try to hit certain tones and receive feedback how to adjust your voice to reach a certain frequency.We realized that the moment the user reaches a stable frequency that input gets filtered by the headset (which we think is the noise reduction at work?) I understand that this behavior probably makes sense for voice chat applications (as stable frequencies most likely are noise that need to be filtered so spoken voice can be heard) however for us that is a big issue as stable frequencies are exactly what we need to player to input through the microphone in the form of singing.Is there any ways to disable the noise filtering? Any other suggestions how we could solve this issue?We are using Unity's built-in way of receiving the microphone input through an audio source. Any help appreciated greatly!Warmly,Christian
I'm trying to allow my Oculus Quest app to switch from VR mode to 2D mode or vice versaI'm using Unity.This can be done on Cardboard/Daydream like this by switchin XR modes:https://developers.google.com/vr/develop/unity/guides/hybrid-appsIs it possible with the Quest?
Hello friends, I'm developing an application for the Quest 2. I used to be able to see the Oculus Quest 2 in the list of available devices to build and run my application in Unity but after updating to v38 that is no longer the case. I also might note that I haven't tried this in a while so it might not just be the update's fault. The strange thing is that my Oculus app on my computer says the Quest 2 is connected. I can see it in the file explorer, it even prompts me if I want to allow USB debugging in the Quest 2. Of course developer mode is enabled as well. But then when I go to Unity I can't see it in the list of available devices anymore! Any ideas as to what might be wrong/what I can do? My computer isn't strong enough to support link but I can still build the apps for it. Please help. Thanks!
So support recently told me that I should try to factory reset my quest 2 because it’s very slow doesn’t have enough memory for any worlds in vrc so I’m gonna factory reset it and I’d like to save my the walking dead progress on my pc and move it my quest later if that’s possible I’d like to save my progress from both 1 and 2 and all my photos how do I do this if possible?
Please make Adobe Medium available on the Meta Quest Pro. It's available on the Quest 2 - it should be available on the Pro! There isn't a tool quite like it. As a 'pro' model, you would expect access to more apps, not less.
Hello,I am trying to connect to a Bluetooth device on the Quest 2 through my Unity application. Whenever I launch the application I get a debug error message of not having the required Bluetooth permission. I have made sure that I include these permissions in the manifest, however it seems to not prompt for access. Is there a work around to allow Bluetooth permissions on the Quest 2?Thanks,Tim
And how can I switch between controllers and Hand Tracking by pressing a key? Is there such a function? And one more question, how can I enable pass-through cameras on the oculus?
Hello community, I'm wonder for know how to do complex interactions as manipulate an industrial lever for Virtual Reality applications, my project was setted using Oculus Integration but when I grab an object with my virtual hand the behaviour is weird because this hand is similar to one god hand, Can you help me please? I'm really interested in this area so I wanna improve so much my skills.
Hello. I want to create a window with a material that uses Passthrough following the documentation, but I can’t find the material that the documentation says “PokeAHoleMaterial”. I am using 5.1.https://developer.oculus.com/documentation/unreal/unreal-customize-passthrough-passthrough-windows/
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Hello all, I am adding in-app purchases to my Oculus app. I have created add-ons and provided all the details, but when I try to publish the add-on, it says "Please finish filling out your add-on's metadata." I have already provided the add-on metadata, as you can see in the screenshot attached. Please help me resolve this issue. Thanks in advance.
Hi,Figmin XR and Gravity Sketch can't display a large 3D model. So I decided to create a standalone demo capable of doing that. How to adjust Unity3D parameters to display a 3D model as large as possible?This is the biggest 3d model i have seen in passthrough mode, . https://www.youtube.com/watch?v=dmBZXAa02g8I'm going to replace my CV1 with a Quest 3. For the moment, I won't be able to test my demo.
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The OculusXR plugin renders like 30fps when paired with Vulkan.GLES3 it works fine.Pico 3/4 are smooth as butter with URP + Vulkan.Does the Meta team test their OculusXR plugin with URP at all? What is going on here guys?
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