Quest Development
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Hello, I'm building URP MR app with Q2, Qpro,when I use Directional Light + Ray Interactable prefab(canvas) from Oculus Integration in URP,my app down with 'not enough memory error' after some framedrops.using unity: 2022.2.20 and Built-in or other Interactable prefab has no problems at all.
Hi.I found a weird issue on the Quest 2: Game pages don’t open inside headset in Quest internet browser. Attached is a picture of Bonelab Oculus page.Several other developers on Discord Oculus Start channel have the same issue.This is not so good as our company is about launch our game Deceptive Reality’s Early Access 2.0 thisweek:https://www.oculus.com/experiences/quest/4988840444521838/This will make it harder for people to purchase games.
Previously we could just call `ovrp_SetReorientHMDOnControllerRecenter(false);`, and set the tracking level to stage, but using the XR Plugin workflow, it looks like even though this method returns true, it's not honored, and the recenter will still teleport you manually.The comments layout why you would want to disable it:> /// If true, the Reset View in the universal menu will cause the pose to be reset. This should generally be> /// enabled for applications with a stationary position in the virtual world and will allow the View Reset> /// command to place the person back to a predefined location (such as a cockpit seat).> /// Set this 
Hey!I'm trying to use RenderDoc to capture GPU timings that are as accurate as possible and represent what I'm seeing when running the application without any instrumentation.If I capture frames using the RenderDoc Meta fork and generate RenderPass times using the "Time durations for the actions" button in the event browser, I usually get considerably lower frame times than I see when just running the app (around 10-30% lower).If I switch RenderDoc to profile DrawCall timings, the times are completely off, sometimes being ~98% lower.I am assuming that I can't really rely on the DrawCall timings for the whole frame times due to the tile render architecture. The RenderPass times however I would expect to match more closely.Is this explained only due to variation in temperature and thus SOC clock speed changes? Does the "Oculus Quest 2 Profiling Mode" boost the clocks? I have seen ~10% higher numbers in the non-profiling mode, which would match the real-world times a bit better, but I did
Hi Guys first greetings to all!So i wonder what the Q2 "real Maximum" is , Drawcalls Triangles..And more important what you Guys expect the Quest 3 will allow?
IF THERE IS NOT AT LEAST A 512 GB OPTION FOR QUEST 3 IM NOT BUYING IT! THE 256 IS NOT ENOUGH AND GAMES ARE GETTING BIGGER SO BEEF UP THE STORAGE PLEASE!!! THIS IS A MUST! FINISH PRODUCTION WITH HIGHER STORAGE! FUTURE PROOF THIS DEVICE PLEASE OR YOU GIVE NO INCENTIVE TO UPGRADE FROM QUEST 2!!!
Since upgrading to v54 when I use airlink I see a flickering X and it is blinking continuously. You can see the oculus home, and it works, but this flashing X keeps appearing and disappearing. I can't work Please Help me
Does anyone else have an issue with resolution scaling in Unity 2021.3.16f1 and Oculus URP? We're using Vulkan, OculusXR Feature, single pass instanced render mode, late latching, subsampled layout, and ASW. So with the current requirements, we need the resolution scale to be at the lowest at 85% for most of the time, but it's impossible to get 85% by setting either the min/max render scale in OVRManager (does dynamic resolution even work?), nor by setting the URP asset Quality/Render Scale to 0.85. What confuses us even more is how the resolution scale value in the OVR Metrics tool behaves when we change this value. For anything from 0.85 to 0.9, the result we get in OVR Metrics is 83%, and when we set it to 0.91, we get 90% on most of the Quest 2s and 87% for a single one of our Quest 2 units. We didn't have this issue with a very similar setup on our previous project with Unity 2019.
I submitted for metadata approval for my app in App Lab more than 2 weeks ago. It still sitting in Submitted state which is hurting my apps sales. How long do such approvals take? It used to be a few days but seems like it has become much worse after Meta Layoffs. There is talk about efficiency from Meta but looking at this things seem to be becoming worse. They collect 30% commission so I don't understand why they take so long to approve things like updated screen shots from the app which are meant to improve sales. They aren't promoting the apps in App Lab and also say that the apps may not have been reviewed. So why is review taking several weeks? I feel they should relax the review requirements for App Lab Apps since they already say they may not have been fully review. I don't have an issue if they take longer to approve Main Store apps but its odd to say we don't review on one hand and take so long to review on the other.
Dear Meta, I am one of developers using multiple Meta Quest Pros and 2s.Is there a way for us to configure the headset such that Meta's OS updates do NOT happen automatically (e.g. Meta's recent v54 update disabled controllers and suddenly broke our AR software in development).Meta has been "forcing" these updates without our consent. And, in rare cases when this update happens, it disables functionality or even bricks the headset (problems with Quest 2 last summer where we had to factory reset for particular updates). We are not trying to ignore your updates, but merely trying to stop the updates during our critical software development period. We understand the importance and benefits of these updates. However, it's not a risk that we can take during this time.These types of forced updates are increasingly making us, developers, difficult to rely on Meta Quest Pros and 2s for development.Let us know if there is a functionality to to disable these forced updates, or if not, could you
Even after being certified as a developer, one still cannot upload software packages.
After turning on two-factor authentication, I'm still not allowed to activate the developer account, I turned on two-factor authentication using a token generation app, I didn't use the phone number, I'd rather not use it.I am always redirected to the "Verify Your Oculus Developer Account" page with the "Configure two-factor authentication" section where the "set up" button is still present despite having already activated it.
It seems many people got the avatar mirror feature in January, but I only got the update this month. I absolutely can't stand the mirror ruining the virtual environment. It feels less like a peaceful space to myself and more.... Tacky. I'm hoping that the Quest team will see the complaints and make an option to turn the mirror and avatar feature OFF. If anyone has the any knowledge on how to turn it off, I'd love to hear it. I dislike this feature pretty badly!
I'd like to experiment with the Movement SDK. The readme indicates Oculus Integration is a prerequisite.and that package uses the new input system (UnityEngine.InputSystem). The Movement SDK, however, is uses the old input system (UnityEngine.Input). Which system should I use?
I’m following the user verification flow from meta here: https://developer.oculus.com/documentation/native/ps-ownership/#integrate-user-verification… in order to validate the identity (user id) of a user that I got through invoking the user proof sdk method ovr_User_GetUserProof().90% of the time, invoking the meta nonce validation endpoint results in a successful validation, when I call this: https://graph.oculus.com/user_nonce_validate using the user id and nonce from ovr_User_GetUserProof(). But for 10% of my users, I get a invalid_request from the service!I'm invoking this endpoint in a nodejs service like this: const verifyRequestPayload = { access_token: `OC|${appId}|${appSecret}`, nonce, user_id: `${userId}`, } const response = await axios.post(`${oculusServerHost}/user_nonce_validate`, verifyRequestPayload) Calling with a string or number `user_id` makes no difference; some users always end up with
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me.I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking.Can you help me?
I have added credit card info to my developer account and 2fa, but somehow in the MQDH the account remains unverified for some reason. I don't have an answer for this and I've been looking everywhere.
I'm developing software to Oculus Quest. I need to connect a arduino board to my Quest via bluetooth.I tried to use the asset "Arduino Bluetooth Plugin" from Unity Asset Store, but my oculus quest bluetooth seems not be enabled.What is the way to enabled Oculus Quest bluetooth and scan/connect another devices?Thank you!
Hi! I'm developing some peripherals to use with VR games, but, i want to know if it's possible to connect any bluetooth BLE with Unity + Oculus Quest.
I made a couple of apps in Unity, these apps had been running perfect for several years until now, but now they are running slow and laggy. I suspect it may be because of the latest update but I'm not sure what it could be. Does anyone have any idea?
Hi!I'm not really a developer, but I've been trying to get something to work on my quest for a while, and I'm wondering if I'm doing something wrong, or it's just not possible.Basically, I want to run this flatscreen android app on my quest 2. It records the screen of an android device, then sends it to a Hyperion instance. The exact details aren't important, but basically I want this app to be able to record what my headset is showing to me.However, screen recording doesn't seem to be a grantable permission, even with ADB, and even after compiling the app with the screen recording permission as a requirement, it did nothing.I can understand why this isn't easily given, for privacy reasons, but surely there must be a way to let an app see your screen? Or is the only way using Meta's built in things?Thanks!
Much of what was shown in yesterday’s announcement are already available on the 3D Web.For instance, virtual 3D conferences where people show up in 2D is like a last year’s demo of ours.Meta, IMHO, should invest heavily in WebXR, for instance, implementing DOM Layers. And not only for AR experiences like Chrome on Mobile but also for VR (not much extra work needed).When launching Quest 3, if WebXR DOM Layers is already available then a huge migration can happen of 3D web sites to achieve what Apple showed us with Multiple Apps on Vision Pro.Our 3D augmented desktop demos show the need for WebXR: https://demo.umniverse.com .Only with WebXR and having DOM Layers implemented, Apple’s ecosystem can be countered.
Hello. When i try to verify my oculus developer account, it asks me to either enter a card number or set up a 2fa. The card entry form doesnt have my country available. When i'm trying to set up a 2fa with my phone, it previosly redirected me to a page "This page isn't available", but now asks to try again later. I've managed to set it up using a 2fa app but when i go back to verification page it still asks me the same thing. What do i do?
i recently bought a verifyed buisness for my game, and when i submitted it it said it would take up to 2 days but its been almost a month now and still nothing. I payed 60$ for the buisness I don't want that to be wasted can someone help?
Hi. Following these instructions. https://developer.oculus.com/documentation/native/android/mobile-studio-basics/ First I hit. Task 'prepareKotlinBuildScriptModel' not found in project ':VrSamples:VrCubeWorld_Framework:Projects:Android'. So adding task prepareKotlinBuildScriptModel {}I then hit. Exception during working with external system: java.lang.AssertionError Any help would be appreciated.I can successfully build and emulate standard android apps and NDK apps using Vulkan.
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