Quest Development
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This is a bug in the Meta IAP system. It's pretty simple to replicate.1. Have an app lab game2. add IAP item in Platform Services 3. change the price in Platform Services4. Try to buy using IAP API.5. Expected. Oculus purchase prompt pops up. Actual: "Error 0: Cancelled"Note: This works totally fine if you don't change the price
Hi everyone,I just accept the mail in order to see my preview app and once I did this, I received a "congrats screen" but on my quest 2 I can't see the app.¿Can you help me with the problem?Note: I configurated the developer mode and pair the quest with the user so, I don't understand anything....
1. Open Meta Quest Developer Hub2. Enable logging3. keep using the headset while logging is on4. notice after 5 or 10 min the log window is white and not respoding.It seems there is no access to log. And no way to use the app (requires app restart) Have you seen this bug too?
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memoryWhen this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active?I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.
I can use android's ACTION_VIEW intent to open certain URL in browser, is there correct way to do the same but for Store page, not for browser? I found workarounds (https://forums.oculusvr.com/t5/Oculus-Quest-Development/Linking-To-An-App-s-Store-Page-Review-Tab/m-p/841949) but I'm not sure if they are reliable since there are no documentation for this kind of functionality. Thank you.
Hey devs, So we went thru the full upgrade on the URP fork, customized our shaders, turned on ASW. Here’s the brief: it becomes just as difficult to get to 36 FPS now as it was to get to 72. AA, the reason that we wanted to use ASW to increase compute capacity, brings it down to 25 FPS, with evident visual artifacts. It’s not a small CPU overhead with up to 70% compute increase, it’s a half baked feature that doesn’t deliver per spec but spent a week of my time to accommodate. 2021.3.19, 2021.2/spacewarp URP fork. Would love to know if there’s anything I missed.
No worries, we forgot to turn on Developer Mode😅
I'm trying to turn developer mode on. And I used 2fa to verify my account but it keeps telling me I have to verify my account even though I have 2fa on. Does any one know how to fix this?
So I wanted to verify my org but I don't have such documents from the gorverment so I wanted to do an admin verification now I need to cancel the org verification to switch to an admin verification. How do I do that?
Oculus software makes Alienware 17 R5 not start Window correctly unless uninstalled in Safe mode which is super tedious. I have the latest software installed and everything.I did get it to work after reinstalling but an update to the Oculus made it not work again.Who knows how many people around the world have the same issue with not being able to boot into Windows and not knowing what to do.
I want to update my Alpha game on App Lab. It is now asking me to verify my business. I am an Indie developer. I don't have a business or an EIN number. Does this mean that I can't upload my games to App Lab anymore?
I have an app that utilizes hw accelerated video decoding (via AMediaCodec). Two 8k 25fps streams are decoded. On the latest update (51), the codec fails with OMX_ErrorHardware. It did work before.Here's a snippet of logs:05-04 17:59:58.700 921 5812 E OMX-VDEC-1080P: OMX_COMPONENT_GENERATE_HARDWARE_ERROR05-04 17:59:58.701 921 5812 E OMX-VDEC-1080P: ERROR: Sending OMX_ErrorHardware to Client05-04 17:59:58.701 921 4965 E OMX-VDEC-1080P: Empty this buffer not allowed after error05-04 17:59:58.701 921 4965 E OMXNodeInstance: emptyBuffer(0xf262b144:qcom.decoder.hevc, 0xc [16588800@0xbf6fe000 (0..+319512) f=10 ts=1280000 fc=-1]) ERROR: Hardware(0x80001009)05-04 17:59:58.701 5760 5810 E ACodec : signalError(omxError 0x80001001, internalError -2147483648)05-04 17:59:58.701 5760 5809 E MediaCodec: Codec reported err 0x80001001, actionCode 0, while in state 6/STARTED05-04 17:59:58.701 921 4965 E OMX-VDEC-1080P: Fill this buffer not allowed after error05-04 17:59:58.701 5760 5809 D MediaCodec: fl
Hello,I want to stream the oculus screen (as I do with the oculus app) but receive it on my own receiving app.Now I stream the screen through a TCP connection, capturing the screen, but that is quite expensive at performance level and I lose a lot of fps.I would like to know if there is a way to use the video that oculus shares natively and receive it in my own app or how to transmit the screen without so much loss of performance (My oculus app is developed with unity).
I'm oculus quest app developer. I need to implement a option that users can share images to their facebook account while using my app. Could you please tell me whether there is an option available to do this. If yes please tell me how?
Hi guys, When I log in on fb with my mail in logged me into an empty account instead of my own. I deleted my account in the hope to get rid of the empty account and get back into my original account. But I think I might have deleted my whole fb. Anyone know I can fix this? I tried forgot password but don’t get a mail. I tried logging in by looking for my account because it still exist when I look it up but keeps saying I’m using an old password
My screenshots had been synced before I deleted them from my quest. I then unsynced and waited 14 days but they still are in the app. Any way to fix?
Hello, I have a game "Hunt" in AppLab. Through SideQuest, I can see it has been downloaded 180 times but I can not see any sales on AppLab side, how do I know the sales data? thank you.
Hi, we are using 2021.3.22 f1 and our main scene with the majority of meshes is performing terribly. This seems crazy to me that Meta would release a firmware update like this that affects every developer's apps. I saw a few others have the same issue with their store apps and 2021.3. Have any of you solved this issue? I am going to try downgrading to 2020.1.14 as it seems it may be related to an Android 11 Arm64 native heap allocator thing and they recommend downgrading. That would make sense as Oculus never updated Quest to Android 11, only from 10 to 12 and apparently there are some memory issues going on since Android 11 and the way our scene loads or doesn't load seems to be related to memory issues as it loads sometimes (with bad performance) and other times it doesn't and crashes, and sometimes it loads halfway and freezes too. We are using IL2CPP and ARM64 and testing on Quest Pro.
Hi,I started profiling our application with the renderdoc meta fork, and i'm having trouble reading the results.The application is made with unity (2021.3 branch), and I'm profiling on oculus quest 2. Renderdoc is version 51.1, headset is up to date with firmware v51.Everything works fine on the capture / profiling steps with renderdoc; I can open a capture, click on "Time durations for render stages", and the tile timeline gets populated with the data I was looking for :Since I'm on quest 2, I'm expecting to see only one surface in the timeline, corresponding to the rendering in multiview of the application. So the rendering step works fine, but strangely there is an other surface being computed in the timeline right after.I cannot really relate this surface to anything in the application (there are no post effects set up in the project), but I can see with the tile browser that the surface seems to be affected by the fixed foveated rendering setting of the application, while the firs
How do I get my account unbanned? I've been banned for no reason and now I can't access any of my VR apps can someone please help me.
There is a huge issue going on with the MQDH and I seemly can't find a solution besides a couple other unsolved threads.I need to use the casting function of MQDH for mixed reality capture and it is no longer working. It used to work fine on both my laptop and pc, I did a whole review with it. I didn't touch the headset for a couple months and now it does not work on either. I've tried updating everything, rolling back the mdqh, uninstalling and reinstalling, re adding my device and factory resetting the headset and still nothing has resolved the issue. I'm stressed cause I'm on a deadline and this is literally stopping all progress.Also note the casting works fine through the oculus website but you can't do passthrough recordings there. It also casting no problem to sidequest, it's literally just the MQDH. I would use the other options if they were not terrible quality. I got the recording function to work, it only works with the recording option of "Both Eyes" selected besides t
Hello, I have a little experience with Blender and was very excited at the chance to get started using Unity on the Amateur level to design some small VR experiences but I'm having trouble with the basic tutorial. I am using Unity 2018.4.2fl as that was suggested in your tutorial here ( https://developer.oculus.com/documentation/unity/latest/concepts/unity-tutorial/#requirements). I have 3 questions - 1. In step 10 it says to set the camera position to 0, 5, 0 and the Rotation to 20, 0, 0 so you can see the play area better. Do they mean to say set the rotation to 90, 0, 0? 2. In the version of Unity that I have selected I can't find the edit button, but when I double click on my C# language program titled PlayerController it opens up Visual Studio. Am I doing that right? 3. After opening Visual Studio I selected the text that was in that folder, deleted it and replaced it with the code used in step 2 of Part 2 (Add a control script to your Player). For some reason, the ball isn't movi
Hello,I work for a company that makes apps and peripherals for the Meta Quest. In particular, we have a device that communicates to the Meta Quest Pro via USB over a HID protocol. Yesterday, our Quest Pro installed a system update (51.0.0.182.268.465860992), which breaks the connectivity to our USB peripheral.The problem seems to be in the UsbPermissionActivity, and the error and stack trace in LogCat are the following: E/UsbPermissionActivity: unable to look up package name android.content.pm.PackageManager$NameNotFoundException: com.Sensoryx.VRfreeStylusSigning at android.app.ApplicationPackageManager.getApplicationInfoAsUser(ApplicationPackageManager.java:452) at android.app.ApplicationPackageManager.getApplicationInfo(ApplicationPackageManager.java:441) at com.oculus.os.vrusb.UsbPermissionActivity.onCreate(UsbPermissionActivity.java:74) at android.app.Activi
i am trying to testbuild an app on linux using UE, following this tutorial with the VR template https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ , using metaXR downloaded from here https://developer.oculus.com/downloads/package/unreal-engine-5-integration/ which runs into 2 errors coz 1. some .h files are not where they are supposed to be when a xxxwrapper calls for them, easy fix thx to cahtGPT = find them and bring them where they have to be, 2. error when trying to copy a file into the project folder coz the ThirdParty folder in Marketplace has a small 'p' , fixed that too, packaging completed, installed on the quest but wont's start, gets stuck forever in the 3 dot loading screen...when i disable metaXR and package with openXR all is fine... tried to use only meta without openXR in case that's the reason but it won't work as metaXR enables openXR...i know i can just use openXR but this is meta so i would like to use
Has anyone else experience picture splitting like this in a video recording on a Quest Pro? It is the Unreal MovementSample and I have not experienced this with any other app or project. Does anyone have any clues as to where I might start looking for a fix for this? The actual view in the headset during the recording is just fine.
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