Quest Development
Recently active
Dear all,I developed a few APKs that run perfectly on Go and Quest 1.A Unity video player loads a video stored in a local folder on runtime. For that, I switched the video source to URL and its path to /mnt/sdcard/myfolder/video.mp4Now on Quest 2, it doesn't load the video! Is there a new path? Or does Quest 2 not accept ARMv7 APKs? The app is running on Quest 2, mind you, but not loading the video - as if it doesn't know where to look for the files.I hope someone from the Oculus officials can shed some light on this.ThanksFelix
Many of us have issues with V54, giving us network spikes and stutters. It is most noticeable in Virtual Desktop, sometimes in Airlink. I'm not on PTC, and V51 before this wasn't giving any issues. Not a user error I've already Factory Resetted my Quest 2 and the issue is still there. To be clear, nothing has changed from my setup in V51 to V54, only that this issue came up in V54. Please fix this for the future updates! Thanks
how can I publish the apk version of the game not in the app lab, but in the main oculus store?
I have a simple scene that is performant on PCVR, but struggles to make a reasonable frame rate when run natively on Quest. After stripping out about half the scene geometry and some of the shadow overhead, it is still failing to run smoothly so I've run the Unity Profiler (Standalone) and RenderDoc to try to understand where my bottlenecks are.This development is currently running in Unity 2021.2.14f1, GLES, with up-to-date Oculus XR Plugin and Oculus Integration packages. Please look at the following and let me know if anything jumps out that I should look for. First, Unity profiler:Unity Profiler OutputThe profiler suggests nearly 32ms of my 43ms PlayerLoop is waiting in EarlyUpdate.XRUpdate->OculusRuntime.WaitToBeginFrame. I've seen discussion online that suggests this is most likely related to "Vsync" like timing and missing a frame budget could cause excess time waiting on the next available frame. But I don't understand why it should app
We are dreaming of bringing unified unit computing environment to the meta. Thank you for helping. https://github.com/samuelmtimbo/unit
Hi there,I'm a developer focusing on the webXR side of VR using Meta Quest and I'm working on a project related to education for children that I'd like to share with you: link to the classroomFeedbacks is wellcome, thanks!
Is it possible to deploy multiple versions of an application targeted towards different devices? ie, So that a Quest Pro, or Quest 2 or Quest 3 get served different versions of a particular app? I would use this for differentiating graphical fidelity and featureset based on headset, that for various reasons would be more convenient to do as a forked version rather than at runtime.I can't seem to find any explicit information one way or another. Thanks
I'm implementing friend invites in unity and using accelbyte for our project. Accelbyte requires us to use the OrgScopedId to get the Accelbyte UserId to send invites. We prompt the user to send an invite to a friend using GroupPresence.LaunchInvitePanel and intended to leverage GroupPresence.SetInvitationsSentNotificationCallback which gives us a list of users. We attempted to get the userIds from these users and call CAPI.ovr_User_GetOrgScopedID but we get the following error:Failed to get OrgScopedId: {"error":{"message":"Unsupported get request. Object with ID '114185858376196' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"A0WsUMez5ejVMXxfzuxu4RE"}We used curl to test the userId and got the same error. We noticed the userId is different
I'm working on a unity project that is implementing the invite feature. The first time I tested the invite logic flow it was fine. I saw my coworker's account and sent an invite. The next time I tested it, my coworker's name didn't show up and I couldn't invite them. After having them decline the invite their name showed up and I was able to invite them again. This wouldn't necessarily be a problem except they failed to receive an invite and I can't send them another one and they can't decline/accept it. Now they don't appear on my friends list and I can't test friend invites anymore even when I uninstall and reinstall the build. How can I fix this?
To Meta Developer support. I'm Isamu Saeki.Lecturer, Department of Pediatric Surgery, Hiroshima University Hospital, JapanI first mailed to Business Support about this project and Introduced by Rodney (Meta Work Support) to ask here.At present, the Department of Pediatrics (Pediatric Surgery and Pediatrics) of Hiroshima University Hospital has started a new project to create a virtual reality (VR) game as a means of providing mental care to children who have been hospitalized for a long time due to childhood cancer.I already obtained a character license to use properties from Cells at Work! (Kodansha, Japan)Cells at Work! tells the story of anthropomorphic cells and is very popular among children in Japan, having sold over 10 million copies in total, and being made into an animated television series as well as being published in English.I would like to talk about this project.Sincerely Isamu SaekiLecturer, Department of Pediatric SurgeryHiroshima University Hospital, Japanisaeki@h
Are the server down? Since yesterday I am getting a network error msg: 2023-06-21T05:34:21.532Z [DEBUG] A network error occurred. The request will be retried.
trying to set up two factor authentication on my account for access to much needed quest developer settings, only to find that meta doesn't know how to send a simple text message and that their support team built a literal freaking loop into their website to make them impossible to contact- if someone could explain to me how I can call a real person at meta who will understand me better than a machine I would really appreciate it.
I'm currently considering purchasing the Oculus Quest 3 for my development needs, but I have a specific query regarding its compatibility with the Oculus Quest 2. I want to ensure that my products run smoothly on both devices.Is it possible to simulate or downscale the performance of the Oculus Quest 3 to match that of the Quest 2? This would allow me to test the performance of my products on a low-end device and ensure optimal performance across both platforms.If there isn't a way to achieve this, I'm inclined to buy the Oculus Quest 2 instead, as it would guarantee that my products perform well on a lower-end device while remaining compatible with the Quest 3.I would greatly appreciate any insights or recommendations you can provide on this matter. Thank you in advance for your help!Best Regards,Mark
Hi- I've setup my project with controllers as hands as per https://developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/ and when run in development mode, all of my interactables work great. If I build in release mode, however, none of the interactables work.Would anyone have any ideas as to why that can occur? Thanks,
I'm learning to program Spatial Anchors in Unity. I have created and saved (to local AND cloud) several OVRSpatialAnchors for testing. I didn't save the UUIDs for these. The documentation says that having leftover unused anchors stored can affect performance, but I can't find a way to list all stored anchors without providing the UUIDs, which means I can't delete them from storage. Any ideas?
What kind of Meta quest type would you recommend to buy for learn VR development?thanks.
Hello! I am trying to make an app that brightens or dims the screen when it receives a serial, but I am having problems. I used android studio to create an app that displays a dark image over other apps when it receives the proper serial inputs, but sadly the Android "display over other apps" function does not work with the Quest. Does anyone have any ideas? Thanks!
I've seen some headlines that are suggesting a big performance boost to the Quest 2. I am very hopeful as our Unity based project is nearing the finish line and we are not reaching stable FPS yet.Can I get some insight as to what this update will improve? This information will be super valuable to us at this stage of production.Thank you very much!
This page (for unity) has me test the Quest with a cable, and then strongly suggests I install the Meta Quest Developer Hub. This page (for unreal) has me download the mobile app. There are pages to install the MQDH for Unity, Unreal, and Native. So do I need to install the mobile app, if I'm using the developer hub?
meta quest pro用に、UnityでVR動画を再生する機能を持たせたアプリを作ろうとしています。HD画質のVR動画の再生は可能なのですが、自前の2K/4Kを動画を再生できるようにしたいです。どうすれば解決できますか?unity上では動画は再生可能でビルドした後、oculusではまっくらで動画が再生されません。
Launching the Meta Camera app crashes SystemUX due to unhandled exception 06-15 00:08:30.689 19417 24148 E AndroidRuntime: FATAL EXCEPTION: pool-12-thread-106-15 00:08:30.689 19417 24148 E AndroidRuntime: Process: com.oculus.systemux:SystemUX, PID: 1941706-15 00:08:30.689 19417 24148 E AndroidRuntime: java.lang.NullPointerException: account is null06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:240)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:193)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.os.VrAccountManager.getToken(VrAccountManager.java:177)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.panelapp.sharing.SharingPanelUtils.fetchAccessToken(:21)06-15 00:08:30.689 19417 24148 E AndroidRuntime: at com.oculus.panelapp.sharing.CameraSubView.lambda$refres
Hello.I'm trying to use the Interaction SDK. I have a quite simple scene with a Canvas and a Plane (floor). Thanks to the Interaction SDK, I can use my hands to interact with the Canvas. That part is working fine.But now, I would like to be able to point somewhere on the floor and get the position when I pinch my fingers.To do so, I put a Ray Interactable component and a Pointable Plane component on my floor. Right now, I can point the floor, I can see the cursor moving on the floor as expected.My question is : How can I get (in script) the position on the floor of the cursor when I click (by pinching) ? Seems pretty simple but the documentation does not help me.Thanks
I have an C app based on the Native/vrapi SDK (using the open source engine LOVR.ORG). It has been working more or less fine for a couple years. In the last month, I have stared seeing an unusual behavior. Sometimes, unpredictably, when I start the app, the app runs rotated. The rotation is always a clean multiple of 90 degrees. The app content is either directly to my left, directly to my right, or 180 degrees behind me. Used to, if the app was not directly in front of me, I could get it to recenter by holding down the Oculus button. Now I cannot do this, the little spinny-line-around-oculus-logo icon appears but when it completes, nothing happens. My code has not changed. This appears to have triggered based on something like an OS update. Sometimes redrawing the roomscale Boundary and then returning to the program fixes this problem and sometimes it does not. I see this problem on both Quest and Quest 2. What could be happening? Has something changed?
How do I get an invite to test developers apps? I’m looking to LIV for iPhone among others. I use my quest for boxing workouts mainly but I would like to see what else is out there!
Hi,we use In App Purchases for our game and want to show our players, when someone purchased something. We also want to show who spend the most money in our game. We ran into the problem that not all people pay with the same currency. Is there a way to convert the spended money into USD so that we can rank our players?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.