Quest Development
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Thanks to a support assistant Christopher R., I know the exact reason why pairing doesn't work on my phone. IPhones 6 and 6S are also having this kind of issue, and my IPhone SE (1st generation) has the same chip as IPhone 6S, so that's why. So, still, I have to wait for a friend to arrive so I can ask them for help which I hope will happen soon. Wondering if a software update will be released specifically to fix this bug in the meantime.
Ok, so with the new android upgrade, accessing you stored files is a nightmare.Files copied over via USB cord are not showing, MP4, JPG, GIFFiles downloaded via the Browser are not appearing in downloadsIf my app writes the file to downloads, it appearsI've been trying to get android.permission.MANAGE_EXTERNAL_STORAGE to work, but it's not working, app crashes when requesting it. My app is a file manager, so... it needs file access.
Did one of the latest updates disable Kiosk mode on the quest? My app no longer auto boots after following the process in this link.https://theslidefactory.com/kiosk-mode-oculus-quest/?unapproved=781&moderation-hash=393652e1d83e2128... thanks for any helpjosh
Hello. I have a NVIDIA GEFOURCE GT 1650, but I ccan't go to the divelper mode as it says my gpu is not compatible for Rift. What can I do? I'm very new to this so I'm desperate for help.
if I'd like to release an app that premise the Guardian settings are off on the meta store, Would guardian setting be a reason for rejection?
I am working on a hospital room, which has all required equipments. There are a lot of jagged edges that are easily viewable. When i tried workroom in oculus, the texture quality and the model quality of the room is excellent. I would like to know that if ther is any specific settings w.r.t model or texture or material or project is needed to achieve this type of quality.
I saw that the official website advertised that Oculus Interaction V50 SDK had support of Direct Touch technical functions, but now we have updated the SDK version of V50, and no Direct Touch related functions have been found. Check the official website of the V50 version of the update does not have a description of the Direct Touch function. In which version of Oculus Interaction SDK will the Direct Touch function be updated and supported? Thanks!
Hi, I have an app published to applab and sold some copies, and its using up front payment for user to purchase. Now I want to change it into free to play but in app purchase available.. I still want my existing users to have full access to content since they already purchased. How can I achieve this in unity? Or should I just add new content as IAP? PS. I am thinking maybe check the entitlement date of user and decide to hide/show contents.. but can't find the proper API for checking.
My team and I are just diving into VR development with UE5 for the Quest 2. Running into issues finding or knowing all the necessary Project settings, SDK,NDK JDK API etc. Is there a checklist or procedure to setup someone for success?
Please don't skip this isn't your run of the mill I can't get this going post. I have been working in and using the developer hub for along time and I CAN NOT GET AN ANSWER FOR THIS ISSUE! Long story short I can not cast through the Quest Pro on MQDH. When I try to cast I get the same error listed below. This used to work fine, it also worked on my laptop, now it works on neither. Also when I try to record it says the "display is off ...it's not. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, everything is updated, tried rolled back version of MQDH ETC and still not dice. It works fine with my Quest 2, I can also cast with the Quest Pro through sidequest AND the oculus casting website no problem but you can not record quality mixed reality content so they are worthless. This is only an issue with the MQDH and only with my Quest Pro.I'm not sure if it is the root cause but "allow usb debugging" does not pop up
I want to add some environment variables to my app, so that before anyone runs the app those environment variables are set to particular values before running the executable everytime. Can anyone suggest a method to do it?
My game has evolved to include multiplayer coop and light PvP. But my AppLab listing is outdated. I am unable to update my listing since the "save button" is greyed-out.How do I update my AppLab listing after approval?
As the title says whenever I try to purchase one of the SKU's it just says the item is not available even though it is published and everything.
Hi,I've just published my game on Applab. Where can I see the sold units and wishlits? Some dashboards are hidden because of less than 100 copies sold, but how can I track marketing actions if I can't see the current number?Is there a place/API where I can track these, similar to Steam? Thanks
I'm trying Mixed Reality Capture on Oculus Quest 2.I have installed the MRC Tools 5.1.0 plugin in OBS Studio 26.1, but I don't see OclusMrcSource in the OBS source.The following error is recorded in the OBS Studio log. LoadLibrary failed for'../ ../ obs-plugins / 64bit / oculus-mrc.dll': The specified module could not be found. (126) Module'../ ../ obs-plugins / 64bit / oculus-mrc.dll' not loadedWhen I looked it up, it seems that oculus-mrc.dll calls the following DLL. Avcodec-57.dll Avutil-55.dll Swscale-4.dllHowever, the DLL that comes with OBS Studio 26.1.0 is new as follows. Avcodec-58.dll Avutil-56.dll Swscale-5.dll Could you please make oculus-mrc.dll of MRCTools compatible with these DLLs?
I am developing on Quest 2. I am using the Agora RTC SDK which would access the microphone for voice input. I specified the permission in the AndroidManifest.xml file, and also ask it in the Unity code for access. However, the prompt isn't showing up on Quest 2 like it did on other Android devices. Is there something missing here? How does the others voice related app do this?
Hi, Support: we are trying to integrate IAP in our Apps on Quest App Lab, but we didn't find a way in the dashboard to package multiple SKUs as a bundle and sell them together.Is there such a method that can realize the batch sales of multiple SKUs as a bundle, in which user can enjoy the preferential price? At the same time, we also hope that after one purchases any SKU in the bundle, the price of the owned SKU can be deducted when the user purchases the bundle later.
Spent a god awful amount of time trying to get eye tracking working to no avail. tl;dr: it seems like there's an issue with permissions generated in the manifest generation stage somewhere.inspired by https://forums.oculusvr.com/t5/Quest-Development/Movement-SDK-features-fail-to-start-on-Quest-Pro/td-p/994198 Repro and debug info:Unity V2021.3.12f1Oculus XR Plugin V3.2.1Oculus Integration v46.0OVRCameraRig - Quest Features (Eye Tracking Supported)OVRCameraRig - Permission Requests on Startup (Eye & Face)Test Scene: Assets/Oculus/SampleFramework/Core/DebugUI + two cubes with OVREyeGaze enabledFile -> Build Settings -> Project Settings -> XR Plugin Management -> Oculus -> Android icon -> Quest Pro checked Summary:Looking at the manifest in the generated apk (used Android Studio to inspect), I see that face tracking tags are included but eye tracking tags are missing.Additionally, when starting the app with these settings the face permission
I'm on an Apple Silicon Mac When hitting play in the Unity editor, I get this error repeating over and over DllNotFoundException: OVRGamepad assembly:<unknown assembly> type:<unknown type> member:(null) I just want to test my game in the editor using OVR Headset Emulator keyboard controls, but it refuses to work due to this error. Tons of other people getting this same error as seen on the Unity Forums:https://forum.unity.com/threads/preview-game-in-mac-m1-max.1250917/
Hi,I'm currently working on porting a Unity game from Rift to Quest 2. The issue I'm facing is regarding split applications using obb files. I uploaded both the apk and the obb file via the Oculus Developer Hub. (ODH) However, when I install the game on the Quest 2 via ODH it installs the apk but does not download the obb file, even though the large file option is checkt in the settings. Now when I manually put the obb file on the Quest 2's file system the game is not able to load the obb file. After I put the obb file on the Quest 2 I have to reinstall the apk by drag and drop in the ODH in order to make it load the obb file. So I'm a bit concerned how the obb file handling is working with the store? Has anyone else experienced this issue? Am I doing something wrong with the ODH?
I am trying to upload a build to AppLab and getting error "This APK contains libInteractionSdk.so and targets Android SDK 31. This is currently unsupported; please set the target Android SDK to 29 or 30, or remove the Interaction SDK and try again."I am using Unity 2022.2.6f1 and Oculus Integration v50 (also tried with v49 with same error).Anyone else having the same issue with Unity 2022.2?Will try an earlier version of Unity but can't find out which Unity versions that uses Android SDK 29 or 30.
I've successfully connected my Quest to my PC via USB cable, and it shows up in Dev Hub. I ticket the "Metrics HUD" slider so I can see the metrics, but it doesn't work. I look in headset and there's no change. What am I doing wrong here? Is there another step to the process?
Since yesterday evening I am not seeing any matches being made even though players are in the matchmaking queue. Did anyone else see the same issue?
Hello everyone,I'd like to so some performance tests and comparisons with the Oculus Quest using Unity 2020 and i'd like to know how to deactivate ATW. In the article on the Oculus Blog called "Draw Call Cost Analysis for Quest" it states "Disable Asynchronous TimeWarp (ATW) to prevent the ATW thread from blocking the main render thread. TimeWarp is included in each raw GPU measurement." So does anybody know if there is a way to deactivate ATW on the Quest and if so, how?!Thanks,OcuAlph
We very often get "System UX has stopped" on the Quest 2 and the only solution seems to be to factory reset the device. This is super annoying as it takes time, all apps are gone each time and you always HAVE to watch the tutorial video (this is almost the most annoying part, as you cannot skip it and it stops if you don't wear the headset).Is there any quicker fix to this than doing a factory reset?
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