Quest Development
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They were able to put out in the Wild Card round. Miami Dolphins in the Wild Card round Mut 23 coins, and despite failing to score a scoring touchdown in the game against the Kansas City Chiefs, the defense stepped up big in an 18-16 win during the divisional round. Le'Veon Bell is carrying the offense on his shoulders. He has rushed for a combined 337 yards in the playoffs. Roethlisberger hasn't been as sharp in the playoffs, but with Bell and Antonio Brown terrorizing opposing defenses and destroying defenses, he's not had to be at his best. The Patriots have dominated another AFC East title and are competing in the conference championship for the sixth time in consecutive years. That's the standard of excellence we've seen from Brady and Bill Belichick, who are seeking the seventh Super Bowl appearance together. Brady faced a tough time playing his fellow Houston Texans at the divisional round. However, three touchdowns scored by Dion Lewis was more than enough
I've trying to add a deep link to the store page to another app (from a demo version of the game to the main version store page). I have something working but it seems to only work every second time and I'm totally lost to why. This is the code I'm using to trigger the opening of store AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageManager = currentActivity.Call<AndroidJavaObject>("getPackageManager"); AndroidJavaObject i = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage", "com.oculus.vrshell"); i.Call<AndroidJavaObject>("setClassName", "com.oculus.vrshell", "com.oculus.vrshell.MainActivity"); i.Call<AndroidJavaObject>("setAction", "android.intent.action.VIEW"); i.Call<AndroidJavaObject>("putExtra", "uri", "/
Hello Everyone,so i have integrated the TTS package and I connected it with GPT-3 API and it works fine with small text up to 4 sentences but if the response had a big text it would give me a status code 400 with message load failed and Web stream error, and i have checked the run time clip cache and it doesn't show big texts.can anyone help?
Hi, I’m trying to import my Quest 2 User Image to Unreal which I want to apply to a custom mesh but with no luck so far… I’m using SharedSpaces with the UE4.27 Oculus fork.This is what I have so far I would be thankfull for any advice
Can I play "Little Cities" on an Oculus Rift S???
Today I suddenly cannot play Beat Saber without logging into a Meta account and registering my device. I do not want to play games with my real name. I do not want all my social media accounts tied together. Everyone I know doesn't need to see every thing that I do. My boss doesn't need to see if I played Candy Crush. Robots do not need to track whether I have hemorrhoids or acne or want to buy a new placemat.Sadly, I will be dropping my Oculus off at a recycling center and I will not buy another. I will miss Beat Saber very much.
I'm running into an issue working with Quest 2 headsets where the "Allow connected device to access files" pop up is now blocking us from running automation of our game on the headset. If I go to the device we use for automation and manually hit "Allow" on that prompt, the automation runs fine, but because we reboot the headset during automation runs, this is blocking us. Is there a way for me to:- Permanently allow this for a development machine?- Accept this dialog via adb / in some other automatable way?
Hello, a few hours ago I received my quest 2, and I'm very happy, but it asks me to log in to the Oculus app, but when I log in, the site is on a white screen and I can't proceed with the account setup, if I don't log in on the website I can't complete the quest 2 setup This is what happens when I log into my account on the oculus app and this is what appears for me in the quest 2
I use the d-link Air Link with the quest 2.Whenever inside a game I grab a lever or a dial, the controllers start acting differently.If it's a dial then it won't spin as much as my hand, or it'll spin out of control.If it's a lever it'll either almost not move at all or just jump between on and of.
I wonder if there is a tracked keyboard with nordic layout for Quest 2? Preferebly an all in one. It is hopeless to work when you cannot se what you are doing on the keyboard... I work in Virtual Desktop.
I have a couple questions regarding Cloud Backup during development.1) What are the details for cloud backups and different release channels? Are they separate per channel?2) I've noticed game data persisting after uninstall before reboot. Is this data used if the application is reinstalled before it is deleted? Can the data be used across release channels?
When we have a button to poke, what is the threshold of triggering a poking action? Which variable can we change to change this threshold? Thanks for any suggestion.I am using this:https://github.com/XRBootcamp/InteractionSDKhttps://xrbootcamp.com/meta-oculus-interaction-sdk/
When I test my game on pcvr the hands are lined up with my irl hands but then I load my game up on my quest2 the hands are rotated off center. Im using unity as a game engige dose anyone know any settings that will fix this?
All I want to know is how long does it take for your game to release on app lab because I put my game up for submission and I would like to know
I am trying to connect the Quest 2 to a laptop over USB to copy files, but it does not show up in Windows Explorer.I started with the provided cable in a USB-C port, but then the device was also not recoginised by ADB. When using a regular USB port on the laptop the device was recognised and Windows showed Ready to use, but it does not show up in Windows Explorer. I then started adb and it first came up as unauthorised and after allowing connection in the headset it came up as device, so that works fine. But it still did not show up in Windows Explorer.I found this support page https://support.oculus.com/795778631158860/ that tells me to check the driver in Windows device manager. It did have a warning sign so I tried to update the driver. First automatically, but that gave no update and then followed the steps in the support page. But the MTP USB driver was not in the list.Tried several options to install the MTP driver:The MTP Porting Kit, did not workThe Media Feature Pack, but
I’ve been trying for over an hour to verify my developer account, but it’s not working. I’ve entered my phone number multiple times and never got a single code sent to me. Now it says I’ve requested too many codes even though I didn’t get any. also Idk if it actually needs “my” card information or not before sending my number. kudos to Meta for making developer mode harder to access /s 🙄
Is there a UI kit available for the Quest system UI? This would be great for prototyping/designing UI to be more consistent with the system UI. Is there anything like this available to developers? I haven't found anything in the dev resources section. Thanks.
Maybe I'm doing something wrong, but I just downloaded the official controller models and the Pro controller is looking kinda wack. https://developer.oculus.com/downloads/package/oculus-controller-artFBX import, basic material using supplied maps. The left side uses normal right side doesn't. Both look really sketchy, especially around the buttons.Any suggestions from anyone who knows what's up?
Hello, I am testing a copy of Shared Spaces. However, players do not receive my invites when I send them and cannot join rooms. Is this because my destinations are pending review? If so, how do I get them reviewed?
It has been many months since we have uploaded a build to our Alpha Channel. Today I try uploading and get:'The apk is signed with different certificate than previous version'.Of course, we have NOT changed our certificate - ever. Any thoughts on what else could cause this?Previous uploads were done through the website (deprecated) or the Oculus Platform Tool in Unity. Trying this build through MQDH.Any suggestions would really help my blood pressure!
https://developer.oculus.com/documentation/unreal/unreal-scene-overview/I'm reading these docs. I imagine the normal usecase is to scan a static unmoving room to build a scene model to find and interact with unmoving scene entities. If my table is a plane, my user places it then moves the table, how long does it take for the quest to correct the underlying scene model. Imagine this usecase as an example. I balance a small city on a platter in my hands infront of me. I tip the platter to interact with the city, will the underlying scene model update fast enough to make this concept playable?
Trying to share spatial anchors to other local players.The anchor is created without problem and getting a Uuid. Can save the anchor locally without problem.But changing to StorageLocation.Cloud results in error.saveOptions.Storage = OVRSpace.StorageLocation.Cloud;oVRSpatialAnchor.Save(saveOptions, (anchor, success) =>{Debug.Log($"WaitForAnchorInit save cloud success={success}");});Always results in success=false with a "Save failed" in log - no other info. Activated "Share point cloud data" under "Device Permissions" in Settings on HMD without any success.
I enabled "Enable public opt-in" for my ALPHA and BETA release channels, yet I can't find a way that users can opt-in themselves to the app through the Oculus software or website. With a test account, I've tried searching for the app by full name in the Oculus Store (website, mobile, and in headset) or by using a direct link to the app listing. Neither of these works. How are users supposed to opt-in themselves? Thanks you.
Can I get some assistance? I sent this to developer.support@oculus.com and was told it would not be actioned and my only choice was to put a question on the forum."Issue 1. I cannot upload I get a generic OAuth Error, and I can't login 4 ticket. When I attempt to upload I get A server error occurred. The request will be retried. Here is my log: https://pastebin.com/ecLyFXpb Issue 2. I cannot login at https://auth.oculus.com/sso/?brand_id=114094120251&locale_id=1&organization_id=470108427395479&redirect_uri=https%3A%2F%2Foculusdevelopers.zendesk.com%2Faccess%2Fjwt&return_to=https%3A%2F%2Foculusdevelopers.zendesk.com%2Fhc%2Fen-us&timestamp=1676947222&utm_source=oculusdevelopers.zendesk.com&utm_medium=oculusredirect# I get (ss) but if I try to login it tell me the userid is already taken. I've attached screen shots." I'll create imgr links since I can't add attachments like I did on my rejected email.&n
Other oculus users cannot load their avatar in my apps. they already have a developer account and joined as admin in the app dashboard. There is an error something like this 'entitlement check failed. user doesn't have the app in the library, they are installing the app from ODH. Does anyone know what happens to this issue?
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