Quest Development
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Trying to upload to applab for two weeks and get this! Anyone know how to deal withy this problem ?
There are countless videos of people using the headset and hitting someone that has moved into the user's boundary. Small children or animals are also incurring into the boundary and sustaining physical and emotional injuries. It would be good to be able have the quest switch to AR mode when the boundary has been crossed in order to protect individuals who are not using the headset from the user. Ideally something like a NFC chip would be able to be put onto the collar of a dog such that incursions from the rear could be detected, though a camera in the rear would be better.Is there any code in the Quest system software that can do this?
I have a rather large application in development which I just upgraded to the latest Oculus SDK and Unity 2022.3.6 and I'm trying to get Quest Link testing to work, so that when I press the Play button in Unity, it will render to the headset. My current build target is Android, since up to now I've been doing Build and Run testing (which is quite a long wait), and I'm wondering whether or not it's required to switch back to the PC build target for the Play button to work with Quest Link.What I'm seeing now is something like this: I enable Quest Link and am viewing my desktop monitor from within the Quest 2. I click on the Play button inside Unity. My HMD goes dark for a few seconds as the app begins to run. Then it comes back, I'm still looking at my desktop monitor in a window, Unity is showing me the Game panel, everything is in 2D and not VR. I could switch back to PC and test this, but if it doesn't work, switching back to Android from PC target will take a looong time (about 4+ ho
I've been contacted by several users of Dissonance Voice Chat (a voice chat system for Unity) reporting that starting the microphone takes an extremely long time (over 1 second) if the “Oculus Virtual Audio Device” is in use.The highlighted line corresponds to calling the Unity Microphone.Start method. I initially assumed this was a Unity bug and switched to FMOD instead, but that has the same issue. I reported the issue to FMOD and they concluded that the delay is not due to FMOD, but is simply the amount of time that the audio device take to initialise. It seems like this is a bug in the "Oculus Virtual Audio Device" itself. Something internal is causing it to take huge amounts of time initialising.
Hi, recently we have received multiple user reports that the logic of our Unity app has issues. Digging deeper, we realized that the error was related to Android KeyStore not found error. Our Unity app uses Andorid backend, which integrates with AWS Cognito SDK to store auth tokens. As you can see from the stack trace below, the token caching mechanicsm failed because of keystore issue. Have Meta Quest made any adjustment to the token store access? I couldn't find any resource to debug further. Unfortunately, this issue is disrupting user experiences, so any help is greatly appreciated. Thank you! 2023-05-02 12:50:58.975 17399-17913/? E/AWSKeyValueStore: Encryption Key cannot be generated successfully. com.amazonaws.internal.keyvaluestore.KeyNotGeneratedException: Cannot generate a key for alias: CognitoIdentityProviderCache.aesKeyStoreAlias in AndroidKeyStore at com.amazonaws.internal.keyvaluestore.KeyProvider23.generateKey(KeyProvider23.java:110)
Hi Meta Community,I am recently exploring on the Oculus Pro and I am really attracted to this function. As a developer, I wonder how I can get the press data from the stylus tip? Is there any relearsed unity sdk that I should refer to or such function is only available on specific applications? Thanks!
So does anyone know if accessories for Quest 2, like golf club, will attach to Quest 3 controller? Would be nice to know so I can prepare before Quest 3 comes out..
Before the quest 2 updates, if you tried upping the resolution to the highest setting with sidequest, either the games won’t work and just crash or they don’t run well. You see black lines on the side when moving your head. I just tried playing Walking Dead S&S and it works, whereas before it would crash completely. Red Matter 2 looks amazing. So does Brink Traveler.
My Oculus Quest2 headset in unable to connect to my computer via AirLink or Quest Cable like and software reports that my system is not compatible. Please expand support for the Quest APP and VR Headsets to support this latest generation hardwareMy System specs:Intel i5-13600KASRock Z790 LiveMixer motherboard32gb of G.Skill DDR5 6400 memoryIntel Arc A770 16gb GPUWindows 11 build 22621.2134My Oculus quest 2 is on the most current firmware as of writing this (08/21/2023)
I recently started up my game 2 months ago (june) and I've received around 100 which i heard is the threshold to get the payouts but I've not received the money? am I supposed to click collect or something? I got this money by July and I've gotten reports in email about it but I just can find the money any help?
Hi all, had a quick question about DLCs/the documentation. The Oculus Add-On Documentation says, "If your Add-on requires additional files that are not provided in your main app package, such as DLC, you must upload these to the Meta Quest Store." Does this mean that all DLCs must be uploaded to the Oculus Store, and have to be listed on the store? Is there no way to upload a DLC asset file without reuploading the whole game, have it purchasable from my game directly, and not have it listed on the store?
Since the update to version QUEST V54, QUEST TV has been unable to hear the focus effect. My production method is to create a 3rd audio file, then use the FB360 ENCODER, select the FB360 Matroska output format, enable the focus effect, and then export it to be played on QUEST 2 using QUEST TV. Is there any solution, or can anyone tell me which step might have gone wrong so I can check?Thank you all."
Hello! I’m trying to deploy a build of my app to an ALPHA channel subscriber's Quest 2 headset via my app’s ALPHA release channel, but the app is not appearing on her headset / App Library, even though she accepts the email invite. She has accepted the email invite multiple times with no success. My other subscribers have no problem downloading my app. I can share her Oculus ID, email, and the App ID with a staff user if it's helpful. In the past I have been able to deploy alpha builds to her headset with no issue. We recently did the Meta account migration process for her account, so I wonder if that had something to do with it. Is anyone here having the same issue or similar? Please help! I would like to share builds with all my subscribers like before. This is in private development and I’m not ready to open this to the public yet, so I’d like to keep using this delivery method.I initially sent this off to Developer Support, but they replied that "we are
There’s a popular card game named bull**bleep**, I’m working on a project similar to it and was planning to use the same name “bull**bleep**” (The I would be an asterisk- Bullsh*t) I was wondering if naming the game like this would be against meta’s terms and conditions?
Hello,My team recently created a new app submission for our game which is currently unreleased in App Lab, in order to update the visuals, text and trailer to better reflect the current state of the game. Our submission release was approved yesterday Aug 9, 2023. But I've been checking the live page of the game, and the visuals, text and trailer are still the old version.When can we expect the new app submission to go live, so that users can see the new assets?My only clue is the release date of the App Submission which we placed as Sep 19, 2023, but we don't want to move that to now, because we assume that will enable the game for purchase, and we are not ready for that just yet.The game page is: https://www.oculus.com/experiences/quest/4621135924651407/This is what I see in the developer website, with even the App Product Detail Page being the old image asset.And under App Submissions, the asset is also the old one still.So, in short, we are not sure if we have to do something extra
Hello everyone,I followed this tutorial in order to make a minimal build example for the Oculus Quest: https://www.youtube.com/watch?v=JyxbA2bm7os. I did not import any 3D objects to the project. When deploying to the Quest (1) and analyzing the framerate, it never exceeds about 30 fps. This is for sure way too little for the application in order to get ever published on the Oculus store. Oculus guidelines say the application must meet 72 fps at a minimum: https://developer.oculus.com/resources/vrc-quest-performance-1/ I'm using Unity 2021.2.5f1, XR Interaction Toolkit 2.0.0-pre.6, Oculus XR Plugin 1.11.2, OpenXR Plugin 1.3.1 and Universal RP 12.1.2. What am I doing wrong? Can anyone give me a hint on where to look for the problem?Users view:Unity Profiler:
I've been trying for weeks now everytime I try to add a phone number it says :This Page Isn't Available Right Now This may be because of a technical error that we are working to get fixed. I tried changing ISP, I tried vpn, I've tried everything you can think of... this just doesn't seem to work.just uhhhh...help me to fix this bs please
As part of a brief, I want to use the Oculus Quest at particular points for a walking tour. Essentially when a tour group gets to specific defined areas I would like to start the experience and end without the people wearing the headsets to have to do anything. What would be the easiest way to achieve this? Ideally, we would be walking with an IPAD that could act as a control.Thank you
Hi, everyone. Our daughter is learning how to program a little and I was helping her go through the "Build Your First VR App" available at this link: https://developer.oculus.com/documentation/unity/unity-tutorial/ Everything works great until Step 6. She followed the instructions exactly as written, but when she got to point 6 in that particular step where you're required to work with ColorController, "Wall Material" features no Size option. She added Element 0 and Element 1 with the + sign and then moved over the assets as it states. "Display Text," however, does not appear as the tutorial states. When she clicks on the gear icon she sees something else entirely and cannot find a way to do what the tutorial is saying. I've attached an image of what she is seeing when she clicks on the gear. My only thought on this is if you go back to Step 5 when clicking on "GameObject" and then "UI" there is not the "Text" option the tutorial says to choose but rather "Text - TextMeshPro
I'm trying to access the Bluetooth API within a Unity project, but I end up with a SecurityException:01-24 20:40:47.280 26380 26405 E Unity : AndroidJavaException: java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH.01-24 20:40:47.280 26380 26405 E Unity : java.lang.SecurityException: Need BLUETOOTH permission: Neither user 10076 nor current process has android.permission.BLUETOOTH.01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1692)01-24 20:40:47.280 26380 26405 E Unity : at android.os.Parcel.readException(Parcel.java:1645)01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.IBluetooth$Stub$Proxy.isEnabled(IBluetooth.java:864)01-24 20:40:47.280 26380 26405 E Unity : at android.bluetooth.BluetoothAdapter.isEnabled(BluetoothAdapter.java:622)01-24 20:40:47.280 26380 26405 E Unity : at com.unity3d.player.UnityPlayer.nativ
I have searched for too long. Does anybody know where I can find a list of supported countries outside the US and Canada where Meta Oculus pays developers?Thank you
I can't access my developer apk after lattes v 56 update
Hi, Please help. I developed an app that doesn't require controllers, hands, or gaze (just relax and watch).But after a while, the users get an annoying "(Right \ Left) Controllers not connected, press any key" popup message at each run. Is there a way to disable it through code or settings? (I am using Unity, OpenXR, and OVR)Thanks
I would like to input my opinion on app sharing on quest 2! I think it would be great to adjust it to where the secondary and admin account libraries are joined and to prevent any user from having to factory reset their quest just to remove a admin account!!! I suggest adjustment to app sharing allowing both admin and secondary accounts to share their games so that anyone can play their own games two and share them as well to prevent factory resetting their quest 2. I really think it would be a great adjustment to app sharing feature because it would keep a lot of your customers from having issues and having to factory reset their quest 2 just to change admin account when they could access their own game library too!!!! Please adjust the app sharing so no has to factory reset their quest 2 again!!!!!
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