Quest Development
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when i go to devices to reset pattern, my oculus doesn’t connect to my phone. and i can’t remember the pattern.
Hello, I'm noticing something strange recently where I have nearly 30% more lifetime unique users than I have copies sold, should I be worried? Anyone knows how this may be possible? I've given out keys before, but fewer than 10 and from my understanding that does not contribute to the "copies sold" numbers anyway, even with refunds taken into account, which are less than 3%, I'm struggling to understand where this number could come from. Any insights would be appreciated, thank you!
I have spent the whole morning trying to upload an apk and install it in Oculus Quest. I don't see any option to do that. I have set myself as creator developer but solved nothing, i installed the oculus developer hub but also don't let me add any device. I had deleted my oculus phone app and installed again but now doesn't pair with my device, just stays trying to connect forever, i have bluetooth active but doesn't work, i turned on the wifi and didn't change anything. I checked the developer mode in settings with the headset on but has the option usb connection dialog enabled, don't know if need something else.
Update V40 seems to have broken my floor settings. Every time I try to set the floor level for guardian or space setup (new), the floor is always detected about 2 inches to a foot ABOVE the actual floor, and actually goes HIGHER when I stand up from placing the controller on the floor. - broken JUST IN TIME to be an issue when I'm learning to use the new space setup tools and SDK. I am so frustrated, and hoping that someone has a solution or can confirm that they have the same issue so I can be confident that its a "bug" and will be fixed in a future update. I'm having tons of fun playing with the new XR Spatial Anchor tools they released alongside of "The World Beyond" demo, (which impressed me MUCH more than I thought it would), but the space setup is very wonky when the floor isn't in the right place, as it seems to be the basis of all the calculations. It doesn't appear to be a tracking issue: my cameras are clean, the room is properly lit (been using the same room for ye
Hello, I'm trying to test the hands interactions train scene, but have no hands rendering in the scene. Same with the hand test scene. All seems to be well configured but still no hands input visible on the scene (the gesture to get the menu is working).Anyone know what the problem could be ?Linkos
Hey all,I'm hoping to find a way to disable the account sign in on a quest 2 while developing on it.I am finding it quite tedious to hit the sign in each time I put the headset on to test something fresh while developing. Is it possible to disable this via an ADB command or something? Some way to bypass the sign-in when waking from sleep? If it's a security thing, I can understand that - but perhaps maybe allow this while it's connected via USB in developer mode or something, this would be super helpful.
I have been developing a Quest 2 app on unreal engine 4.25, and the app was working fine until my device got an update. Now it does not launch at all. Even older versions of it do not run anymore. The only version I could get running was a version from a year ago which is 1.5gb and the current build is 3.7gb. The app still runs in another Quest 2 which has not been updated yet.Was there a limitation to app size on the latest Quest update or is my app not working for some other reason?Thanks!
I am trying publishing a new app in AppLab. An AppLab approved application, is automatically public to all users or can I use some private access through keys to get the app? Thank you!
The default OVR setting in oculus integration SDK only supports index finger. I want to enable the poking behaviour of middle finger and the poked object will have different behaviours after receiving these two actions. For example, when poking the virtual screen(a thin cube) using the index finger, the program will tell a remote PC to impliment left mouse button clicking, and when poking the screen using the middle finger, the program will tell the remote PC to simulate the cliking of the right mouse button. I want to make a remote desktop.
I'm testing the Quest 2 app, and when I run the app, the entire screen of the app follows the quest movement.When wearing a quest, the screen should be visible according to the movement within the app, but the entire app screen moves.In other words, i only see the fixed screen, and the fixed screen continues to follow me, and i cannot change my view to see the entire screen.How to solve this phenomenon?
ContextI am developing a VR application for the Quest platform (using Unity 2020.1.11f1).My application needs to detect whenever the user has performed a 'recenter pose' operation.A 'recenter pose' operation can be issued in 2 ways (as far as I know):1) From the application code, by calling OVRManager.display.RecenterPose()2) From the user pressing the Oculus button in the application, then selecting 'Reset view' in the universal menu.I tried registering an Action handler to OVRManager.display.RecenteredPose to detect recenter pose operations.Problem:This action handler does get called as expected in the former scenario (recenter pose operation issued from application code).This action handler does not get called in the latter scenario (recenter pose operation issued started from Universal menu > Reset view).Question:Does anyone know how to properly detect any recenter pose having being performed, irrespective of the way it was issued?Any input is appreciate
Hello everyone, I am trying to send Comand from my ESP32 to my Oculus Quest 1/2.I found 3 libraries (ESP32-BLE-Keyboard/ESP32-BLE-Mouse and ESP32-BLE-Gamepad) in Arduino, with which I can program the ESP32 and communicate with Android devices without drivers. i used the Mouse library And it worked with my Android phone. But not 100% in Oculus. the Oculus can find my devise and connect to it but when I press the button sometimes something happens and sometimes it doesn't. Do you have an idea how I can optimize this? and is it possible to configure the button in oculus quest? this is the Arduino code: #include <BleMouse.h>BleMouse bleMouse;const int buttonPin = 23;boolean oldPinState = LOW;void setup() {Serial.begin(115200);Serial.println("Starting BLE work!");bleMouse.begin();pinMode(buttonPin, INPUT_PULLDOWN);}void loop() {if(bleMouse.isConnected()) {if (digitalRead(buttonPin) == HIGH){if (oldPinState == LOW){bleMouse.click();}oldPinState = HIGH;} else{oldPinState
Hey! OVR Metrics used to work just fine on my Quest 1, and I was using it for performance profiling. However a colleague needed to use my Quest 1 and added her account via multi-user. Ever since then, OVR Metrics has failed to launch. Every time I try it, I get the processing 'three dots' for a moment and then nothing happens. This applies to manually launching the app to change settings, and also to automatically starting when the headset turns on. I've tried reinstalling, going to older versions that I have used for over a year without problem and trying the latest, removing the second account, and just now I tried a factory reset of the headset itself. None of this has fixed the issue. All our other Quests (both 1 & 2) are not experiencing this. Any ideas?
Hello, For some reasons my apps (applab) recquired the guardian to be activated and I cannot launch them without. This behavior is new as it's been working in the past. That's a big deal to me as my customers are not happy. I've done some research in the app metadata of my apps but could not find anything that is related to the problem.Do you have any info/ways to change this and be able to launch my apps with the guardian deactivated ? Thank you for your time,Cheers. Baptiste
Hi I bought sevel TTS from store - not working on built android. One has mentioned that it may be caused by missing google link on Oculus Quest? Is that the case?? Thanks in advance. (I tried Takohi Games Android TTS Plugin, Frecre Easy TTS, Android Native dialogs)
Hello, We build a client server app that transfer video file from PC to OCULUS Quest 2 through socket.(java Server code running on PC and android client app running on oculus).the code run perfectly where the connection is successfully established and the video file is sent completely from PC to oculus. The problem is that the received file is corrupted and its size is very small .(Note : We tested the same app/code from PC to PC and the received video works fine )How can we solve this problem? Thanks
We're working in a development of a web player to allow VR 360 cinema content to be watched on any screen...So web player can show correctly a 360 cinema stream on a smartphone (2D 360) and smartphone with cardboard (3D 360), also on PC or MAC screen (2D 360) and on Oculus Quest and Quest 2 (3D 360). BUT... Although Oculus Quest 2 can support perfectly 3D 360 Cinema contents at 5760x5760 resolution 30fps (using Oculus TV app accessing to local file content), we could not make it work when playing the same content from a DASH streaming internet server... So we tried to generated DASH/HLS stream in several formats... 5760x5760 30fps with H265 and VP9 codecs, (which are supported on QUEST2) but DASH/HLS streaming does not work and shows only audio with a grey no-video screen. If we try with a DASH stream with 4096x4096 resolution and H264 codec, then it works... but it's far away from the video quality we would like to achieve with 5760x5760... Could please some techni
My partner is the Admin/primary account on the Quest 2. He can connect his phone on the app and cast just fine, so I can watch him play from his phone. But if I want to play on my account, the secondary, he can’t watch me play.We can’t cast via my account on either of our phones. Both my phone and the oculus can find each other on Bluetooth but it may not fully connect. The 5-digit code to connect was found in the About tab on the admin account, but entering this code on my account on my phone is only intended to cast the oculus to his phone on his account.From what I gather from troubleshooting, only the admin account can cast. We would love to suggest to make a way for the admin to give permission to allow the secondary account to cast so players can take turns watching each other play and we can guide each other learning to use game features.
Hello,I am currently working on the development of an app under Unity 2019.3.8.f1. Device target is Oculus Quest 1 & 2 (focus on 1 for the moment). Script are developed in C# 4.0.My problem is : to exchange data, I want to open a websocket. The code (see below) works if I launch my app under Unity, but doesn't when launched in my Quest. public async Task<bool> Open() { Application.Model.DebugLogManager.WriteLogs("Attempt to open socket"); await OpenWebSocket(); return true; } private async Task<bool> OpenWebSocket() {  
I have been creating a game which I am hoping to get onto the Quest 2 in the future. Whilst everything has been running smoothly using the XR plugins I was recently told that for games to be published within Oculus the Integration kit needs to be used and XR is not supported on a official Oculus title. Can anybody shed some light on this please? I have spent soo much time learning XR and C# to support XR functions to now be told that it could be effectively useless if the publishing platform I'm looking at is Oculus.
Hi everyone~ I am running into a privacy policy issue when we try to publish the app to the app lab. We didn't collect any user data in any form for our app, so we show that on our privacy policy page. But still, we receive feedback from the review team indicating we have some issues with our privacy policy. Here are 2 feedback from oculus team: I have 2 questions:1I have an assumption of the issue, which is our client wants to show, that in the future version, we will collect user data, but in the current version, we don't. Is this causing the misunderstanding? 2If we show that we didn't collect any user data, do we still have to have a clear explanation of how the user may request all their data? If anyone has any idea or experience, please leave your thought, thank you so much.
I'm learning about spatial anchors. My test app can create them, make them persistent between sessions and query them at startup. So at the start of the app, you can query them, make them trackable and display specific content at their location. My question is ... why does the sample app track them and update the contents pose attached each frame? I would think that the anchor would remain in the same location and pose until the app moves it based on physics or player interaction. What am I missing?
I made a app in Unityin Build and run's auto played app is ok, but if i close app and reopen from menu, that show nothing, and return to explore menu. Anybody know how to fix it??
Hi everyone,I have a big doubt, i have created 9 applications, which are tools for psychologists and psychotherapists.The apps are sold under license to be updated on a year and year basis. therefore the apps have a login where the user accesses via the email and passw linked to the license.Now, if i wanted to publish the apps on the oculus store, how does the control team understand if the app is eligible if it does not have the access codes to be able to try it?I give an example to make myself better understood, if I publish a game like the elder scrolls online, where the purchase is free but the use requires an external license, can I not publish it on the official store?
Our team has encountered an unusual error following our update to Unity LTS 2021.3.2f1. Our demo builds to some of our headsets, but not others. We believe it is the more recently purchased headsets that are having these issues. The APK attempts to load indefinitely. This update broke Arm64 support for projects using IL2CPP, so we have temporarily swapped to Arm7. We are using the Vulkan rendering backend. The project fails to run specifically with symmetric projection enabled, and only on certain headsets. We're wondering what could cause this to run fine on some devices, but not on others, and we are interested seeing if others are also having issues which only exist on some Quest 2 headsets.
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