Quest Development
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I've just updated the unity integration package v35 and decided to try out the new feature - spatial anchor.However, the Spatial Anchors Sample App doesn't seem to work. When in "Create mode" and pressing "A", nothing happens! There's also a script missing on the Canvas GO (CameraRig/RHandAnchor/rControllerAnchor/Menu Object/Canvas).
OVRSpatialAnchor.Save() always returns "false" for me. I'm able to create the anchor, just not save it.This is my stack:-Unity 2022.1.16-Oculus Integrations package v43-Oculus Quest 2This error seems relevant. It says my package is not trusted:09-13 21:29:26.202 6430 6665 I RuntimeIPCClientMgr: ConnectToServer: SUCCESS: Client: com.Nifty.AnchorExperiment:com.Nifty.AnchorExperiment:6430, Server: com.facebook.spatial_persistence_service:com.facebook.spatial_persistence_service (anchor_persistence_server)09-13 21:29:26.202 6430 6665 I RuntimeIPCClientMgr: GetClientOptions09-13 21:29:26.205 2167 6752 W System.err: java.lang.ClassNotFoundException: com.oculus.packageintegrityclient.PackageIntegrityClient09-13 21:29:26.206 2167 6752 I chatty : uid=10092(com.facebook.spatial_persistence_service) Thread-3 identical 1 line09-13 21:29:26.206 2167 6752 W System.err: java.lang.ClassNotFoundException: com.oculus.packageintegrityclient.PackageIntegrityClient09-13 21:29:26.207 2167 6752 I [CT] : Anch
OVRAnchor.Save() always returns false, indicating failure.I'm using the SpatialAnchor example scene from the Oculus Integrations package.Passthrough is working, and anchor creation is working.-Unity 2022.1.16-Oculus Integrations v43-Oculus Quest 2 (dev mode enabled, experimental mode enabled)-il2cpp, ARM64In the log, there's an AnchorPersistenceIpcRuntimeServer error saying my package is not trusted and the save was aborted.---------Update: SOLVED!I had to connect the device to wifi. After which I was prompted to do all this Meta account setup. (Note that it's not a new device, but I guess Meta rolled out some account updates)
There's no glDrawElements() or glDrawArrays() that renders these three textures. Can someone please help me?XrCompositor_NativeActivity.c is an OpenXR Android Studio Native Development project from the Oculus OpenXR Mobile SDK.
I need to test breakpoints and bandwidth throttling on my game, previously I have used Charles Proxy to do this (andoid/ios/web) but the Oculus Quest does not have proxy settings (or at least none that I can find).Is there another way of doing this or can we set a proxy via an ADB command instead?
Hi,I have 2 Quest 2, and the same problem appears on both of them : Guardian displays the boundaries with a 0.5s to 1s delay. This delay is very noticeable with fast movements, and it is extremely dangerous. I almost broke my hand 3 times because of this. I already did a factory reset on both headsets, it didn't change anything. I think this issue appeared since v44 or v45. Before that, Guardian was smooth as it should.
I am trying to enable Quest 1 device's developer mode. I verified my developer accoun via two-factor-authentication. The phone app showing "We're having problem loading this" message on the bottom of screen. Is it only Quest 1 issue? Please help me thanksUpdate: So I tried Quest 2 with v47 update and developer mode is toggling just fine. So it's either Quest 1 specific problem or timing just sucked (because I had to verify my account in order to re-enable dev mode)
Hello I know that you can have handtracking inside unity editor, but is it possible to:1) Build app (just to windows platform) with hand tracking support in project2)Then connect quest by oculus link3) Run the app and have hand tracking?I was testing and experimenting and it doesnt seem to work.What is interesting if I move my hand outside the guard area it detects it.I guess that it is not supported yet or will never be. Anyone knows something about it?
Possibly a really dumb question but I can't seem to find any documentation on the alleged v40 SDK features. Where is the best place to learn about this other than digging in the Unity integration package? I thought that as of v40, some sort of serialization of spatial anchors is possible for cross-device anchor sharing and I would really like to use this feature.
I'm testing a sample scene of the Passthrough API, but when I run the application after building it on OculusQuest2, the child elements of HandMeshUI are "disabled" in "PassthroughHands" and all Sliders are not displayed. Also, my hand is not displayed. All the other samples are working in the same environment. Do I need to set different settings from the others?
I've created a simple render to texture movie playback system to create a shader for my Unity 2019.3 URP graphics project.When I apply that shader to my object surfaces and playback on a Rift (or Quest w/Link) the movies all playback correctly.When I do an Android/Quest build and playback the .apk the movies won't render.I've tried both URP lit and unlit types and neither work. Any ideas on why this works for Rift and not Quest?Note, I'm not by nature a coder or artist so it's highly likely there's a simple fix for this humble audio person :)thanks!
With the availability of the Quest Pro controllers, I have seen users pair the Quest Pro controllers to their Quest 2 simultaneously with the default Quest controllers, so they are able to pair a total of 4 controllers to the Quest at one time. YouTube example here.From a developer perspective, are we currently able to access more than 2 controllers in any of the existing API integrations (Unreal, Unity, Native)? Essentially if the user paired 4 controllers, would we be able to know the controller poses for all 4 controllers at once?Thank you!
I received a message from Meta: "In order to continue offering a safe and secure platform, we require all developers to maintain a publicly available privacy policy that clearly articulates your collection, use, and processing of user data and to provide a functioning link to that privacy policy that users can access. We have determined that your application, Biganto Tour Player, for Oculus Quest does not comply with our privacy policy requirements for the following reason(s):We failed to access your Privacy Policy URL with the HTTP status code 500.If the required changes are not made, your application will be removed from the Oculus Store or App Lab on the specified date and will not be accessible to new users."You can check:https://www.oculus.com/experiences/quest/6563777177027712/The privacy policy works. Oculus support is not responding.
Hi - I submitted an app on Feb 17, 2022 ... after 4 weeks i received a change request for the artwork. I re-submitted the next day after changing the artwork, and its been 4 additional weeks now (8 weeks since original submit) and the app just sits "in review". Is this normal? Is there a way to contact the applab review team or log a ticket? I have a community eager to test drive my app and have very little to tell them. Any help appreciated. Thanks.
@ links to membersHi,I submitted our first app "VR Horror Stories" about 2 months ago. It says it is available throught App labbut I can't find it by searching the name. 1-Would Someone be kind enough to verify if my app link works on Applab with this link:https://www.oculus.com/experiences/quest/8049435668460032/ 2-Is there anything I should do to list it on the App lab and find it at least searching the app title VR Horror Stories? Thank you so much for your help!
Hello Devs! I have an approved rift game in the store, it has slowly started to sell and now I have a quest 2 version.I don't see an option to upload a new compiled APK to the store, My question isIs it necessary to create another separate app for quest 2?
Hi. Is there a place I can find official Quest Pro controller art for us in my game's tutorials and 2D imagery? Or, is this not required for certification, and I can just make my own? Thanks!
I'm having this super weird issue with the Oculus Quest 2.In the editor and on the PC (With Oculus Link) this works perfectly fine.What am I trying to do?Cast a ray from the camera, if the camera gets to close to a wall move the origin back (which the camera is a child of) so the player can't move through walls. Now when I make an apk build for the Oculus Quest 2 this doesn't work at all.Is there some android specific code that locks the TrackingOrigin in place? The code I'm using isn't that special, any help here is appreciated! if (Physics.Raycast(ray, out hitInfo)) { if (hitInfo.distance <= 0.5f) { //If we hit something that is static if (hitInfo.transform.gameObject.isStatic) { Vector3 movement = transform.forward * -1; movement.y = 0; //Move backwards origin.transform.position += movement * Time.deltaTime
My app fails app submission due to the following error. I have made app through unity and is completely free. Please confirm that any off-platform monetization of content accessible in this app conforms to the Oculus Bulk IAP or Subscription Licenses app policy outlined here: https://developer.oculus.com/policy/app-policies/ Please help me out to pass this and submit my app
Here's what I've tried and failed1. The upload button in the app is grayed out, and the MQDH cannot be uploaded2. Using the drag and drop upload function of the latest version of MQDH, it prompts that the CLI tool does not exist or has no permission3. Using the ovr-platform-util command line upload method, it prompts "An unexpected error occurred"Can I get some help here? The log content of ‘oc_cli_8618231871550973_2022-12-13T07-26-42-217Z.log’ is as followsServer log: {"app_id": 8618231871550973,"client": "COMMAND_LINE","log_level": "ERROR","event_name": "UNEXPECTED_ERROR","stack_trace": "RangeError [ERR_OUT_OF_RANGE]: The value of \"offset\" is out of range. It must be >= 0 and <= 1. Received 2\n at new NodeError (node:internal/errors:371:5)\n at boundsError (node:internal/buffer:86:9)\n at Buffer.readUInt16LE (node:internal/buffer:243:5)\n at /snapshot/Users/facebook/.scratch/dataZsandcastleZboxesZeden-trunk-hg-full-fbsource/edenfsZredirectionsZarvrZjs
In my Unity application (built in Unity 2021.3.12f, standard render pipeline, Oculus XR Plugin 3.2.1, Oculus Integration v 46) the color passthrough feed from the Quest Pro comes through with a strong bluish cast, and moderately desaturated. Unless there are strong, well-lit primary colors in the room (like a bright red Solo cup), you could almost mistake the feed for black-and-white. If I double-tap the side to go to general OS-level passthrough, colors come through properly in that mode. This has been the case across multiple Quest Pros, so I don't think it's a hardware issue. And I've used the passthrough in other apps from the App Store and App Lab in which colors looked fine. So I feel like it has to be related to something in my settings in Unity or in the Oculus integration (color space, maybe?). UPDATE: If I set Compositing Placement to "Overlay" instead of "Underlay" then colors come through correctly. But Overlay is unhelpful, because then it block
I set rigidbody,box collider,hand grab interactable,grabbable,interactable group view and interactable debug visual to a cube. When my hand reaches the cube and grab it, the color of the cube changes, meaning that the cube has detected grabbing behaviour correctly. However, the cube cannot move. The newest integration version has no grabbable variable in HandGrabInteractable, so the Grabbable component is not referenced and useless. Probably it's wrong. How can I fix this? (In the old version, you can drag Grabbable component to the corresponding variable in HandGrabInteractable and the cube moves when being grabbed.
We are trying to make a shared space game using shared anchors but 50% of the anchors after some time looses position and start matching face position..... I'm the only one with this problem? there is a solution?I am now desperate
Hi All, We have submitted a Quest app to the Oculus store. We have managed the FPS 72 and followed all the Virtual Reality checks but our app is in App Lab.Can anyone Please let me know the reason why our app is in App Lab?Thank you.
It shows on the documentation page of system requirements that if we're using Mac OS x86, architecture is needed. Can we work around that by using Rosetta translation?Also, can the be run on an Android phone emulator (even if it won't look good and won't be much helpful), I just want to know if it is possible in theory.
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