Quest Development
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Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data.We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor.Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1We would truly appreciate you help on how to fix the problem.Thanks and best regards
I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.
Any side loaded game or app I install on my quest crashes or force closes itself whenever I open them
Is there a way to get the Tracked Keyboard SDK working in Unreal Engine 5? I didn't know if there was an alpha or beta plugin available that I could try out with the Logitech K375s. If not is there a way I could extend the plugin in github and add this capability myself? I tried using passthrough by itself but its so blurry that it is not really suited to type a paragraph. The Keyboard SDK is perfect but I can only find Unity or Native examples.
Run into issues in developing and posted on here for support for 2 weeks+. Hasen't got an reply yet.I understand they'are probably busy but this is taking a bit long. Is there any ETA response time or something?MetaStoreHelp
Hi, I can't record with the error message "display is off" on MQDH even though it's on,I can cast it, however, I can't change the resolution without recording setting, Does anyone know solutions?
Trying to add presence platform support, but even though my profile is public and everything it doesnt show where i am in my profile, even to me. in the home menu on another account it says home, but for my main profile it just shows my user name. Any ideas? Seem to be no settings in accounts that i havent played with and tried changing to fix this.
Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR application can't get the room data that has been set up. It will jump to the room settings in the system. After we finish the setting, click the Finish button and return to our MR application, it still do not have the room data.We printed the log in the UpdateHMDEvents in the OVRManager.cs file, and found that the data.Result=-1000 in the case of OVRPlugin.EventType.SpaceQueryComplete when packaged into the apk, which is different from the one printed when using the Oculus Link function in the Unity editor.Oculus quest 2 system versions we have tried: V50, V51, V53 Oculus SDK versions tried: V50, V51, V53 Unity version: 2021.3.16f1We would truly appreciate you help on how to fix the problem.Thanks and best regards&n
recently i was going to use my quest but when i got on my boundary kept on resetting every few seconds or minute I couldn't do anything because how annoying it got, I've already tried cleaning the lens. If anyone knows the solution to this please tell me
After building our metaverse application and not having tested in a while, it seems to not be running and instead crashing on each launch. Oculus firmware 50 seems to be the cause of this. We are using 2021.3 LTS and IL2CPP with Arm64. The error is a Sigabrt Signal 6 Code -1 Fatal Exception Java Lang Error. The app seems to be working with Mono Arm7 but only when it doesn't have more than like 4 scenes. I hear that firmware 50 may have Android 12 and was released for early access users. We've tried everything in the book to fix this, and apparently the performance isn't going to be the same either even if we do get it to run. We are going to update to Unity 2022 to see if this fixes anything but we've been spinning our wheels like crazy. Please let me know if you have any ideas as to why it is suddenly crashing without explanation.
Hello, I'm trying to use "Shared Spatial Anchor" API in my project. When I try to Cloud Save my anchors, sometimes it succeeds but sometimes it fails. And somecase this Quest 2 device works but the other Quest 2 devices doesn't work. Please tell me what might be the cause of the failure. FYI, I get the logs below when the cloud save fails:2023-04-19 10:27:27.178 4616-5972 [CT] com...k.spatial_persistence_service E xr_vega_map_service: Failed to upload & async ingest map with error: std::runtime_error: TigonNetworker: request failure: TransientError domain: CURLcode code: 28 detail: 28: Failed to connect to graph.oculus.com port 443 after 30366 ms: Connection timed out2023-04-19 10:27:27.179 4616-5972 [CT] com...k.spatial_persistence_service E xr_cloud_anchor_service: Failed to upload spatial an
I am working on a project inside of Unity using the Unity XR Framework and i have came across an exploit players may be able to use to skip certain events if they put their headset to sleep. I was curious if there were a way to check if a player has put their headset to sleep to provide a warning and or punishment if they abuse the issue. Thankyou : )
So for some reason I can't turn on OpenXR on my oculus quest 2. I've updated the app and the headset but to no avail. I don't know what else to do and meta support was not helpful. So I need help.
Hi,Meta accounted back in December that developers could within their games start to take advantage of an increased GPU fruquence (link: boost-app-performance-525-mhz-gpu-frequency-meta-quest-2).Is there a list of games where this has been implemented? Specifically wondering about it within the IronMan VR game.ThanksDoug
Hello, I am the CS manager of a VR game in Meta Quest, and I am trying to help our developers to determine the causes for some crashes appearing in our crash report.In our Crash dashboard we have noticed these two reasons for crashes:Unsymbolicated SIGSEGV:libunity.so::unwindstack::LocalUpdatableMaps::Clear()SIGSEGV:linker64::__dl__ZL13call_functionPKcPFviPPcS2_ES0_We would like to know more about what are these 2 reasons for, so that we can work on future fixes to any related issue in our game.Could anyone please provide some guidance?
Hi after the latest update, the save game function is no longer working. It was fine before that. Assume it’s related to android permissions. Please apply a fix asap
Recently, I bought Medal of Honor for my quest 2. I tried downloading it and it gave me a notification about me not having enough storage. So I decided to delete most of my apps. once I had 42 gigabytes left I realized I can download it, so I tried to. still didn't work.
I upload my apk developed by UE4 engine to AppLab, and have followed all the steps outlined in the "Test Users" document. In the BeginPlay of GameMode blueprint, I have successfully passed the VerifyEntitlement process. However, when I call GetOculusIdentity, there is no response whether it's a Success or Failure. Could anyone please suggest what the possible issue might be?
My app plays a H.265 spherical video.However, there were many tearing noise on the screen. Tearing did not appear in a screen recoding videoand tearing was also happened in case that rendering a still image as the video decoder working.However, if the video decoder was stopped, tearing was not happened . I would appreciate it if you would give me some advice. Other info:- Meta Quest 2- Unity App ( Unity 2021.3.22f1 )- Stand alone ( Not use Quest Link and Air Link )- Using android.media.MediaCodec as the Video Decoder
Hi i tried to use air link to connect my laptop with oculus quest pro.my laptop specification is i7-12 and geforce 3070ti(laptop). So i think there is no hardware issue.(Actually I used a airlink with my laptop but it cause issue recently)So my situation is with PC oculus app and in quest pro air link screen they show a"connected, missing requirements" and if i enter launch it got stuck, literally infinite loading in black screen.Thanks for all your advice!
I am currently developing gesture tracking and near-field interaction for the Quest, and now I need to use VirtualKeyboard. Why does VirtualKeyboard require an Eye Level for interaction? How can we make it work properly at Floor Level as well?😥
How can I read/write files from/to the device while logged in as a secondary user?I currently write logs as well as user-generated content to Unity's Application.persistentDataPath, which comes out to be under:Quest\Internal shared storage\Android\data\com.MyStudio.MyGame\files\ However, when logged in under a secondary user account, I can't seem to enable the ability to browse files on the device using a PC, so I can't gather any debug logs I've written to debug issues while logged in as a secondary user. If I log back in as the primary user, I only see logs, and user-generated content written to the above location by the primary user. No user-generated files by the secondary user appear. But when logged in as the secondary user, I can see their user-generated content, but not that of the primary user.It seems each user somehow has their own data folder, but I can only access the primary user's data via a connected PC. And if I want to manually place data files into the fold
I would like to track calorie expenditure for users in my fitness app that I'm developing. I noticed that Meta Quest Move provides a feature to track calorie expenditure in various applications. Therefore, I would like to know if Move provides an API that allows me to access this health data?
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