Quest Development
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As a UK based player who has to wear glasses I wanted to buy meta approved quest lenses to my prescription to better my experience but currently meta only promotes lenses from from frames direct who are US based that comes with almost $45 shipping cost, can meta please consider joining with a UK based eye care service like specsavers or vision express so players wouldn’t have to worry about buying international only. Just a thought!
Hello, I was wondering what Oculus's stance is on in-game advertising which is not controlled by Audience Network. For instance, would an image of a product with a link to the product's webpage be acceptable given that it also follows Facebook's advertising principles and is clearly marked as an ad with the option to hide?
I think there needs to be a afterpay selection for the payment method or at least some sort of down payment to help pay for the products on this website. I would buy more products if I could help cut the huge prices in smaller pieces.
Is there a sample app like hello_xr available but with OVRMRCLib implemented for Mixed Reality Capture?
Is it possible to develop an application for training employees to recognize a real car and chamber in MR like Hololens and see its internal structure?Seems impossible since there is no LiDAR sensor on board...
Hello, I'd like to know if I can disable automatic crash report uploading for my app. I know it can be done on a per-device basis via the phone app (Devices > Advanced Settings > Automatically Upload Crash Reports) but I need more control than that. The app in question is made with Unity, in case that helps. Thanks! Luis
Hi I am building an app that is required to be offline. I am using the meta avatar sdk, but I would need to have customised avatars inside the app. I am trying to edit the preset models inside the SDK to have some looking like my users but I can't find anyway to do so, any suggestions ? Otherwise, is it possible to save custom avatar models from the quest editor ? Then I could add them to the preset folder. Thanks in advance !
did the money hit on my card yet
Hello! Can an update be released that enables native support for for omnidirectional treadmills (the Kat Walk C2 for example), so our Quest headsets and the games in them directly work with ODTs, without needing a a PC to host. Just direct functionality between the Quest, the games inside the headset, and the ODT. Thanks!
Building with Asus Tuf gaming A15, latest Oculus Dev Hub, Unity 2021.3.0, XR package, Oculus Integration 4.4 VEGA:MAP_TRACKING_HM: [Throttled count=5] All submaps have bad map tracking! 23:22:41.735 cutils Failed to open(/data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/0/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.736 ArtManagerService Failed to prepare profile for com.mm.VRLibrary:/data/app/com.mm.VRLibrary-Ed8wqdLAOYJEocH9s3PKyQ==/base.apk 23:22:41.736 cutils Failed to open(/data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof): No such file or directory 23:22:41.736 installd Failed to prepare /data/misc/profiles/cur/10/com.mm.VRLibrary/primary.prof: No such file or directory 23:22:41.907 PermissionMonitor unknown permission type: -1for uid: 10035 23:22:41.908 TrafficController Failed to clean up the permission for 10035: No such file or directory 23:2
Hi, I am working on a project where I would like to save the handDataSources and the hmdData in order to be able to replay what happened in the scene. ( easier than recording each object I would only record the data from the headset).Does the oculus sdk give this possibility? What about using the inject for example in FromOVRControllerHandDataSource.cs for replaying? Is there a class where I can enable logging these informations? Best RegardsAndrea
Hi! I’m working on a research project in which I am using audit logs to understand the applications’ behavior and want to know if I can use windows logging tools (such as sysmon or ETW) for extracting audit logs for entity interactions that are happening within the VR device, for instance, if I'm using an app on the Meta Quest VR device while the Link cable is disconnected, and I connect it to the PC afterwards, will there be a log entry or a footprint for the interactions that took place when the Meta Quest headset was not connected to the PC via the Link cable?
Hi,is there a way to get the latest code version of an uploaded app? ovr-platform-utils does not have this optionIt would be used for build automation.
Hello Everyone, Can you please help us regarding a query that we are allowed to create an APP for QUEST that is a "marketplace" that at the beginning is showing 3d videos based on geolocation? Especially I need to know if it is possible to develop the APP in 2d, like the browser or Instagram or similar apps that don't force us to create a 3d ambient. Thanks,Imran
Oculus quest 2, using oculus link to play in editor. I changed the adb path of oculus developer hub and everything **bleep**ed up. If I click the play button, oculus interface shows "Loading" and get stucked in loading status. Even if I cancelled the play mode in unity, oculus is still showing loading.
Hi all,I developed Architectural Visualization environment in Unreal Engine for the Quest2, and while doing the presentation we use an external tv ( with google chromecast ) so that whoever is doing the environment presentation is able to see what the customer sees in VR and explain what's going on.Often time ( because of convenience mostly ), I usually put the Quest2 on standby while the app is still running and the streaming is still on, so that when another customer come, I can give the Quest2 to the customer and just press the power button, and the app is still running.Thing is, the mirroring disconnect after a bit, so every time I need to re-enable the mirroring from the Quest2. So is there a way to auto enable the mirroring as soon as Quest2 turns on, setting this option by default? Thanks in advance Nicolas
We created an application where user login into oculus app through facebook and then it has to launch another activity which is VRActivity user will play game online using cloudxr server. It was working till previous OS version of OCULUS until new update in oculus version 44. Now if launching the VR activity as root activity then it is working but launching through normal activity then it is stuck or sometimes give black screen within the window itself.
I think it would be great if the Oculus Browser would support launch intents: https://developer.android.com/guide/components/intents-filtersAt least to my knowledge this isn't currently supported and app deep linking on Quest only works between apps, but not through a link displayed in a browser like on smartphones.
Hey guys I'm trying to submit my build online. However I'm getting this issue for some reason from the dashboard. "Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application." Here is a look at my Manifest. <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android
Noticing when finishing up our last levels that the builds no longer work after loading onto Quest. Seems to be a threshold after 2GB, but I see so many games above 2GB in the store. Curious how we can test our full game builds and package this correctly to be able to work on the quest 2 headset, our game will be around 2..8GB at the finish. Thank you in advancebest,Phil
Hello, I am currently developing a game for Meta Quest 2 official store and possibly launch on App Lab first. Question: are we allowed to use Epic Online Services for Peer 2 Peer multiplayer games? I am specifically leveraging the Epic Online Relay. https://dev.epicgames.com/en-US/services . I am also using the FakeByte Epic Online Transport. https://github.com/FakeByte/EpicOnlineTransport I have seen online in discord chats that app submissions to Quest 2 store can be refused for leveraging the Valve Steam Peer 2 Peer API's. However, I have not found any official Meta documentation regarding what API's are and aren't allowed. I can not afford to develop my application with an API that will get my application refused in review process. Thank you.
When I look around I see black and then a upside down version of the screen that I froze onHappens every 30 to 40 seconds and lasts about as long each time
I would like to launch other apps (not my own) from my Unity app using the deeplinking command Platform.Application.LaunchOtherApp(appId, deeplink_options). The question is where do I get the other´s app AppID? I know I can get my own id in the admin console, but I don´t know how to get IDs that are not my own. Thanks.
after renaming my d8 files 🙂 I feel I am SO CLOSE to a successful build! I remember this feeling when I first built something from UE (4.19 I think it was) TO my Note 4 for my Gear VR! 😉 "With your help, I stand on the precipice of infinity!"-Woody (just now) the error: FAILURE You Stupid Human! FOILED AGAIN!, Ahem,...: Build failed with an exception.LogPlayLevel: * What went wrong:LogPlayLevel: Execution failed for task ':app:compileDebugAidl'.LogPlayLevel: > 1 exception was raised by workers:LogPlayLevel: java.lang.RuntimeException: java.lang.RuntimeException: java.io.IOException: com.android.ide.common.process.ProcessException: Error while executing process C:\Users\Woody\AppData\Local\Android\Sdk\build-tools\33.0.0\aidl.exe with arguments {-pC:\Users\Woody\AppData\Local\Android\Sdk\platforms\android-33\framework.aidl -oY:\app\build\generated\aidl_source_output_dir\debug\out -IY:\app\src\main\java -IY:\app\src\debug\aidl -IC:\Users\Woody\.gradle
There have been quite a few times during development that I have wasted a good amount of time looking into and beginning to try and work with features that aren't available while tethered because it wasn't clearly labeled in the documentation. Thank you
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