Quest Development
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H all,I made a side-loading build of an oculus app with meta avatar feature in Unity. I am able to load and see my avatar, but the other users that are part of my organization can't.They got that message "Failed Entitlement check 7 - user doesn't have app in library".Is there any solution? Thanks in advance.
How long does it take for destinations to get out of review? I was building out the shared spaces test and I am stuck with my destinations in pending. I created them Monday afternoon, so its been over 72 hours and they are still sitting at pending review on both publish and submission state.
Hi, I'm trying to control spatial anchors. Loading cloud anchors or erasing local anchors works fine.But erasing action of saved cloud anchors always returns error. anybody else having this issue? This is my code: var option = new OVRSpatialAnchor.EraseOptions { Storage = OVRSpace.StorageLocation.Cloud }; loaded_anchor.Erase(option, (anchor, success) => {...} Error message:Anchor:AnchorFramework: Erasing anchor failed for anchor persistence! thanks!
Now i understand that if meta were able to do this they would drastically lose money but it’s a real pain for the 64gb users when they had to realise they can’t upgrade for a 128gb model, we should have an option to so then it’s equal and no one wants to go through the pain of selling or making other ways for money just to buy a new headset. We should be given an upgrade and at lease send back the 64gb model so they can use it for parts at least
Players from Russia reporting that my game is not available in their region even though it was previously available to them (they had purchased the game on AppLab). Not getting political. Those are just the players reporting the issue. Is anyone else experiencing anything like this?
Buenas quisiera arreglar una de las camaras de mis oculus quest, soy de Ecuador, guayaquil, saben si hay tecnicos que puedan arreglar esto?
I am trying to develop a VR app with Unity for Oculus Quest 2. Is there a way to perform force release of currently grabbed objects?I've tried with interactor's Unselect() method but after that grab becomes imposible sometimes, i.e. I can't grab objects with current hand anymore.
on met developer hub the version is set to 3 and when i change it to 4 or higher and try uploading it to developer hub again it still says APK_Version_Duplicate.
Hello!I've been developing for Quest Pro and strictly using passthrough with handtracking. I can't get over how small the handmesh is compared to my hands. I've never realised how poor this scale of the handmesh actually is because in VR you can't compare. But I feel like the fingers are always 1-2cm shorter than my real hands and this really affects the experience. I've tried playing around and modifying the "handscale" factor and bumping that up a bit. But after a while you start to have Mickey mouse hands before the fingers are long enough.Does anyone have a good solution to this or is it possible to use more raw handtracking data and perform my own solution? Cheers
I'd like to use deep linking (or what one could call custom URI scheme or custom application Protocol) from the Oculus Browser to open my Oculus Unity application.Here's what the doc states about deep linking:developer.oculus.com/documentation/unity/ps-deep-linking/Apparently another developer attempted to do that on Oculus Go unsuccessfuly, because the Oculus Browser blocks the deep link opening:forums.oculusvr.com/developer/discussion/69199/oculus-go-opening-application-from-the-browserHere's what Unity doc states about deep lin on Android:connect.unity.com/p/deep-linking-on-android-ios-with-unityAnd it seems it gets blocked on Oculus Quest Web Browser.Anyone already achieved this with succes ? If it's not supported by the Oculus Web browser, could this be supported in a near future please?N.B: sorry for the screen captures instead of code paste but the code contains URLs and I'm not allowed to post URLs on the forumHere's what I can see in the "Android Device Monitor" Log when I cli
Hi I recently uploaded a game called monke move (gtag fan game) But it’s stuck under review for 2 weeks
Hey guys! I was wondering if there is a way to log controller coordinates or hand tracking information somehow and send it to logcat logs. I'm working on a project where I need to do this. Do you guys have any idea? P.S. it would be great if I don't have to instrument or change the code for my app and if this info is being already logged somewhere.Thanks!
Hi all,Is there any way that we can publish an app to the store, which can only be downloaded to a Quest 2?Thanks in advance.
In the documentation for IAP it reads, add-ons have 2 price display options, the defined price and the $0.01 off that displays for developers within the org.Well when we login to test this, it does not behave like this on the alpha channel or the live channel. Both have discrepancies. We have seen people outside the org. purchase items for $0.01. On the back end, for my account, in the alpha channel I see this:And the store page is this: Is hard to monotize a game with values all over the place and items being sold for $0.01. Our economy is being crippled by these bugs. We have not been able to find a reason for these price discrepancies. We can not understand why. We use the function GetProducts by sku. So we send a list of the skus we need to display. Seemed more reliable than trying to sift through all the products available.
I had 5 Quest 1's. Did a factory reset on them to pair with a new tablet. Only got 1 to pair successfully. RMA'd the remaining 4 to Oculus.Just got a refurbished unit back and it also stops at the pairing screen. Tried to pair with phone with the same result. What gives Oculus?
I am trying to make a multiplayer VR game, and after uploading Apk and installing it on oculus, when I launch it the black screen and the three dots keep loading.
Hello everyone, today i discovered that many of my applications developed with Unity no longer open, some do not start at all, in others only the black screen appears. Now the apps have been installed on different devices and different accounts.the problem doesn't seem to come from unity builds as somebody starts a certain app and somebody else doesn't. I can't find any correlation. Also unistalling the application manually and reinstalling it the problem persists, same thing doing the factory reset.Please Help me!
As shown in image hand is shown broken when I try to build it to oculus and run it. Its fine when running in unity and my previous apps are also running properly. Please help me to understand this issue.
Context: I would like to subscribe to webhook events to receive notifications whenever a user's subscription changes (ex: buying a subscription, canceling a subscription, changing the subscription date, etc.)Possible solution: According to the official documentation, it seems to be possible to subscribe to webhook events to receive real time notification whenever the Application object changes. The Application object seems to have 3 fields, join_intent, create_new_session and order_status. I think that subscribing to the order_status field would send events whenever a user's subscription would change.Problem: I can't find any documentation about the order_status field. There is some documentation about the join_intent field, however the only thing I found about the order_status field is this sample from the Oculus dashboard (when subscribing to the Application webhooks): { "field": "order_status", "value": { "event_time": "1659742639", "user_
Is it possible, and has anyone implemented, to use the webhook feature for Quest IAP purchases, including subscriptions?Right now, a server is making requests to the entitlement and subscription APIs to check on the status.If its possible to receive a webhook when a customer makes a purchase or if there is a change in their subscription, that'd be ideal.
I received my QuestPro controller today and tried to use it with my Quest2, but for some reason it didn't work. I have tried all the solutions I have found on the internet. I have tried all of the following solutions and have not been able to use the Quest PRO controller with my Quest 2. I can't find any other solutions, so if you know of any, I would be grateful if you could let me know.tried↓・Attempt to connect as normal・Charge the controller・Ensure that the versions of the smartphone app and the headset itself are up-to-date.・Reconnect pairing.・Initialisation of Quest2・Changing the Wi-Fi connection point・Wait a few hours for pairing to take place.・Restarting the Quest2 after pairing※The attached photos show the current situation. I am now charging the Quest2 and the controller while waiting for the pairing completion notification.
I have been in contact with Quest2 for 3 years, and the current system has been updated to version 49.First of all, I am very grateful to have such a VR device that allows me to appreciate the shock of the metaverse. I have always spared no effort in recommending Quest to my friends.However, Quest2's hardware is very good, but the software has always had some unbearable problems.I have been looking for related feature settings since 2 years ago, but there is no result.--------------------------------In the column of all applications in the main control room, there are a large number of invalid or even disgusting records.These application records include uninstalled, not installed, usage tutorials, etc. Although I can switch to the installed column, the primary usage tutorials that cannot be hidden and some application icons that cannot be used at all still cause me a lot of trouble.As an old Quest player, there is really no need to repeatedly display various elementary tutorials on the
I havecoculus quest 2, my oculus quest 2 doesn't even see my phone hotspot s23 ultra 5G. My headset can see only 2.4G but when i change to 5G it's not even on the list on wifi in the headset. Tried everything such as reset to factory and all that. Nothing helped
Helloquest pro passthru no longer works hand tracking etc. in bright light and on white backgroundThis is very inconvenient when there is a white table etc.I think it looks good enough if it's not overexposed, but is this on the improvement list? Or is it impossible due to hardware characteristics?
I've changed my app from BETA channel to be available in the Applab. It's changed but when I search with the exact name in the Oculus store, it's not listed in the Applab section. I'd like to know how long it will take to be visible to users.
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