Quest Development
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is there going to be a ques 3 refer a friend? just asking
Here's my use case:I need to test unreleased changes for a live app, so I sideload an APK using MQDH.I launch the APK on the Quest.My headset seemingly begins updating the APK to the current live build while the APK is running.The APK closes without reporting an error. My APK disappears from MQDH, and the test build listed in my library is replaced with the current live build.This happens roughly 1/5 of the time I try to run a sideloaded APK. There doesn't appear to be an option to prevent the Quest from auto-updating builds, so I'm not sure how to resolve this.
I have read somewhere that meta quest developer only admits apk of 1Gb maximum accompanied by an OBB of up to 4GB, my case is that I have an apk of 50MB and an OBB of 4.20GB, do you know a way to generate 2 obbs or some other method which allows me to upload more than 4GB in additional files
My apk-build myself- size in 910mbis there limit of apk size for publishing or upload?
Ive been using the same keystone, and properly changing the version number, and I still receive this error every time I try to upload it.ERROR: The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.The APK is signed with a different certificate. Be sure to use the same keystore and key as used for a previous version.
I got an email from support@fri-research.facebookmail.com about an in person 90min study from 29 to 31th Aug and I want to know if it is legitimate.
I'd like to be able to run the Scene Understanding code in the editor and have a fake room - with walls,ceiling etc setup... just so all the code that builds on that stuff can be tested & iterated more easily... any way to do that at present? thanks
The OnClick() event works for any button pressed. Is there any option to make OnClick() only for L/R triggers?
Hello, I recently looked into the new attestation feature and was excited to get started on implementing it into my quest game made with unity but couldn't figure out how to set it up. I'm not way too experienced with sending things back and forth from servers and stuff so bare with me. Could anyone by chance help me with setting up attestation in my game?
I have a quest app on my phone can it put it on my sons phone ? And not loss all the games we bought
Hi,can anyone help? I am developing an app for the quest with unity that takes input from a midi keyboard. (Using Minis plug-in) Runs fine in unity and through quest link but would like to get it to run standalone with a keyboard plugged straight into the quest. This has been done with apps such as piano vision so it is possible but cannot find any info online as to how to accomplish the quest recognising a midi piano. Any suggestions greatly appreciated.
I've got a basic unity project with the example "Complete XR Origin Hands Set Up" prefab. I've adjusted it to include support for both hand tracking and controllers (ie when the user is using controllers, it displays controllers. When the user has the controllers set down, it tracks hands). This all works fine and dandy in the unity preview and over airlink, but when I actually build the project and run it on my headset using oculus runtime, I run into a weird issue:When using the "OpenXR" plugin provider with "Meta XR feature group" enabled (as seen in the image below), I am able to use hand tracking perfectly, but switching to controllers doesn't work (the controllers never show up) When using the "Oculus" plugin provider, it's the complete opposite. I can see my controllers and they work perfectly, but hand tracking no longer functions (although I can still see the hand tracking menu icons when turning my hands over) Is there any way to get them bot
Hi all, I'm trying to get my headset set up with Meta Quest Developer Hub and I'm having some issues.I click 'Set Up device' and connect the link cable, the headset is on and I enabled access to it's storage, I dont enable the pc link that starts the older Oculus enviroment, and then I tell the Developer hub to find the headset, but while I can see the headset storage in windows, the Developer Hub dose not recognise it.I do not know what i'm doing wrong. The program dose not specify how I need to connect the headset, be it through the link cable or through Bluetooth.If anyone could give me some advice that would be fantastic.Thanks in advance.
I have seen this issue posted on several other forums, but it does not appear that anyone has found a solution. The Unity video player works great as a render texture for materials on objects such a quads, skyboxes, etc. However, when more than one video plays at the same time, all of the videos seem to try to play all video textures at the same time. The result is flickering between frames of all videos at it cycles between each frame of each video on all materials. This seems to be an issue that is specific to the Quest Android OS. When playing on the Quest using Oculus link, it works fine. It also works fine on my Android phone, thus indicating that it is not an Android issue. I am currently using Unity 2019.4.10 (LTS), but the version does not make a difference, I have tried it in earlier versions with the same result. I also tried it on an Oculus Go. The same issue existed there, but more intermittent. It plays correctly for a few seconds, then starts flickering, the plays c
After the v55 system update, when using hand tracking in games, the CPU Max Level is still locked at level 3. Please have the technical team confirm whether this issue is known and if it is possible to adjust it to level 4 or 5.
Hithe web browser window now works after the latest update. Before there was a white screen. However the games no longer access memory
I bought a Meta Quest 2 headset, created a Meta account, successfully logged in, and now I wanted to log in to the iOS Meta Quest app using the six-digit code. When that didn't work, I reinstalled the app and reset the headset to factory settings, but got the same result. After creating another Meta account and trying to connect again, the device claims I am already connected. However, my app doesn't show any connection, and the numeric code is still visible in the headset. I've already reset it at least 4 times now, and I'm at a loss on what to do. I shouldn't have to provide payment information, I shouldn't have to accept cookies! This can't be right. What should I do?
Hi Developer teamI am reaching out here in kind of a desperation!At this point Meta has granted me a "Replacement" of the Meta Quest PRO, because in their opinion, I have recieved a faulty headset. However; they will require a return procedure of 8 - 12 days, and that is totally unacceptable to me, as I am on a tight deadline, with a client that travels very far to see the result of my work on the headset.SO ... in total desperation I would like to hear if someone has some advice to maaaaaybe make my headset work. If you have any thoughts on the matter, please let me know. I am desperat here.Here is what is going on:- I can not connect with either my controllers or my phone. Here is the settings, and what I have tried:- The phone and the headset is on the same Wifi network. I tried several networks and routers.- I have updated to the latest version of the app on the phone and the software on the headset.- I have restarted the phone several times and the headset several times
I'm currently working on a project in Unity using the Oculus Integration package for Oculus Quest 2. The project involves hand tracking and interactions with various grabbable objects, such as knobs and a throttle.I've encountered an issue where, if I briefly lose hand tracking while actively interacting with a grabbable (e.g., by covering the Quest 2's cameras with my other hand while moving the throttle), all grabbable objects and poke interactables in the scene stop functioning entirely. The hand tracking itself seems to work fine when tracking is regained, but I'm unable to interact with any grabbable objects thereafter.I suspect that the interaction scripts might not be handling the hand tracking interruption correctly. Ideally, when hand tracking is lost and then regained, the grabbable objects should still be interactable.Has anyone else experienced a similar problem or have any insights into how I could address this issue? I've searched through the Oculus and Unity forums but c
Hello everyone,I just asked Meta customer service for this thing and the support I got agreed with my idea ^^ I asked if it was possible to exchange my Oculus Rift S with a brand new Meta Quest 2.By "exchange" I mean that I send my Oculus Rift S and I get a reduction for the Meta Quest 2 like a trade.It will be cool and its a positive point for the ecology, it prevents the old product for being thrown away. I hope you will agree with my suggestion and that my post reach up the Higher up of Meta to be approved ^^ Thanks to the customer assistant Chris.A who said me to post on this forum.Thanks for reading me 🙂
Hello everyone, I work at a company in Thailand. My company wants to import the VR Oculus Quest 2, which includes the VR Headset Model: KW49CM, Controller Right Model No: JD96CX, and Controller Left Model No: LX39EM. We need the following documents to request permission to import the products into Thailand:Radio Test Report EN 300 328 for VR Headset Model: KW49CM.RF Exposure Positions WLAN 2.4GHz Test Report for Controller Right Model No: JD96CX.Test Report Electrical Safety IEC 60950-1 for VR Headset Model: KW49CM and Controller Right Model No: JD96CX, Controller Left Model No: LX39EM.I would like to know where I can find the Full Test Report documents ?The company I contacted for the purchase was unable to provide me with the aforementioned documents.
What actually causes the entitlement to be denied? Can someone provide examples? How do I know it's working?
I'm using a Mac M2, I installed Oculus Integration from Unity and built the sample into Quest Pro. HMD and Controller are not tracking. What should I do? What am I missing? Building on Windows works fine.
Hello, I am a developer in South Korea. We have completed the development of the app using third-party BLE equipment using Unity, and the app works normally when debugging. However, when registering an app in the developer tool, a location authority issue occurred, so the app cannot be registered. Is there a vacation to solve this problem?
So i’m trying to enable developer mode on my quest, but when i go to the device section on the app it keeps saying last checked *time*, and then flashes connecting a bunch, then goes back to last checked. Is there a way i can solve this? I tried reinstalling the app but it didn’t work. Much appreciation, thanks.
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