Quest Development
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Can I disable/enable guardian through code? My app has passthrough turned on. If a user moves outside the guardian, the VR content disappears. The only solution seems to remove the guardian. In the developer mode, removing the guardian means removing the guardian for all apps. A user must re-enable the guardian after using my app. Therefore, through code, I need to disable the guardian when the app starts, and enable the guardian when the app exits. If it can not be done at this moment, please consider this post as a feature request. Thanks for your help.
Hi, Do you have experience how long does it take to go through review step? My app status shows "Your app is being evaluated by our review team." No updates, no emails from oculus. I have a feeling that it was forgotten.
I've already become an Oculus developer and successfully verified my Oculus developer account. After that, I enabled the developer mode on Meta Quest App on my phone and restarted the Quest 2 for several times, but there's still no developer in setting->system.
We are developing VR device management system that can monitor VR viewers' screens.However we are experiencing problems with our mirroring feature that worked in v43 with the v44 firmware (inquired about in another post) and would like to temporarily downgrade firmware to v43 to demonstrate the system to our customers. We know that it is possible to manually update/downgrade the firmware using the procedure listed below, although it is unofficial.https://www.reddit.com/r/oculusquest/wiki/guides/manualupdate/However, the only way to obtain the Quest/Quest2 firmware is through unauthorized files distributed by volunteers, and our corporate policy prevents its use.Would you please consider providing a way to downgrade the firmware? We believe that device management will be in demand in the future for group use,but it is sensitive to firmware and commercial support is important.However, Oculus for Business is no longer supported, and the current terms requireus to
Hi All, We've had an application fail review for VRC.Content.1 because we are targeting the Quest 2 only and we've been told that we must support both Quest and Quest 2 when submitting to App Lab. Is this true? And is this also true when submitting to the full Oculus Store?The second question that I have is: When a submission fails, do they immediately stop reviewing the other VRCs, or do they do a complete pass on the submission and let you know all of the failures?Thanks so much for any advice!
Dear Guys,I have this problem, normally Quest2 is working fine but when I start a PARTY or a workroom meeting the system start to be unstable. It freezes and it continues to disconnect room, even I affect one of the guest there.The incredible thing is that this is not happening in my office. At home I have a 80mb / 40 mb Adsl line, instead at office a pure fiber 100/100... My suspicius is not the line, but the connections in place during the meetings and parties... it seems like at home quest 2 is getting crazy due some limitation on multiple connection.So I want to understand more about this possible issue, WorkRooms and Party how are them working exactly? The connection between each user is a separate connection? Are these apps using special ports UDP or TCP? I'm quite sure here at my home I have a situation where something is broken during connection and this make the quest2 not working properly PS: Is there a method to donwload the LOGS for debugging by And
I recently upgraded to v43.0.0.178. I haven't looked at the developer settings in a while but disable guardian is no longer there. It says 'guardian boundaries may only be disabled for content development purposes'. My guardian stays on even if I have this ON. As well, I thought you could turn passthough camera off when going outside of a guardian. My unit was setup in the past to allow me to walk around (I have a very large play area) outside normal limits (especially in the home area) without the camera coming on. With the new options, how do I turn the passthough camera off now? as well as the guardian?Thanks for your time..
Some serious issues here on a couple of Quest units (one with v34, the other with v35)Once I turn Guardian off in the Developer menu (BTW, congrats for messing the UI up in v35...) I can still see the boundaries and as soon as I walk outside passthrough kicks in... a couple of other units (v33) work perfectly, but the updated ones are buggy. Is it just me? I tried to disable and re-enable developer mode in the app, cleared the location history... it just gets stuck.Sometimes I cannot even enable Guardian anymore, the button turns blue, but cannot define a new area, but still I cannot disable the existing one... Since I'm testing a free roaming app (10x10 meters with no active boundaries) I NEED this badly. It's an hit and miss situation: upon reboot sometimes it works just once and then gets stuck again, sometimes it boots like that no matter what. It might help to know that I'm using AirLink and I need to set the floor from there... maybe AirLink is messing with the Que
When I open an app I can close it but it doesn’t close, it stays open even after I leave the app. I’ve tried resetting and powering off my headset but the apps still stays open. Also when I’m recording it sometimes stops randomly, doesn’t tell me and doesn’t save what I was recording. Is there a way to fix these?
When recording with Hand Tracking and Pass through at same time, the video only shows black background, does not show the pass through layer. But when recording the pass through app without hand tracking, you can see the room. Please fix this bug, as our app will feature both Passthrough and Handtracking, and we want to be able to create the videos for marketing / training purposes. Built in Unity.
i have loaded up the VR sample map and got the game to be packaged and sent to the quest 2. when the quest 2 loads the game i can hear the fire in the level and teleport around. i can also use the oculus button to bring up the menu. i can't see the menu or the game. everything is black. in order to exit the game i have to turn the quest 2 off. there are no dots. just black screen.
strap on my Oculus headset broke😔I only have it for a couple of months and this happened. Is there any way I can get this fixed or replaced.
Hi, I noticed that the Dynamic Clock Throttling is sometimes not fast enough to react to the CPU performance demand and even lowers the CPU level when it shouldn't. If I put the headset to sleep and wake up the headset after a few seconds I will have a few seconds where the FPS will be around 36 while the CPU and GPU levels are both on 0. And only after a few seconds(3s to 25s) does the level increase to match the performance required. If you have any solutions please let me know. I tried setting the CPU and GPU levels to 3 on application focus which solves the problem until I remove the high level and then Dynamic Clock Throttling will lower the CPU level to zero which causes the PFS to drop to 36 until it re increases the level up to match what's needed. I have attached a photo of what happening where the blue arrow is where I get the low FPS drop due to CPU level being 0( on this screenshot it only happens for a few second because of me taking a 
TLDR; I'd like for a way for my game code (unity) to be able to pull logs out of logcat, not tagged by my game (with the user's permission).....and...maybe someone from Oculus can help resolve why these crashes are happening at all. During the playing of my game, there are sometimes hard crashes to the system, or even full freezes where users have to hard restart the headset. I don't know what is causing it. It isn't repeatable consistently....and while it happens more during my game, the stack trace doesn't mention my game at all when it does crash. I'd like to be able to, on the next game session, offer the user a button that says "would you like to send crash logs from the previous session to help us resolve it?"I already have a system that allows them to send logs from my own logging...but the few crashes that I have seen, the logs weren't fired from the application. ..but I don't know how to, and if it's possible to pull system ADB logs, from c# unity gam
Hi everyone, When I try to upload my APK file to the Alpha channel, I get the following error message. Unfortunately the link to the Developer Distribution Agreement is broken for me, any idea how to go around this ? Also, all my legal document in the developer dashboard are signed. I don't know what to do.. Starting upload for app: XXXXXXXXXXXXXXXXXXXXX ERROR: Before you can upload a build, you must first agree to our Developer Distribution Agreement. Please go to this URL to complete this process: https://dashboard.oculus.com/dda/111,748,133,540,650. Build Upload Error - an error has occurred for app id: XXXXXXXXXXXXXXXXXX
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I have a test project in Unity and until now it's worked fine. But now I get the following error when I try to build it: Error building Player: Effect OculusSpatializerReflection could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly. I don't know why this would be occurring as I didn't touch the spatializer or audio setup. All I did was add a visual script on the CenterEyeAnchor to set the background color based on the distance between two objects. (The two objects are controlled by the eye tracking, one on each eye; I'm doing it to see how well the distance works as a Z axis.) Previously I didn't have any visual scripts in this project (or any custom scripts at all) so maybe that has something to do with it. I tried removing the visual script and that didn't fix it, but I'm still seeing the thing saying it's building the visual scripts, so maybe clearing out whatever is causing that w
Hi - I'm developing an experiment with Quest 2 in Unity that uses haptics with variable intensity. In Unity, we're given a range of 0 to 1, where 1 is the maximum intensity the Touch controller can deliver. I assume this is the same range as we had on the Rift S, where the range was expressed as between 0 and 255.For my experiment, I really need to know what intensity is being delivered at a given level - eg what is the actual intensity (or the amplitude) of vibrations at 0.2, 0.5 etc in the scale?In other experiments I've read up, the intensity of a vibration is measured in metres per second per second, which I believe ultimately depends on the amplitude of the vibration (in metres). I've searched the Meta documentation, but can't find any information anywhere - can anyone please tell me the range either of intensity (m/s/s) or amplitude (m). Also, whether the 0 to 1 scale is linear or something else. Alternatively, can anyone point to any documentation that would help, please?
I've been trying to access the new Eye and Face Tracking features of the Quest Pro using the latest Integration SDK (46.0), though I am having some trouble.OVRPlugin.StartFaceTracking() fails (Failure, error code -1000), and OVRPlugin.faceTrackingSupported returns False. I have tested both in Airlink (Android build target) and built APKs, but no luck.I have followed the project setup on the Movement SDK page and believe I am on all the latest and correct SDKs and runtimes. Face tracking is also enabled in the headset and works fine in Workrooms.Might anyone else have this issue, have an idea about what could possibly be wrong, or have a suggestion on what I might be able to try?
Hi !I'm trying to understand how to whole UI interaction is working with the Oculus Quest using the sample scenes from the Oculus integration package. Everything's working fine except one thing : When playing the UI demo scene on the Oculus Quest, it seems that I'm never triggering the "hover" event of the UI buttons with the laser (the highlight color is never applied). It does work fine on the editor using the CV1.I can easily reproduce the issue on any scene. The weird part is the click event is working normally. I've tried messing around with a canvas and getting the "IPointerEnterHandler" event to trigger, but again same behavior : It's working fine on the editor, but I'm never getting the event on the Quest. I've never had this issue on the Oculus Go.There's no error in the logs from the Oculus Monitor. I'm using the latest Oculus integration, and the recommanded latest Unity version 2019.1.2f1Is this a known issue ?Thanks !
Surprisingly I cannot find any examples for using the new face and eye tracking features with XRRig. Unfortunately, there is not much details in the SDK documentation and a few tutorials that out there are still using the OVRCameraRig.
Hello all,I'm developing a room-scale game which procedurally generates its play area to fit strictly inside the boundary polygon, so there's no need for the guardian wall to be rendered while the user is playing, and having it show up when the player gets close detracts from the experience. Is there a way for an app to turn it off while it's running? To be clear, I don't want to disable the guardian system or headset tracking; I just don't want the guardian to be drawn.
Can someone tell me what drawing APIs Guardian uses? To draw the projected 2d strips that criss-cross to form the Guardian boundary wireframe. And the thin cylinder-like translucent lines that highlight obstacles in the Guardian space.
I'm able to create and re-load spatial anchors, but when I reload the unbound anchors I'm unclear on where to get the OVRSpatialAnchor from. The docs say to bind to an OVRSpatialAnchor after Localized. In the sample it looks like this: var spatialAnchor = Instantiate(_anchorPrefab, unboundAnchor.Pose.position, unboundAnchor.Pose.rotation); I'm unclear on where the _anchorPrefab is coming from though as that is also an OVRSpatialAnchor. Is there a way to do this that doesn't use a prefab? When I create my original game object and anchor I'm doing it this way: var gameObject =GameObject.Instantiate(Resources.Load<GameObject(gameObjectPath),worldObjectPose.position,worldObjectPose.orientation);var ovrSpatialAnchor = gameObject.AddComponent<OVRSpatialAnchor>();
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