Quest Development
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After changing my unreal version from 4.26.1 to 4.27.2 my oculus quest packaged game stopped working, it loads fine, but there is no sound and the screen is all black except of my print strings, I can travel between levels and stat scenerendering shows some drawcalls etc but nothing is visible(even draw debug spheres), also http requests fail as well. Other that that the logs are looking fine.The splash screen is hiddenManual camera fade is set to 0Stat levels shows all sublevels loadedLightning was built for all levelsLoading screen is visibleStereo layers are visible here are all my rhi logs: LogRHI: App is packaged for OpenGL ES 3.1 and an ES 3.2-capable device was detected. LogRHI: Extension eglPresentationTimeANDROID Present LogRHI: Extension eglGetNextFrameIdANDROID Present LogRHI: Extension eglGetCompositorTimingANDROID Present LogRHI: Extension eglGetFrameTimestampsANDROID Present LogRHI: Extension eglQueryTimestampSupportedANDROID NOT Available
I wanted to get a new update for the quest, but I came across that the update didn’t come after more than a week, I live in Ukraine, and after asking my friends, none of them received a new update, what’s the problem?
Please cancel my account deletion
Hey, has Oculus rooms API been broken in the past few days? I saw the announcement about deprecation and we are using oculus match making, it was working til 3 days ago. Second breakpoint is not triggering, the first is. Means they aren't sending the Match found notification. Some service must be down.
So I can build without issue from Unity for Android/Quest2 and load the project no problem onto the HMD. But whenever I use the Oculus integration build options which supposedly patch via the gradle cache it craps out without even writing a file (it completes the build successfully but then throws "Gradle exited unexpectedly" and writes no files at all. Does anyone have a suggestion for this or should I simply use Unity's build tools and stay away from Meta's?
I'm testing Shared Spatial Anchors on Meta Quest Pro. The codes below.using System.Collections; using System.Collections.Generic; using UnityEngine; public class SpatialAnchorSender : MonoBehaviour { [SerializeField] ulong partnerUserID; void Start() { StartCoroutine(Share()); } IEnumerator Share() { var anchor = gameObject.AddComponent<OVRSpatialAnchor>(); yield return new WaitUntil(() => anchor.Created); var anchors = new HashSet<OVRSpatialAnchor> { anchor }; var user = new OVRSpaceUser(partnerUserID); var users = new HashSet<OVRSpaceUser> { user }; OVRSpatialAnchor.Share(anchors, users, (collection, result) => { if (result is OVRSpatialAnchor.OperationResult.Success) { Debug.Log($"Success sharing {collection.Count} anchor(s)."); } else { Debug.LogError(result);
Hey good afternoon so basically I wanted to buy a Music Pack on Beat Saber so I asked my Dad and he said yes so when he tried to add the payment through debit card which usually works but this time it didn't so I was confused and my dad was to and he tried it on Pay-pal it didn't work either so if a moderator could email me about this problem thank you.
My Quest 2 set recently started showing purple ghosts of objects in my surroundings. They disappear if I put my hand in front of the visor. It is sometimes minimal and at other times so bad I have to stop playing.
HiIs there a specific Android Emulator configuration that is used to simulate the Meta Quest 2?Regards,Nestor
Hi,I am trying to open a 3D model in a GLB file type onto my Oculus but none of the information in the tutorial seem to work, is there any way I can open a 3D model onto the Oculus or does that feature not work anymore?
Hi there, I am new in the community forums and hope some of you can help me out. I am currently working one a 3D game with Unity. I want to deploy my game to my Oculus Quest 1. I do have all the necessary assets and settings. I know about them, because a couple of weeks ago it worked quite well. In the meantime I do not have done any update on the Quest, Unity or the Hub. When I click Build and Run in Unity, it try to open my game on the Quest, but nothing happens. In Unity says "Build successful" so no error message there. On the Quest it says "game exits repeatedly". Any idea what to do?
I am the creator of many custom homes over on Sidequest under my username there -ROBYER1. I got a Quest Pro recently and found that my custom homes that worked fine on Quest 2 no longer play back audio.I took a look at the differences between the Quest Pro official home environments and the Quest 2 official home environments and I noticed the Quest Pro home environments use a 4 channel Opus encoded .ogg instead of the usual 2 channel Vorbis encoded .ogg from the Quest 2 homes. I tested this out by inserting the 4 channel Opus encoded .ogg from one of the meta official home environments into my own custom home environment and the audio suddenly worked. Why do 2 channel Vorbis encoded .ogg files not play audio on the Quest Pro when they worked fine on Quest 2? Screenshot of the files, Quest Pro Cascadia home background audio .ogg on the left, on the right is a usual .ogg file from Custom home environments that works on Quest 2
Is anyone else having trouble with the app sharing? I created a second account on my second headset and enabled app sharing. All the apps show up under shared, but anything purchased will not install. Only the free apps actually ever install. I have looked at multiple boards and tried hard resets. Could it be a problem with the second account I set up?
I have rebooted my oculus due to a problem. I tried to link my acount again but the code isnt workin
Hi all,I'm working on a learning VR application in UE5 for quest devices. One issue I've been grappling with for the past few weeks is the ability to stream the perspective of the headset to a web server. I want teachers to be able to just click on the student in our web application and see whatever they're seeing. The casting feature is rough around the edges and can be difficult to use in a classroom environment with multiple headsets. It also requires the oculus app and a Meta login, which school networks really don't like. If anyone can point me in the right direction, it would be very much appreciated.
I am using RenderDoc Meta Fork 44.1 and Quest 2 with OS VERSION: 49068160412800150 and Version: 47.0.0.282.341.428237303Lately, anytime RenderDoc launches a Unity built application, it crashes with a backtrace:/apex/com.android.runtime/lib64/bionic/libc.so/system/priv-app/VrDriver/VrDriver.apk...After failing to launch, any subsequent attempts to launch within Quest or using Meta hub also fails with a crash until the headset is restarted. I should note the applications I tried start and work fine unless they are started from RenderDoc.
Our goal is to allow a user to capture screenshots in our app with our custom camera tool, and have these screenshots appear in the Oculus "Sharing" menu. Currently we have a custom camera tool in our app. We are successfully saving the images we capture to:/storage/emulated/0/Android/data/com.company.app/files/filename.png However, we receive an UnauthorizedExeption: Access to path "" is denied when we attempt to move our images, or save our images to:/storage/emulated/0/Oculus/Screenshots/ What is the proper way to ensure our custom screenshots show up in the Oculus system "Sharing" menu?
We want oculus services to run in India and we want meta in India So That Everyone in India could afford without the taxes of exporting and importing it it costs ₹15,000 ($200) And For the 256Gb varient it costs ($250) more just for shipping 📦 it would be nice if meta comes here in India the world's most populated country! It would be great to have their support bc, if we buy quest but it's broken there is no warranty here.. Please take serious note regarding this meta\oculus
So this happened while I was playing on my quest 2, with full battery, charged controllers, and the latest software update. I was playing the amazing game known as COMPOUND, a 90s style hardcore rougelite shooter, rougelite meaning NO save files which meant if you died or closed the game you would start from the very beginning. It was literally one of the best if not the perfect run, i had the best guns, full health, and plenty of ammo. I first started experiencing guardian issues, which often altered the height of my character, which has been another problem ive had for a long time and have had no luck fixing. Then in one of the most difficult levels, the game randomly pauses. I try to open the oculus menu, press the manu button and turn sleep mode on and off but nothing works, the I am met by the three dots, but nothing happens. I try and i try but nothing works. Apart from this the guardian glitch, this is the first time it happens in any game, because is not the game's pr
Hello!I've recently begun my first journey into Spatial Anchors on Unreal Engine but found myself with a bunch of questions that I thought someone out here might know since it's not really explicitly mentioned on these page: - https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/- https://developer.oculus.com/documentation/unreal/unreal-scene-overview/Here are some of my questions:- Is there a way to completely clear the headset's local storage of all Spatial Anchors without having to query and run an erase on each of them nor resetting the Guardian?- It seems like Scene Actors are basically making use of SpatialAnchors as well (They are querying with a filter like RoomLayout, ScenePlane and SceneVolume). If there exists a method to wipe (from above question), would it also wipe out the Scene Model data that was set up by the user? Or is that actually a way to erase all other SpatialAnchors except for those in the Scene?- Is the number limit of Spatia
When I try to debug from Android studio, I get a message in the Quest that it is waiting for the debugger to attach. In the Debug window I see "W/ActivityThread: Application com.oculus.sdk.vrcubeworldna is waiting for the debugger on port 8100..."It then goes on to attempt to connect to com.oculus.sdk.vrcubeworldna by starting the LLDB server.Note that I do not remember receiving a popup on the Quest asking if USB Debugging is allowed, but I am not 100% sure about this.Any hints?
Hello! I am working on a task and I would like to have an artificial delay in the passthrough so that there is a small (50-100ms) delay between the outside world and the passthrough image. Any ideas on how to approach this problem?Official support had concerns about safety, but this is a seated, still and safe task. The passthrough is solely a way to add artificial delay to the visual system Thank you
i want to create a organization, and the page says me verify, i put my 2 step verify and dosent help, i want to create a organization please help me
Hello, I am trying to get the companion device manager working on the quest 2. So far the android plugin works on my android phone, bringing up the chooser and allowing me to connect to a device. However, on the quest, the chooser does not launch. I'm not sure what I am missing, any help would be greatly appreciated as this is supposed to be the only way of getting Bluetooth to work on the quest due to meta restricting location services,
When new systems come out will we be able to turn in our old system (trade-in) to help off-set the purchase of a new system?
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