Quest Development
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Hello, we are developers of a VR app. When we tried to add a new Meta account email to our app's Release Channel on Oculus Developer (https://developer.oculus.com/), we got this message: "We couldn't find anyone with the Oculus email."This email is a newly-created Gmail that has just signed up for a Meta account on https://auth.meta.com/. This email is not a Facebook account.Did something went wrong, or is there a step missing? I thought by registering a Meta account, this email is already an Oculus account.
Hello,I'm trying to re-enable my developer mod on the latest build of quest 2, I've used developer mod since last year and for some reason, it has been disabled. When I looked into the website I figured I need to do a verification and since I don't own a credit card in my name for now I tried SMS verification but I get this error:This Page Isn't Available Right NowThis may be because of a technical error that we are working to get fixed.This is the page I use for verification:developer.oculus.com/manage/verify/Then when I try to enter the phone number i get the error page. I also tried adding two-step on my facebook account and connecting my oculus and facebook account, but it doesn't work.(I added T-S on facebook but it won't carry on to oculus, only now there is a third option added to developer.oculus.com/manage/verify/ that says: Add mobile number to Facebook, which i don't understand since I Did add number to facebook)I've been using developer mod for my university proje
Hi, Using this reference documentation I was trying to do a basic test of the S2S IAP calls: https://developer.oculus.com/documentation/unity/ps-iap-s2s/#s2s-rest-requestshttps://developers.facebook.com/docs/facebook-login/guides/access-tokens Test calls (replace CLIENT_ID, CLIENT_ID_SECRET and for the proper values): curl -X GET "https://graph.facebook.com/oauth/access_token?client_id=$CLIENT_ID&client_secret=$CLIENT_ID_SECRET&grant_type=client_credentials" -v Server response: Note: Unnecessary use of -X or --request, GET is already inferred. * Trying 31.13.83.8:443... * Connected to graph.facebook.com (31.13.83.8) port 443 (#0) * schannel: disabled automatic use of client certificate * ALPN: offers http/1.1 * ALPN: server accepted http/1.1 * using HTTP/1.1 > GET /oauth/access_token?client_id=CLIENT_ID&client_secret=CLIENT_ID_SECRET&grant_type=client_credentials HTTP/1.1 > Host: graph.faceb
I'm making a VR app, I can only test it on my dev account, if I test IT using my personal account the Meta Avatar doesn't load and the Entitlement Check returns me an error.We don't want to make the app public anyway, so is there any way to use it without having to add each user as a tester?
I want to let that some specified PC can access HMD's internal folder and others cannot.Can I do that?If I can, how can I do that?
Hey, I'm working on a game right now and I've tried to do verification but a bit back when this was first introduced i was out doing something and i might have submitted a admin verification or not but I never put in a passport, drivers license's, nothing. When I tried toit would let me re do it all it says is add submission and I gotta check mark something and it submits. it has not been rejected nor accepted and i don't know what to d.
Does any1 know when meta quest 3 Will drop i just returnd my quest 2 cus i just read about meta quest 3 Will drop this year. Does any1 know wen it Will drop ?. I hope they drop it as soon as possible
Hi, I can't find anything in the VCR requirements on the Oculus website about support for Quest 1 being a requirement. However, I know I've read more than a few times that apps are getting rejected in App Lab due to Quest 1 support. Is this still in fact a requirement? If so, do you know if we can include a separate APK for the Quest 2 and Quest 1? Thanks in advance
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
App: Snapshot VR (App Lab)Unity 2020.3.43f1Graphics API: VulkanAndroid API Target and Minimum: Android 10 (API Level 29)Scripting Backend: MonoAPI Compatibility: .NET 4.xTarget Architectures: ARMv7Remote Services: Photon Bolt, VivoxOn May 1 we released a new minor version 3.2.2. Users started reporting that they can launch the game, but when attempting to join a server they get stuck in a black screen and eventually get booted back to our default scene or crash all the way to Quest Home. It sounds similar to this Population: One bug from a while back:https://support.bigboxvr.com/hc/en-us/articles/360053070851-How-To-Resolve-a-Black-Screen-or-Frequent-Crashing-for-Oculus-QuestTo be safe, we used the new rollback functionality to rollback to our previously stable version, 3.2.1. Users are still experiencing the issue after the rollback, though the issue was never detected when 3.2.1 was first on our LIVE channel. This is the part that we can't make sense of.I'm ab
I would like to know how "share point cloud data" works.In particular, the following two points:・What are the conditions for activation (e.g., must be connected to the same network, etc.)?・Is there a way to verify that point cloud data is shared?
I am adding my co workers to release channels such RC or Staging for some of the apps.However, we are noticing some weird behaviors the past few months that didn't happens few months before (I can't remember when this issue began but it's been a while). When I add users to a release channel, they automatically become a subscribed user instead of pending user. They do no receive an email. They also do not see the app in their headset. Some of these users have accepted the apps in the past but we had to remove them at some pointIf I add users to both Staging and Production channels, they don't always see the highest version. E.g Staging is v1 and Production is V2. I add them to staging, they see V1 but when II add to Production, they do not see V2.How we tried to resolve but apps still do not show, and still get added to subscribed user :A) I checked all release channels and removed all their emails. Then readd their emails to one of the channelsB) I told them to use adb uninstall i
Hello,I was doing a forest installation with quill, and I ran into couple of problems and I hope someone may know how to prevent this.First thing what I needed is to virtual environment stay in place when the quest turns off after putting it down which makes the forest not fit or fit unproperly in the space. Is it possible somehow to prevent this from happening?and the second thing if it would be possible to prevent quest from turning off after putting it down ( rather slee) then I wouldn't run into the first problem.Thanks. Hopefully someone can help.
So I've nearly got the Avatars streaming correctly using Photon Pun, but I get these errors when there's another remote avatar in the scene. It seems like a server connection issue (code: 400) but I'm unsure what could be happening, since I'm successfully connecting to the server in both instances, and the gray, unskinned avatar is still rendered and follows the players.My current theory is it's because I'm running the project in my Unity Editor while also running a build on my headset that I uploaded as an Alpha release to the channel. What I've noted is that the user ids' are different between these two instances, despite being the same app/project. Unfortunately, I don't have another headset to test this.Does building and pushing to the store change the app id received? Or is there something else I'm missing in the Avatar SDK?
I'm using Oculus integration to make items grabbable, in my case I want to make the controller, which is holding the object, vibrate when the held object collides with something.For example, if I'm holding a pen with the right hand, i want to make the Right controller vibrate when the pen collides with the whiteboard.How can I do it using the Oculus integration components?In particular, the hard part is to detect which is the controller holding the object.
We are using a less common Android permission request (REQUEST_IGNORE_BATTERY_OPTIMIZATIONS) in order to support downloading multiple large 360 videos to the Quest 2 (total ~30GB).This permission request appears in a different UI to the standard permissions, and we are finding that it only appears correctly approx 50% of the time. The other 50% of the time the permission prompt background appears, but without the text or buttons. This is causing issues as without accepting this permission, our downloads will fail. Looks like this when text doesn't appear:Should look like this: Given the size of the download, the user will take the headset off whilst the download completes. We require this permission in order to prevent the device from entering doze or app standby and killing the app/download manager. There is no error or log message shown in logcat when the dialogue does not display correctly. We’ve attempted various methods of requesting this permission and it still onl
In less than a month I have been through 2 Meta quest headsets, yes 2!First was purchased on April 9, arrived April 10. May 3 the headset melted while plugged in using the charger provided in a good, working socket that has no issues charging anything else or anything electrical. Meta support wanted me to send them my headset, wait for approval to replace, and then wait to have the new (by new I mean refurbished) to come in, about a 2 week process for something I am trying to use daily for physical and mental health. Instead of waiting that ridiculously long time to get something replaced due to a defect that has been RAMPANTLY REPORTED ACROSS THE INTERNET, I returned the device to amazon who happily accepted the return after explaining the defect, and purchased a new headset. New Headset was purchased May 4. As of today, May 10, the right controller is now broken. Headset is not tracking it and all I see is a single blinking white light that flashes every half second or so.
Hi there,I am trying to connect a quest pro with the pc oculus app using the charging cable provided (which I read that it should be link compatible), but it is not connecting (I have disabled air link in headset) and I am trying to use Unity for developing, within Unity, I am also not seeing the quest pro as a device in build settings. I am currently connecting the headset with pc using the charging cable (usb-C), it does charge the headset so the connection is there, would I need to purchase a separate link cable in order to connect the headset with PC? Thanks for your help in advance!
Hi , I am trying to install a CA certificate in the meta quest but unable to see options to add the certificate and run it. Does quest have anything as such ? This is for testing our apks. Please help!
I have followed the instructions here for integrating our in game's user reporting flow with oculus button triggered user reporting:https://developer.oculus.com/resources/reporting-services?intern_source=devblog&intern_content=user-reporting-requirements-developer-tools-updatesHowever when I run it in game (in Unity Editor), the flow just prompts me to record video and send it off to Oculus.The callback is never triggered.I have oculus integration version 47 in the project.Is there a way to confirm at runtime what version of oculus integration is actually running in project?Is there something I'm missing?
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I wanted to mess with the capabilities of the quest 2 headset and I wanted to be able to set really low recording profile settings and also some high settings aswell. I wanted to do this in the way that the dev hub does it. Under the "Video Record Settings" screen. I wanted to know if I could get the command that they use to do it because any other method I've tried to use is very buggy. Thanks, Adam
Im very confused what can cause this and all i have is oculus reports
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Hi everybodyI use Quest 2 devices that interface with HM10 Bluetooth component.As of a few days ago, my Quests no longer have the ability to interface with it.- Restoring factory settings in Quest does not help.- The HM10 is working (pairing with other devices works).-Side-load through Oculus Developer Hub does not solve the problem.I strongly suspect there was an online Oculus update I'm not aware of, that caused the issue.I would love to know if anyone has knowledge about the causes of the problem,and of course how to solve it (preferably, of course, without replacing a component) Thank you very much 🙂
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