Quest Development
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I'm having this problem for three days in a row now.When I'm trying to turn the dev mode on, a message appears that says "We're having a problem loading this. Please try again".I have no idea why this issue happens. Couldn't found a solution yet!
The games I play in VR are Murder Mystery 4, Magic Freeze Tag, & Prison Escape where not even an hour has gone by in the round and I lag then crash where I'm taken to my home world and have to go back into the next game where it repeats all over again. is there a possible solution to this issue? I've seen some people freeze and then disappear mid-game.
Being able to use Oculus Link to do live debugging would be very convenient, but there's a problem. Oculus Link only supports Windows, and I use Linux. So are there any other options for debugging in the Unity editor while running the game on my Quest? (Or at least streaming to it?) My game makes heavy use of hand and eye tracking, so I'm very limited in what functionality I can test just by running it in the editor normally.
Received the email to redeem Beat Saber that come with purchase the Quest 2. Click on redeem but it shows “Unable to load. Please try again later”. I have been trying so many times so many times but still unable to load. The offer expires on 12/17/2022. Need a solution.
It's been over a month without any solutions from Meta. Headset, mobile app and Meta Dev hub all updated today. CAN SOMEONE PLEASE ASSIST, IT'S BEEN MOVER A MONTH!
I have read all terms and conditions. I am eligible. Please add me. I have so many hours in the meta verse. Please check my account to at least verify.
As shown in the figure, all upload icons are gray. After several computers win10、win11, what's wrong? How can I solve it?MQDH: 3.0.4-3.1.0
Just upgraded from an old sluggish laptop with a Intel UHD Graphics 620 graphics card to a i7 Dell Laptop, purely with the intention to get a much better gaming experience in VR. But, only to discover that the Nvidia Quadro T2000 GPU, is not compatible with the air link.With it working on my last I assumed it would work with this. I've seen suggestions that Quadro T2000 isn't a high enough spec, but how is true if it can run on other lower spec GPU's and other Nvidia GPU similar to the T2000?Meta only state a hand full of compatible GPU's on their website, making it impossible to know what other GPU's are compatible. This is meant to be a user-friendly experience for almost everyone, I shouldn't be gambling on whether I can connect to airlink.
Hi,I have problem, I want to use urp on oculus quest 2 but the spotlight and point light doesn't work. Has anyone encountered this problem or know the solution because I don't found solution ?
I just changed my MetaQuest software version from v36 to v37.Meta Quest Developer Hub no longer recognizes the device.(Note that the MQDH version of Meta Quest Developer Hub is 3.0.4.
I cannot set developer mode after doing a factory reset on my Quest 2. I'm having the black screen issues, so I did a factory reset to try to solve it. But it doesn't help and now I'm trying to get developer mode to disable proximity sensor, but when I switch the developer mode button in mobile app I'm getting the error shown in the picture. The message in red says: we're having trouble completing your request. Try again... I haven't had problems to set developer mode before. But now it seems impossible. I tried all common troubleshooting... Remove phone number / CC in developer account, I created a new developer account, changed the Oculus account, tried in another phone, etc. Nothing helped. Because black screen I cannot even enter the Oculus home. Tried all known troubleshooting to solve Oculus black screen issue, nothing helped too.
I'm just getting started with developing for the Meta Quest, and I am wondering what "build" environment most of you use? I guess there are basically 3: 1. Native coding (Visual Studio?), 2. Unity Engine, and 3. Unreal Engine?I have installed all 3 so far. Found an outdated tutorial on creating a basic app with Unity, after what seemed like several hours sifting through scattered information (could have been organized much better), most of the info for unity did not match the version I installed, I ended up with a very rudimentary "virtual" world on my device, but the controllers were non-functional. All that took about 15minutes to "compile".As for unreal engine, I have only been playing around with it's user interface, but haven't gotten into the actual "coding" yet. Off hand, it seems like it might work better?Lastly, there's the native made? Just code for the most part?Are there any other options? Which one do you prefer? Can you list any pros and cons for each?Thank you in advance
Following an update for the quest 2, developer mode was disabled and can no longer switch back to developer mode in either the MQDH or the Meta quest app. An update on this issue would be much appreciated
When I open up ODH v3.0.4 it opens up white then for a splitt second it changes to black then goes back to white and stays like that, I tried to download 3.0.1, same issue there.
I am using Unreal Engine 4.25.4 and am trying to submit my build to the Oculus Developer portal for Abb Lab.When I try to upload a build, it tells me "The focus aware manifest meta-data tag must be set with required=“true”…and points me to here:developer.oculus.com/documentation/unreal/unreal-dash-overlays-focus/#focus-aware There, it says to ’ Edit > Project Settings > Plugins > Oculus VR > Mobile , and check Focus Aware’…but in my Project Settings and plugins, Oculus VR doesn’t show up, even though I have the Oculus VR plugin enabled. So, how can I set the project to input-focus aware with 4.25.4 ? I looked at 4.26 and don't see the above option show up there either.
My app does some basic file management and I would really like to be able to determine if the user has "Admin" rights, because some of the Mod installation work requires them to put files inside the Android/data/com.../files/Mods folder. Is there an API to check if they have Admin rights?
I start this with the full knowledge that the loose nut behind the wheel could be me. I had passthrough working, both my stuff and the Oculus demos. I could build and run or test stuff inside the Unity editor by hitting "Play". It was all working right up until I botched an install of 2021 and things stopped. I have since reinstalled (multiple times...) everything. The project I'm testing with is a floating cube in front of the OVRCameraRig. I've gone through all the settings/recommendations from previous community posts, specifically the guide from Anonymous and the youtube video: https://www.youtube.com/watch?v=9u3QQi6Gnx0&ab_channel=ValemTutorials Running "adb devices" at the command line shows the device is authorized.Oculus Integration 34.0Oculus Quest version 35.0.0.117.341.<other numbers>Oculus Quest runtime version 35.0.0.118.341.<other numbers> I can build and run apps with passthrough, I just can't get them to appear in the
I am trying to build a VR app using the Native SDK provided. On closing the app I am receiving the following Validation Error on the line "ovr_DestroyTextureSwapChain(session, depthChain);". Does anyone knows what might the reason behind it and how to resolve the issue? I am also pasting the Validation Layer Error for further reference:ERROR: (COMMAND_BUFFER 0x2abc43e9820) [Validation] Validation Error: [ VUID-vkFreeCommandBuffers-pCommandBuffers-00047 ] Object 0: handle = 0x2abc43e9820, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x1ab902fc | Attempt to free VkCommandBuffer 0x2abc43e9820[] which is in use. The Vulkan spec states: All elements of pCommandBuffers must not be in the pending state
I have had trouble turning developer mode on, on my Oculus quest 2. I have made an organization like 8 to be exact but it doesn't give me on option to turn on developer mode on the oculus app. After linking my oculus up, It just says get started but I've already made and organization and I'm signed in on my meta account we're I made the organization. this is we're I made an organization https://developer.oculus.com/manage/organizations/create/. If you have a solution please reply to this comment it would really help I've been working on this for 3hrs. I just want to be able to turn on developer mode on.MetaStoreHelp
I do not have the key store on my pc files and I cannot upload builds to oculus dev hub
We have 2 Oculust Quest 2 (Meta Quest 2) devices that streamed to our Vizio TV just fine until a few months ago. Then they both stopped. From what I can tell this was a conscious decision from Meta to stop supporting them. I purchased a Chrome cast device, but the shakiness was terrible. My TV is wired to a GB network. I wish Meta would fix this issue with Vizio TVs. I don't understand why the would stop support casting all of a sudden. This is rewally frustrating. I contacted Vizio and their support technicians had no clue. They said they just didn't support Oculus at this time. I've tried contacting Menta but not received a response. I just attempt to cast, the casting dialog appears on my Vizio TV and then the Quest 2 says there was an error casting to the TV. It works fine on multiple phones and computers in our house. All devices are on the same network. Very frustrating.
We are advancing in technologies every day and we are improving in human values as well. We all are evolving at a very rapid pace which has never happened in history.We have reached the 8 billion population mark and we have got the most diverse set population -- all these are bigger achievements of human evolution.We as a community of global citizens should think about how we can make our technology, even more, better to enable every being on this planet. How we can bring better values, norms, and standards across the society/community even in the remotest place using technology?We look forward to partnering with META on this quest to evolve humanity into better states of consciousness and awareness or sensitivity. We alone are not existing -- we have lakhs of species also.
Can get into Oculus home but my custom models (and Oculus home default models as well) won't load all the way (get the red box around them and says GLTF verification failed, check model and try again later). This happened a few months back, lasted about a month, then started working again. Now, it's back. Did everything support asked me to do, and others on FB group having the same issue. Am I out $299?
HiI have encountered weird issue that is manifesting only on our Oculus Quest 2 after web browser update.If you open up Shapespark viewer on Oculus Browser in Oculus Quest 2 headset there is an issue with meeting mode. The WebGL Context is briefly lost and restored (or will crash browser)Link to example meeting:https://kamilmodzelewski.shapespark.com/shapes/#meeting-key=J4FAMBpIgXKAW1kDI have tested meeting feature on multiple devices, multiple systems, various browsers. Meetings had worked fine before Oculus Browser update to Chromium version: 104.0.5112.111. (not sure what versions was before update)Issue is still present after update to Chromium version: 106.0.5249.168There are no errors that could point me in right direction when debugging issue with Chrome developers tools (only WebGL Context Lost)The issue might occur during Twilio preflight phase: https://www.twilio.com/docs/video/troubleshooting/preflight-api.Any advice would help!
Hi there!I'm currently testing the Meta Movement SDK on the Quest Pro. I used the samples scenes with a panel button to change between scenes, added them all on the build. First it worked well, but now I can't click on the different buttons on the right panel anymore. Tried to remove et reinstall the SDK on my project to have the scene untouched, but it still doesn't work. Do you guys have any idea of what I maybe have modified that can't make that stop working?
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