Quest Development
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I've been using eye tracking successfully for some time. However, we're developing a fallback for devices without it, or it hasn't been authorized by the user, and the api doesn't seem to behave as expected.OVRPlugin.eyeTrackingEnabled returns true in every situation I've tried:PC link with Quest Pro, eye tracking turned off in settingsQuest Pro in a build, eye tracking turned off in settingsPC link with Quest 2We're using Unity 2021.3.15f1 and Oculus v47
Hello,I have a program that was created in Unity for the Rift that I am trying to use with the Quest 2. This is an educational program that I want to test. I can find it through the virtual desktop while linked to my laptop. When I start the program exe, it flashes, then it goes back to the Oculus link virtual environment. My laptop shows the program running and I can see it on the screen, but not through the Quest 2. I do get the sounds coming through the headset. Other programs work ok.Is this an issue with trying to use a program developed for the Rift, or am I dealing with a setting / upload issue? Do I need to ask the developer to export from Unity for Quest 2?Thank you.
Hey there,when I came back to work this morning, I found both of my Quests unable to be listed under adb devices. I tried Mac and Win but the list won't get populated.In difference to yesterday I realised that every time I connect a Quest to a computer the Quest will ask to confirm: "Allow Access to Data. The connected device will be able to access files on this headset." This wasn't there before remains come back every time.I am unable to side load any builds which is kind of a show stopper.
When using VK_KHR_timeline_semaphore, vkCreateSemaphore returns -3 with the following in logcat: <gsl_ldd_control:556>: ioctl fd 68 code 0xc0100958 (IOCTL_KGSL_TIMELINE_CREATE) failed: errno 13 Permission denied As mentioned in the error, permission is denied, further logcat analysis indicates that the OS is preventing access to /dev/kgsl-3d0. It's also worth noting I run a Meta Quest 2 on the latest publicly available firmware.
How long does it take for in app purchases from your game on oculus to transfer to your card you have
Can a sideloaded APK be updated from within quest?I aim to have many headsets installed with sideloaded private apk's and I am looking to see if there is any way that the app can be triggered to updated from with quest.Currently I can only see assume that you would need to re-sideload it.
Hello to everyone.I use to disable guardian in my phisical vr escape room to let the players moove without limits.From 1 week i think, with guardian disabled in developer hub and in the quest, i see the players drifting, all the objects moove a little bit, loosing initial position.How can i solve this? until a week ago there was no such problem...
hello, I have a quest 2 I did everything to pair and start working with quest 2, my quest 2 is paired on the phone, and it could be cast but it doesn't work and is not paired like the below image. after that, I tried to pair and connect with a laptop and it also it didn't work, I used straight connection with lan it doesn't work and also I get messages when I want to use wifi( Im using the same wifi) I have no idea what I should do.
My Problem:when I try to connect my Quest 2 to the PC (Win 10) while dev mode is on and allow to access data, it does not showing up as device. I tried every solution last 2 days and nothing seems to work (including updating all drivers). However my PC does recognize the Quest 2 when I eigther turn off dev mode or simply not allow the access data on the popup window inside the Quest 2. I tried to connect the headset on my laptop and there it seems to work just fine. Any help?
I use ovr_Room_LaunchInvitableUserFlow to bring up an Meta system menu so I can choose who to invite.This has been working until a week ago when testing but possibly could have been like this for a 2/3 weeks.There is no list of players, it just says "Requests" in the top left of the screen and the rest is empty. I am running the game from a developer build installed from android studio, if that makes any difference. I don't think this made any difference in the past though.Keep thinking of querying the players friends and just displaying an in-game menu instead but seems a shame to not use an interface that is the same for all Meta games. Thanks for any help.
Hi, I've made it possible to store progress data to the public storage on the Quest, but I need a unique name per user that isn't the user name or ID that is considered sensitive data. There are ways to hash the names, but I want it to be human readable.What is the recommended naming method to store unique user data on a public folder?Thanks 😊
Hello everyone,I was woundering if someone is actualy working on creating a dumbell app?Here is how I would see it:First of all a user would create his avatar, an avatar that looks like those images of body without skin, showing only muscle and maybe nerves. In the virtual gym the user would see his avatar in a hudge miror and he would see his moves handleing those dumbells with precision. Captors would show him to correct his position and his way to hold and move thise dumbells if necessary. While moving, he would see in different colors those muscles working. The app would suggest programs to workout and allow him to do his own programs and to share them.I think some app like that would get great success.Thanks
Hi, I am using Unreal Engine 5.02 as engine, and I am using the VR Template from the engine. I can generate the apk file without any problem. I add the apk file from my computer to MQDH 3.2 and everything seems fine. The problem that I am facing is the Launch App option from the 3 dot is not available in MQDH. The only thing that I can do is uninstall. However, I already have another apk from a different project and the Launch App option it is available. Has anyone known how to solve this problem?BTW, I checked to File Manager ---> Apps---> and tried to launch the app and it is not working. Same problem as described in my previous paragraph. I am connecting my Oculus Quest 2 using the link cable. The image below shows that the other apk have the option to be Launched within the Quest 2.
Hi everyone. I'm trying to upload my app to the Quest lab. The app is native (some JNI OpenXR and a Flutter android embedding for the UI). `ovr-platform-util` gives me two errors that I cannot seem to resolve: The Android min SDK version is 16, but should be 23 or greater.But, the min SDK version is set to 29 in every possible place I could find. The focus aware manifest meta-data tag must be set with required="true".There is <meta-data android:name="com.oculus.vr.focusaware" android:required="true" android:value="true"/> in the main manifest as well.How would I go about and resolve these errors?Many thanks!
There are so many day-to-day development issues, I thought I'd share some of the big time wasters.(And one potentially dangerous one - I'd love some feedback on #1) I'm disappointed in general at how developer-hostile the headset OS/UI/Shellenv/QuestLink is, and quite annoyed at how many liberties Meta take with our time with regards to not fixing basic usability issues. Please, feel free to chime in with your own annoyances.#1: Airlink/Questlink gets stuck in a glitchy state with broken tracking and flashing warped tracking (daily). Usually just from leaving it on the desk for 5-10 mins.In this state, anything waiting on OpenXR will be stuck, and often crash.The solution is to - (as admin) kill OVRserviceLancher.exe and all descendants- wait for the device to respond to input properly and exit- unplug / replug- Start the oculus app again- sit through "Checking the status of your oculus app"- reconnect Tried: Win10/Win11, AMD/nVidia, n
If all glasses do is warp the way that light hits our eyes to make our vision clearer, then do you think it would be possible to code a VR headset to take a glasses prescription and change the way it presents images to mimic the glasses and clear their vision in the virtual space? That we have glasses prescriptions means that we know how those measurements effect our vision, so why can't we program the headset to make those changes to how it presents images to us? If you combine that with eye tracking and foveated rendering, then it doesn't seem like it should be impossible.
I contacted Meta via Chat in the beginning of January 2023, it has been over a month now. My concerns is that I had an unauthorized charge which was deducted from my account. I thought it was a fraudulent purchase so I closed that debit card in doing so I was issued an new account that was linked to the old account, But Meta is stating that there is a problem refunding the funds that is was issued on that account, I have set up the new debit card on the site, this is been a very frustrating process to say the list. I keep have to contact them to find out the status of this and I keep getting the same reply that the specialist are still working on this. Ticket after ticket no follow up phone call, it hard to believe it only took me 1 hours to purchase their product and games but it has been a nightmare is getting my refund processed. I am not a IT specialist, but on an account aspect of things just mail me a check because apparently somethings as simple as a refund is not a complex as c
I'm trying to use this sample in the latest LTS version of unity with a quest pro headset on a pc. When trying to load shared cloud anchors I get the following error. Any help would be appreciated.xr_cloud_anchor_service: downloadSpatialAnchor:1134 PROFILE: Download Map start 2010393179071102-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Downloading Spatial Anchor:02-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Temp dir: /data/user/0/com.facebook.spatial_persistence_service/cache02-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: Generated UUID: 505dd024-fb27-4453-a853-bdcaea16e36902-01 23:42:48.863 2128 23782 I [CT] : xr_cloud_anchor_service: XRDownloadAnchorsAndMapInput queryInput: {02-01 23:42:48.863 2128 23782 I [CT] : "mapInput" :02-01 23:42:48.863 2128 23782 I [CT] : {02-01 23:42:48.863 2128 23782 I [CT] : "client_session_id" : "b3fa21f9-91ce-39b5-aeb0-521e7f5555ae",02-01 23:42:48.863 2128 23782 I [CT] : "is_public" : false,02-01 23:42:4
I am developing contents using pass-through. But pass-through doesn't seem to measure the distance. I wonder if you can solve it using another camera or product.
Hello,I am working with a developer who is creating their first VR App/game. When reviewing the VRCs, in particular the VRC.Quest.Performance.1 test case. The expected results readsThe application should not experience extended periods of framerate below the requested refresh rate of the display. Exceptions include when there’s a black screen or loading scenes, or when system menu overlays are present.We were interested in, what Meta considers an Extended Period? 5 seconds? 10 seconds?Any information would be helpfulThank you in advance,Lee-Roy
Do you guys have any examples of working code that is able to access the /sdcard/Download folder from a Quest/Quest 2 device? There is not much info out there; you find contradictory statements about apps being already able to do it *or* apps requiring READ/WRITE_EXTERNAL_STORAGE permissions *or* using specialized Android APIs. Has anyone managed to access data from there using their own code, that would like to share here?
NVIDIA GeForce GTX 1650 should be supported for oculus asap, anyone with it who wants to play computer vr most likely doesn't want to upgrade or can't due to money issues.
Not able to connect the quest pro to neither mobile app nor quest developer hub. All the required settings are enabled including developer mode and the device gets recognised on the Developer hub but doesn't connect .The Only issue that I see is two different accounts are logged into the quest pro and quest developer hub...but both are developer accounts.And previously in quest and quest2 there was an option to add additional accounts. I don't see that option in quest pro.Arbor xr (If that matters) is installed on this quest pro for device management but I can exit out of it and use the device as a regular one.
Weird one - canvas rendering fine in the editor, but when the scene loads in the build the canvas won't render (all canvas is black, rest of scene is fine)however, on rollover i can still click a button - and when i do, the canvas moves into the configuration setting for that button and the render works fine from then on. so i'm guessing there is something in the event system that is "activating" the proper rendering, but i cant see what it is? also - i'm using URP!
I'm not sure if there's already a thread out there for this. I enjoy playing BeatSaber a lot, and have recorded a bit in the past on the headset. I'm glad that the feature was added to add additional aspect rations for recording (and stability, which I need to play with more). I think the big thing missing for me is the camera placement. So when I'm recording the video in 16:9 which is what I prefer for obvious reasons, a lot of the times the batons can be cut out of the image completely. I wish there was a way to push the camera back so that they can be in full frame. With the Avatars in game I don't know if this would be a problem but I suspect your Avatar is only visible by other players in multiplayer. An added bonus would be if the camera could be locked to the Horizon versus the movement of the headset. And now that I'm thinking on it even further I would have little doubt you could just grab the camera that Mixed Reality Captu
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