Quest Development
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Hello, I am incredibly frustrated. For the past two days, I have been unable to verify my phone number with 2FA in order to gain access to "create an organization" so I can enable dev mode on my Quest 2. My phone number has been entered correctly, the problem is with Meta not sending me a text message with the 6 digit code needed to verify. I have scoured the internet and seen other posts with the same problem, yet no solution or acknowledgment. Due to this inability to verify, I cannot develop content for the platform, and will be left with no choice but to abandon Meta and purchase a competitor headset. I reached out to the general quest support (As there is no "Contact us" on the developer support webpage), and after a lengthy session they simply redirected me back here. Please help, as I would like to support the Quest 2 and develop on this platform.
recently, I bought an oculus quest 2. I created 2 accounts one for me and one for my brother, my brother took ownership. he activated developer mode on his account but I cant because I cant connect the headset to my account since he connected it. does anyone know a way for me to activate developer mode without pairing the oculus or anything, I need help.
I want to develop an app using Spectator Mode in Quest2.For now, I built the Oculus Integration sample scene, Oculus/VR/Scenes/SpectatorMode.unity, and ran it on Quest2. However, the video cast to my smartphone did not switch to Spectator Mode when I pulled the trigger on the controller. Upon investigation, I found that the following code in UpdateSpectatorCameraStatus() in OVRSpectatorModeDomeTest.cs is not working. if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger) || OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger)) { camMode = OVRPlugin.Media.GetPlatformCameraMode(); if (camMode == OVRPlugin.Media.PlatformCameraMode.Disabled && readyToSwitch) { OVRPlugin.Media.SetMrcFrameImageFlipped(false); OVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Initialized); StartCoroutine(TimerCoroutine()); } if (camMode == OVRPlugin.Media.PlatformCameraMode.Initialized && readyToSwitch) {
Hey all,I am a developer currently making a small app for a customer. I have a quest with developer account and would like to send the app to the customer's quest 2 without them having a developer account. What would the best way to do this? I've seen sideloading and app lab as an option but I would like to keep the amount of steps the customer has to take to the smallest as possible and this app does not need any verification as it is private.Is there any other way or should I go for the app lab route?Kind regards, Chris
I tried changing my package name according to these instructions. Specifically, I tried to change the name on the XrCompositor_NativeActivity project. I followed several online instructions for package name renaming, but I still get this error when trying to upload my APK for App Lab: "The APK package name, com.oculus.sdk.xrcompositor is only allowed for first-party application."Can someone please tell me how to fix this error? I get this error on Meta Quest Developer Hub when uploading my release APK.
I'd really LOVE if someone were able to make an app where you can be a carpenter or an immersive experience of being one.My younger brother is only 43years old, and is suffering from Early Onset Dementia.I have been able to get him driving again through the VR experience as well as rock climbing. I'd love for him to be able to feel like he was building again, as he absolutely loved his job!I'd also love to be able to access a fishing experience (not a game where he has to move from place to place, but one where he is simply able to cast, reel in and catch fish. There are SO many good things so far about this for him!
The "Controllers are not tracking" popups are constantly showing on the Quest Pro, even if I am in Desktop mode looking at my windows screen, or hand tracking mode. there is no way to remove them in the settings. It says push volume up and down at same time, did not solve. Also when Hand Tracking in my apps, I see them popup a lot, you guys must of forgot something in your code before you shipped to disable these popups when using hand tracking or in desktop view mode. This is a bug. Please fix.
Before the most recent update, my headset worked fine but thanks to your forced update the guardian system no longer works and has completely ruined VR for me, I will be throwing away my headset thanks to your useless, patch notes-less **bleep**e update that did nothing of value for anyone and only made things worse. Imagine having such **bleep** developers that deliberately put out bug-filed updates that ruin customer headsets. Also, any and all advice on the issue is outdated and does not apply anymore because you never stop doing pointless updates like the one that killed my headset. (and the one that took away the ability to turn off the guardian without becoming a literal meta-approved developer WTF?)
What's the best way to change Quest app from paid to free to play? I want to make sure the users who paid for the app do not lose any functionality which would be available in free to play app for purchase. They should not have to purchase the in app purchase items for those features to work. Is there an API to check on what date the user purchased the app?
Being working on a vr project with the oculus integration version 49 which was release just some few days back. Am using Unity for development. After upgrading to the latest version I tried doing some hand Grab pose but it does not work and keep showing me errors. Have verified I have everything in place several times and I definitely don't see what the problem is. The error am getting on the console. when I click on record pose
Hello,I would like to launch an Unity scene inside the Oculus Quest by using an application on another device (smartphone).More precisely, I would like to developed an android app with a UI with different levels. When you press them, I want the scene to be loaded on the Quest. This app will also cast what the player sees and allow the user to pause the game and control volume.Do you have any idea of how to do it? It seems difficult to do it from the Oculus software since we can't bypass it.This field really is under my competences but if you know in what kind of development I should go and the kind of engineer I need please let me know.The subject isn't yet on the internet and I have no idea where to start. If you want to participate to this debate, It would be perfect.
I updated my Meta Quest interface to the most recent version. I uploaded an APK to test a project I am developing. I cannot find the "unknown sources" option in the search bar to find my newly uploaded APK. Where do I need to navigate to, to open it?I used SideQuest to upload the APK to the Quest.
So after a days worth of searching I finally found that Meta has removed the oculus home when you connect a quest 2 to link mode, in my case airlink. What is left is a white room with a grid and a VERY annoying ambient background sound. There is NO WAY to mute this sound other than muting master volume. I want to use my pc desktop in VR, watch movies, use Discord and everything is overlapped by that god awful noise. If you are going to remove a feature like oculus home that did not have that noise at least make sure what is left is fully functional. Add an option to mute the background noise or give us back oculus home!This is probably going to be my first and last Meta product. Having a $100 price hike right before I bought it, having a useful feature removed with no notice or info that it was removed (had to search for hours to find it was not a bug) and then to have this noise I can't get rid of while trying to watch a video in VR. I should have just sprung for an Index.
soggy spong
how do I get to create new developer?
I checked every for it + i have oculus integration installed
Here's what the client wants to know: In essence, how long would you expect from roll out to have to redo sim/replace hardware? Just a ballpark.
My right controller doesn’t work with the tracking. I tried everything. I reset my whole quest to new. I tried to link it again didnt work. Nothing works
me an my save
We deprecated the App lab version of "theBlu" we were using for development so that we can now create our actual Store Release submission for today. (the team is doing their final hand off to publishing and submission to certification TODAY and we are getting the following error every time we try to create a new "theBlu" Store Submission release.An Error Occurred!MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDDE4OHGXnDB2Please advise and help ASAP as this bug is blocking our scheduled handoff which could significantly impact our schedule if we do not get this resolved today. please help! -Adam
We are requested to change Supported Controllers to get the app approved, but when I open "App Submissions" -> submission -> "App Metadata" -> "Specs" and change something "Save changes" button remains inactive and I see a hint: "This metadata has already been approved and cannot be modified".What am I doing wrong? How can I Crete new version of app metadata in such case? What if I want to change description or image?
* Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 has been released on Fri Oct 08 2021. ** Please use the following command to update it: ** > \AppData\Roaming\odh\ovr-platform-util.exe self-update * [1mValidating build[0m ERROR: Validation identified the following errors:This app includes the following 32-bit only (armeabi-v7a) libraries: libOVRLipSync.so, libmemalign16.so, libovravatarloader.so, libmain.so, libmemalign16_cpp.so, libMonoPosixHelper.so, libovrplatformloader.so, libmono-native.so, libopenxr_loader.so, libmonobdwgc-2.0.so, libunity.so, libOVRPlugin.so, libOculusXRPlugin.soim using Unity 2022.1.0b2.2474my Oculus Platform Command Line Utility is 1.67.0.000001 so idk why its says that its old, i tried to update it but its not working and it says that version is latest lol.
I desperately need an actual person to help me figure out this issue. I asked on the oculus forums and on the Quest pro reddit with no help. I contacted Meta Support, they passed me off to "developer support" which in turn told me they only handle administrative issues and told me once again to ask in the forums. I have yet to have a single actual person look into this issue that halted my work completely. 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" as shown in the photo. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, different operating system, everything is updated, tried rolled back version of MQDH, usb ports, cables, etc and still not dice. It works fine with my Quest 2, I can also cast with
Administrators cannot view or install apps in App Distribution. The app is no longer available on any member's headset that was accessed through Release Channels. I can't find a solution for it, is there even any? Regards
Hi,I had submitted my App for review in October first week. It shows still under review. I had submitted another app a few months before and the review process happened within 3-4 weeks. But now it seems to be taking forever. Is everyone having the same experience?
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