Quest Development
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Bonjour, j'ai créé mon organisation ( un administrateur pour le développement en décembre 2022 , le 21, et j'ai du réinitialiser mon casque pour des problèmes d'affichage des fenêtres dans le casque oculus 2. Mais stupidement j'ai recréé un compte développeur en Janvier , puis un autre .Quel est le compte qui domine sur les autres et comment effacer ces deux derniers de Janvier , car je ne peux plus activer mon mode développeur sur le casque.
Meta docs and many forum posts seem to indicate that it is possible to connect adb to a Quest 2 over WiFi, as it is to older Oculus hmds. But it is not working for me.I am on a Win10 laptop. When I connect the Quest 2 via usb, it presents an authorization dialog and adb works as expected. When I then follow the instructions for setting up a wifi connection, everything seems to go OK, however no authorization dialog shows up, and adb reports the device as connected but not authorized. Is this normal? Or should I be looking for a configuration problem on my PC?
Hi, I am developing an App for the Quest 2 with Unity. I would like to be able to detect that the user is pressing and holding the Oculus button on the right controller to reset the forward orientation. Does anyone know how to do this? I can already detect if the user has pressed the Oculus button once with OVRPlugin.hasInputFocus, but this does not detect if the button is being pressed and held. I also tried OVRManager.OnPaused etc and it also did not work. Thanks
I posted this in OpenXR thread, but think this is more of just a quest question. I am building my game using OpenXR for the Quest 2. Everything works in editor and plays and runs fine on PC with Link Cable connected. I tried to build the full game in one apk but that was around 3.5 GB, too big to upload with adb. I was able to get a smaller build with just my menu scene working, so I know the first scene works. When I try to build with Split Application Binary, it successfully builds, gives me a 300 mb apk which i can upload to the headset, and gives me a ~3.5GB obb file. I load both onto the headset, with the obb in the correct location. But when I try to run the apk I only see the three loading dots(the loading the shows for a couple second when opening a game) on the Oculus and the app never opens. I am unsure how to fix this issue. I tried ADB Logcat and can't seem to find any error popping up. Any Suggestions
'Allowing developers to include QR code functionality in their apps could reduce a lot of friction to getting location-based users into VR. A few use cases are: - Automatically login to a VR training course by scanning a QR code from a phone or laptop - Start a VR game by scanning a QR code at a VR arcade - Open WebVR apps by scanning a code or business card These codes can by used as shortcuts to skip navigating menus or typing on cumbersome VR keyboards. If developers get access to the result of a QR code scan (e.g. a string or url), it can open up a lot of quality of life improvements for end users. Thank you for your consideration.
Our game delivers multiple OBB files as additional content tied to DLC. We have received a report from one user that once the DLC installation is complete, the entire OBB folder is deleted and theThe user reported that when the installation of the DLC was complete, the entire OBB folder was deleted and the application could not be started.The user was checking the folder structure of Quest with Explorer, and the app size was decreasing on Quest.We have confirmed that the app size has decreased on Quest.He seemed to have enough free space on his device.Also, the same problem seems to keep recurring even after reinstalling the app. Here is how the OBB download worksThere are several OBB files that are required even during the initial installation, and when the app is launched with the DLC purchasedThe download process starts and additional data is stored in the OBB folder under the application folder.When the download is complete, the app will run the mount process and re
Has anybody used Oak-D or another external camera for full body tracking? Any suggestions on how to best go about this for quest 2 app development?
As Meta how now retired the Quest 1 and is only providing basic updates, can we now drop the requirement to test on Quest 1 to be accepted into App Lab?https://developer.oculus.com/resources/vrc-quest-performance-1/I have a Quest 1 sat in my cupboard, gathering dust, solely to test my app before I submit to App Lab. If Meta, a $350 billion corporation, aren't supporting the device any more, why should indie devs be forced to!(I'll email support also and post any useful response here)
Customers have reported that saved data from backups are not restored when reinstalling the app.There have been two reports of saves being initialized after failing to update the app and trying to initialize it.For one of them, we have conducted a hearing and confirmed from the link that the backup data seems to remain.We have also confirmed that backups are enabled.Are there any conditions under which the backup data will be restored when the application is reinstalled?
Blocker works great but when putting it on the docking station the contacts do not reach unless I remove the blocker, very IN convict
We are doing testing on porting an Android TV app to the Quest and running it in reprojected mode (leanback). When we load the APK to the device and start it there, screen recording and casting are disabled. Hovering the sharing options gives the message "The developer has disabled screen recording for this app", however, this is nothing we have done intentionally. It is as if the Android layout flag FLAG_SECURE is set, but it isn't. This seems to be the default behavior, as I've tried with other non-Quest Android apps with the same result. Any help here would be valuable.
So context. Once I was trying to update my game for the first time and when i updated I couldn't connect to multiplayer. Then I went to check out the new changes and none of them were there only some textured parts and a board at spawn when in reality I added way more than that. Please help.
Hello, could you please add functionality to Meta quest 2 and probably other Meta/Oculus VR headsets to be able to add VPN config with kill switch like on any modern android devices to be able to enable automatically VPN after oculus startup and also disable all internet traffic without enabled VPN i.e. kill switch, see example https://privatevpnsupportguy.github.io/Setup%20manual%20Kill%20switch%20on%20Android.html.
Is their an Sdk or some Resources available that can help in development related to Horizon workroom.
Hi,There's one thing I can't fix, I took the TransformerExamples as an example by Oculus integration v46 (https://developer.oculus.com/documentation/unity/unity-isdk-example-scenes/) I enlarged a cube to better understand the problem, as soon as I move the plate, even slowly, the objects cross it as if it were pierced. Rigibodies in deault are continuous, but I also tried on continuous dynamic.The only solution so far found is: instead of using the OVRCameraRig, I use the native Unity XR origin and the xr Grab interactable, so it's perfect except that I'm not using the oculus integration.Anyone can help me?Thanks
hello,My company needs to create some e-learning vr apps for an hundred headsets (quest2). The learner will be never the same on each headset. Do we need to create an account per headset or can we install and manage all of them with one account.Thank you.
This is bad
Any word on link compatibility with the next gen video cards? (i.e. AMD 7000 series or the GeForce RTX 40 series)
Brand new device. Verified developer account with cc. But when we go in to enable dev mode on the app, there is no option to enable dev mode at all. Nothing is showing up. I've tried reinstalling the app, resetting the device, re-verifying...all the things. Nothing seems to work. Judging by the number of others logging this, this appears to be an ongoing issue but it'd be great to be able to get it sorted because I can't do anything on the dev side until it's enabled!
I Dont Know What To Do I Am Using Unity 2021.3.14f1
i have recently become a developer and have been trying to sign in onto my app and oculus but when i load onto my quest, there is no button for developer on the system, what do i do?
Hi,The possibilities of the quest are tickling my developer blood.From what I understood of the Quest tracking, it uses IR Led in the controllers and the camera to track them in space. So i wondered if it could be possible to track additional leds using this. I kinda have the idea of putting some of these leds on an object to track it in space.I Was also wondering if it could be used with things such as slimevr to improve tracking and/or cancel the drifting. I did a bit of research, but I was not able to find many information (aside that the led tracking system seems to be referred as galaxy traking).
So my alpha channel build shows up on my quest 2 and is available for download, but every time I try downloading, the download goes up to 100%, waits a bit on installing then goes back to install/download now. I have previously tested alpha channel builds on the device without any issues. Is there perhaps, a limit on the number of applab alpha builds your are able to install on a device at any given time?
Trying to use RenderDoc for the first time to debug frame from the device gpu. I made a unity build (Unity 2021.3.12 LTS) with development flag enabled and debug script enabled.Then I loaded it on the oculus, tested and it runs without issues. Then I switched from local to Device in the RenderDocMetaFork (v441), tried to launch the build from Launch Application tab like described here, but the build crashes instantly, if I try to open normally the build when RenderDocMetaFork is connected the build crashes.
Hi, When I make a Quest build using Unity 2020.3.23, using Oculus XR Plugin 1.10, it runs fine on both my 'consumer' and 'business' (OFB) Quest2. However, when I update OculusXR Plugin to 1.11 or higher, the APK no longer works on the OFB device, hanging on the '3 dots'. The same APK still runs fine on the consumer Quest2. ADB Logcat is not showing anything suspicious: consumer and business versions give the same logs. I have tried using the latest LTS version of Unity (2021.3.16f1) with the associated OculusXR Plugin (3.22), and made a test build using the sample scene.This gave me the exact same problem. Note that I am not using the Oculus Integration package from the asset store, only the Oculus XR package.I have seen the posts on https://forums.oculusvr.com/t5/Unity-VR-Development/APK-runs-on-consumer-Quest-2-but-not-OFB-headset/td-p/886190 but I would rather not have to include the Integration package in my project, since it would bloat my project.Have other people
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