Quest Development
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Hello everyoneWith the update to the Meta VRC's and the requirement of having an in-app user reporting mechanism, we opted to use the User Reporting Service offered by Meta. We have set it up for our apps which was a mostly smooth process but ran into two issues/questions.Is there a way to report a user using a different kind of id or by using a free-text field rather than the Meta user id? Currently, using the Meta user id seems to be the only way, but to report a specific person we would have to make this id visible in the app and would prefer not to (for aesthetic reasons and safety concerns).We do not receive the reporter's email address. Despite it being part of the reporting process and checking the box that I am willing to share my email address, it is not part of the report. Is this a bug that anyone else has experienced?Thank you very much for your help!
I'd like player to scan their desk so I can align a panel in the game with their physical desk.In the Horizon workroom, it brings up the settings menu and ask the player to add/edit the desk and then goes back to the app and generates a table top.How to achieve the above flow in my game/app? I've only find APIs around the whole scene capture and it looks very different than what happened in the Horizon workroom
An emissive material ist not working when deploying to the Quest.What's the workaround?Is it actually possible possible to deploy Shader Model 5 to the Quest?Thank you
Hi everyone.I am working on a VR app that has dynamic text content fetched from an API. There is a loading screen in the app that uses the OVROverlay (Quad) to assign a texture (RenderTexture) created from a TextMeshPro component in runtime. This works fine in PCVR while I am testing using Quest Link, but doesn't work in an actual build. I have tried few things to understand why it doesn't work. I tried converting the RenderTexture to a Texture2D, but even that doesn't work. I verified that the texture is indeed correct by saving it as PNG to the PersistentPath. I also tried using the OverrideOverlayTextureInfo method (in Update), but it didn't work (not sure if I did it correctly). I have attached a screenshot of the OVROverlay Component from the inspector and you can find the code I used to achieve this below (Commented lines include some of the stuff I tried to fix this issue)Thanks in advance!Device: Quest 2using System;using System.Collections;using UnityEngine;using TMPro;namespa
Hi. My app has been in review for a while, most tech checks are passed, but I needed to provide some more info on our privacy policy and app monetization. I was asked to write my comments in the "Notes for reviewer" field, so I did. Now a week has passed and the reviewing process has not continued (still the same issues are highlighted). Is there any way to contact the reviewer to make sure (s)he can continue reviewing?
Dear Meta Dev Support,As an developer I am writing to inquire about the "Try Before You Buy" feature on Meta. Could you please provide more information about what this feature is and how it works? Specifically, I would like to know if the package included in the "Try Before You Buy" feature is the same as the official game package?Additionally, I would like to know if there are any differences or distinctions we should be aware of between the "Try Before You Buy" package and the official game package?Lastly, could you please clarify how long users are able to trial the game using this feature? I would appreciate any information you could provide on this matter.Thank you in advance for your assistance. I look forward to hearing back from you soon.Best regards,Karen
I've tried three days on uploading apk, but no solution works.1. Developer Hub: the upload button is grey in both Mac and Windows. In Windows, it has the CLI in Downloads, but it doesn't appear in Mac. Anyway, it's grey button that is disabled. I've tried the older version of developer hub tooin Mac, but it said CLI is not found. 2. In unity editor, the upload button is grey too. It alway has problem with downloading a valid executable.3. cli tool: it always has problem with "A network error occurred. The request will be retried." I've tried four laptops and several VPN nodes. It showed the same error all the time.Can someone save me from this? REALLY REALLY APPRECIATED!!!!It's the last step to finish my first Oculus App, but it's the hardest part to complete.
Hello,So today I wanted to play on may quest 2, so I started it and there was my vicinity but i couldn‘t confirm my guardian. I was stuck for like 20 minutes, I had the hope that it will work, but it didn‘t. What should I do?
and i am also trying to enable developer mode / usb debugging. to no avail. its shocking how such a simple requirement has simply been disabled by meta.... unbelievable. just let people enable usb debugging / adb on their devices without jumping through hoops... and even those hoops don't work!
Hello,When creating an anchor and then sharing it, we come across an error on the app logs:"Saving anchor(s) failed. Possible reasons include an unsupported device." When I check the adb logs, I get the following errors:SP:AP:AnchorPersistenceConfig: getCloudPermissionEnabled: oculus_spatial_anchor_cloud=falseSP:AP:AnchorPersistenceRuntimeIpcServer: Request denied based on storage location for package com.Oculus.UnitySharedSpatialAnchors, sessionUuid:e0d791ec-49a1-4948-abd4-e4754812554bSP:AP:AnchorPersistenceRuntimeIpcServer: Aborting saveAnchorV3 for package name: com.Oculus.UnitySharedSpatialAnchors SP:AP:AnchorPersistenceRuntimeIpcClient: Failed RPC for saveAnchor, rpcAllowed: false, CallServerRPCResult: 9 SP:AF:AnchorFrameworkSlamAnchor: saveAnchor failed! Do you have any idea how to resolve this issue (I can't seem to find anything on internet) ? Could it come from a missing Android permission ?
Our Oculus submission has a flag to verify our organization, however, within 1-2 hours, any documents we submit change the verification status to "Needs more information". All documents we submitted have our organization name, address, and phone number, and are on the list of accepted documents. We've read on the forums that someone had luck with submitting their documents via Safari, but our team doesn't currently have access to that browser. We've tried submitting using Chrome and Edge.Unfortunately, since the verification pop up came up, we've not been able to cancel our submission and make changes to our build since the buttons are greyed out. We're stuck here (unverified and unable to add a build/resubmit) and we're not sure how to proceedAny support, tips, or advice are appreciated. Thank you
Can’t switch users at login screen. The button below the pattern is missing. It defaults to the admin account. How do I login?
A few members on our team are failing the entitlement check in our app even though they are subscribed to the release channel they have installed. Any ideas on what to try to fix this?
Hi Team, Thank for you for hard work! Meta Quest Browser has been awesome to develop with. I'd like to report a bug, or at least an oddity.. I've noticed that the Meta Quest Browser enforces sandboxed IFrames to have "allow-same-origin" be toggled, or else VR content cannot load and with threejs (webxr) specifically, it will crash the browser! This behavior does not happen on Chrome, though I am using a chrome plugin to use "VR" on my local workstation, so its not exactly a 1-to-1 test. To reproduce this issue, create a simple Iframe with threejs/babylonjs webxr content in the srcDoc attribute: This below example WILL work. <iframe scrolling={'no'} style={{ display: 'block', border: 'none', margin: '0px', height: '100vh', width: '100vw' }} sandbox="allow-scripts allow-same-origin" title={scene_uuid} srcDoc={sceneJsData} hidd
Hey,Basically, i whanted to turn on developer mode on quest and i tryed to turn developer mode on account (like the page where you need to verify first) i chose two factor authentication. After that i added autheficator app and well it didnt work, i still cant create organisation or app.Any ideas how to fix that? I litterally cant start any project because of this error...
We had some huge performance issue on new firmware update with our store apps. I would like to double check if someone else here got the same problem. Our 72fps apps running down to 8-40fps and spacewarp going crazy. Even our R&D apps running low after this update which is a lightweight poly testing grounds. All SDKs and plugins & API levels- are up to date and we cannot find the problem except some heavy threading work on IOTCAM. Can also say Semaphore running on 80-200ms for no reason. Thanks!
If you're having trouble connecting your Oculus to the mobile app, here are some tips to help you fix the issue:Check your network connection: Ensure that your Oculus and mobile device are both connected to the same Wi-Fi network. If your devices are on different networks, they may not be able to communicate with each other.Update the Oculus app: Make sure that the Oculus mobile app is up to date. Check for updates in the app store and install any available updates.Restart your devices: Try restarting both your Oculus and mobile device to refresh their connection and clear any temporary issues.Reset your Wi-Fi connection: If restarting your devices doesn't work, try resetting your Wi-Fi connection by turning your Wi-Fi router off and on again.Regards,Rachel Gomez
Hi,since version 50 the WebXR resolution has been dropped (tested with Oculus Quest 2 and Meta Quest Pro).The VR view is now noticeable more pixelated and less detailed/sharp...Please restore the previous behavior/resolution!Best regards,Klaus Reinfeld
Hi,I've created an app and I want people in my organization to be able to test it with me. I added one person to the organization and she now has the app in her library on the Quest device (headset) and gets all updates as I push them. I have since added a few more folks to the organization and they do not have the app in their library. Keep in mind that she is not on any 'tester' list as I never did that for her as she had the app in her library after I added her to the Organization (within minutes). I have since tried to add "testers" to go that rout and no one can seem to log in with their test account. I tried it myself as well and no luck, but again 'tester' was not necessary for her at all. Again, I never added a tester the first time. All I did was add my partner as an Organization member and she has the app listed on her headset and on the "Oculus" app on her phone. Can someone please help. Again I would like to stress that I only added her as an Organizatio
Is there a way to send controller inputs to the Quest 2 without using the controllers, gesture/hand tracking or voice commands? I'm working on a project for people who may not be able to use regular input methods due health conditions or impairments. The idea is to lead and control the entire Quest VR experience (not just a specific app) externally from a PC/Laptop/Smartphone. Quest standalone, no PC VR. Example: Pressing the spacebar on the laptop simulates a "B" key press from the right controller. Just wondering if there's a simple solution or if a bluetooth module/device has to be specifically built/used for this.
Does anyone know how to fix this? I'm working on developing an app and this is nauseating. When I press the Oculus menu button (on the right hand controller) it seems that the menu is tracking my head movement. How can I stop this from happening? Thanks in advanced! Example: https://www.youtube.com/watch?v=8nv0Xe_t97U&ab_channel=TkMe2Mrz
Ok, so I'm trying to get around an Android 12 issue and from what I can tell, the VR implementation cannot display the permission dialog for android.permission.MANAGE_EXTERNAL_STORAGE, but sideloaded 2d file managers are able to. I can already have the java load up another view, but the VR from unity is still kicking in. How can I turn it off?
Not able to find movement SDK in Oculus Integration SDK v46. Am I missing something or its actually not shipped yet?
Hello, I don't know if this is the right place to post this.. I wanted to know if it's possible making the taskboard move with you on quest 2 VR headset: for example-I have a tab opened watching a video in AR (so I can see through the passthrough) and I want to go in the other room to take something; I can only move the tab circularly around me, but It won't come with me in distance, not automatically, nor with the help of joysticks; so, I am wondering if it's possible to lock the taskbar at a certain distance and making it follow me. I hope I was fairly clear with my question. Thank you all
We've used the OnComplete() callback method for both the app entitlement check as well as for IAPs. It used to work with no issues, however, after moving to a new machine and importing the Unity project these callbacks aren't being called at all. Can anyone help?
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