[Feature Request] Edit in Play Mode for Oculus Quest in Unity
I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?9.9KViews16likes35Comments(Resolved) Meta Quest mobile app disables Oculus Go. Setup stucks at "Health and Safety".
Update March 27th: The build 260 is available. https://apps.apple.com/us/app/meta-quest/id1366478176 ----------- Update March 25th: Meta Store support told me that the latest mobile app Version 259 was released with a fix to resolve the issues described in this thread. So, the resolution was given officially. Thank you Meta for the fix, and thanks everyone in this thread as your voices indicated how this issue was significant. 😄 ---------- During setup of Oculus Go by Meta Quest for iOS Version 257.0.0.9.106, I could not play "Health and safety" video, although I pressed "Watch Video" button. As a result, I cannot complete setup my Oculus Go. How do I proceed with the next steps? I also tried the setup by Meta Quest for Android, but the symptom is all the same. Version 258.0.0.9.109 released on Marth 13th also show the same symptoms. Still the setup fails and the headset becomes useless. I can click "Continue" button. But all the three links are inactive. As the video never starts, I cannot complete the setup. My headset becomes a photoviewer of single image prompting me to grab smartphone.Solved41KViews12likes145CommentsGetting to Android 32 with Unreal 4.27.2
Hi all, Quick summary here of what we needed to do to get our app(s) updated to API 32 - with Unreal 4.27.2 A bunch of this info seems spread out in other posts and I though collecting it in one spot might save others some pain Updating to API 32: - using Android Studio to configure the SDK to api 32 - just SDK Platform 32 and Sources for 32 are needed (we still have 29 installed) - Tools stay at 29 - we have 29.0.2 and 29.0.3 installed - Use the editor to set your android API to 32 Now problems we had with 32.. -Sideloads of builds installs didn't work, -Dev builds couldn't save logs -We couldn't launch one app from another Sideload fixes require changing /Engine/Source/Programs/AutomationTool/Android/AndroidPlatform.Automation.cs Near the top.. add 'Android' infront of obb --> private const string TargetAndroidLocation = "Android/obb/"; Then in GenerateInstallBatchFile, around line 950 there are to spots where "$STORAGE/Android/" needs to be just "$STORAGE/" Also in that same method near the top.. make this always true.. bool bNeedGrantStoragePermission = true; //bRequireRuntimeStoragePermission && !bIsDistribution; To get logs and general functioning working: Some tags need to be added to DefaultEngine.ini, (..some of the following may not apply to all apps..) [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bUseExternalFilesDir=true +ExtraManifestNodeTags=xmlns:tools="http://schemas.android.com/tools" +ExtraApplicationNodeTags=tools:replace="android:name" (the above is needed if you use Vivox later releases) +ExtraApplicationNodeTags=android:allowBackup='false' ExtraApplicationSettings= +ExtraActivityNodeTags=android:exported="true" ExtraActivitySettings= +ExtraPermissions=android.permission.INTERNET +ExtraPermissions="com.qti.permission.PROFILER " +ExtraPermissions=android.permission.WRITE_EXTERNAL_STORAGE +ExtraPermissions=android.permission.READ_EXTERNAL_STORAGE +ExtraPermissions=android.permission.WRITE_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_INTERNAL_STORAGE +ExtraPermissions=android.permission.READ_MEDIA_IMAGES +ExtraPermissions=android.permission.READ_MEDIA_VIDEO +ExtraPermissions=android.permission.READ_MEDIA_AUDIO +ExtraPermissions=android.permission.ACCESS_MEDIA_LOCATION +ExtraPermissions=android.permission.MANAGE_EXTERNAL_STORAGE bAndroidVoiceEnabled=False Also to get the logs saving on the device, we could not see how to grant permissions to save them where it usually wants to. I think that is truly locked off, but instead change the destination to use "Downloads" instead of UE4Game as the root.. In AndroidPlatformFile.cpp //#define FILEBASE_DIRECTORY "/UE4Game/" #define FILEBASE_DIRECTORY "/Download/" Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the <queries> for ref) Text.AppendLine("\t\t<intent>"); Text.AppendLine("\t\t\t<action android:name=\"android.intent.action.MAIN\" />"); Text.AppendLine("\t\t\t<category android:name=\"android.intent.category.INFO\" />"); Text.AppendLine("\t\t\t<category android:name=\"com.oculus.intent.category.VR\" />"); Text.AppendLine("\t\t</intent>"); Text.AppendLine("\t</queries>"); This lets our app discover and launch other apps. Hope this helps some one else! DR -6.7KViews9likes13CommentsMeta's documentation on how to remove android permissions for Unreal Projects is completely wrong
Hi everyone, I'm writing this in the hopes it proves useful for someone who may be having issues removing unwanted android permissions from their Unreal engine project. This is something I've struggled to do for a number of days and I've seen a lot of other people struggling with it, so I want to get this down for anyone with the same problem If you look at Meta's developer page here: https://developer.oculus.com/documentation/unreal/unreal-unwanted-manifest-permissions/ They tell you how to start a ManifestRequirementsOverride.txt document along with where to put it in your project. This part is correct. The part where it tells you to put the uses-sdk and uses-feature lines from your AndroidManifest.xml is also correct (though there may be more than one uses-features line in your manifest so double check that). What's wrong however, is it tells you to "Replace PERMISSION_NAME with the name of the unwanted Android permission". THIS IS INCORRECT! The permissions you put in the document are what WILL go into your project, and anything not included in ManifestRequirementsOverride.txt will NOT be in your project. Let's take a look at Unreal's documentation on this topic, the one page that mentions ManifestRequirementsOverride.txt is here: https://docs.unrealengine.com/5.3/en-US/android-settings-in-the-unreal-engine-project-settings/ In the "extra permissions" section it says "<Project>/Build/Android/ManifestRequirementsOverride.txt, will replace the entire Requirements section." Which is correct. The override file is not excluding the permissions listed in it, it's replacing that entire section of the manifest. I just compiled my project with the ManifestRequirementsAdditions.txt file devoid of any permissions and pushing that build to the Meta Quest Developer hub finally let me push without any permission warnings. I wanted to post this on the SDK feedback section, but I don't have "sufficient priveleges" to do so, so if someone can get this to the meta documentation team to check it would be really good.3.2KViews7likes3CommentsScoped Storage and VR
Ok, So..... I need to use Shared Storage to access folders that the users wants. I know it works, since flat apps like Amaze file manager can do the entire flow, but when I try from my VR app written in Unity, it fails to receive the request. What I have done Made a Jar plugin Added in a Activity to receive the requests From c# call into Java Start a new activity to receive the result, this makes VR go blank From java generate the OPEN_TREE... Intent and pass in a URI The Activity never receives the result after the popup is presentedSolved6.2KViews5likes9CommentsMemory Error when opening the overlay menu
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memory When this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active? I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.3.3KViews4likes4CommentsHow to start Eye Tracking Calibration from an Application or ADB
Is it possible to start the Quest Pro eye tracking calibration flow (the one in Settings -> Movement -> Eye Tracking) in either of these ways?: Within an application (whether it is an OpenXR call, android intent, or Unity plugin) Through ADB (intent, executable; can use root permissions) If this is not possible, then I'd like to make this a feature request, as it would greatly improve our user experience 🙂1.7KViews4likes2CommentsUSB Camera on Oculus Quest 2
Hi, I'm trying to access and display a stereo UVC Camera plugged into my Quest 2 under Unreal Engine 4, but it seems to be hard, do you provide examples of code or some resources, even under others or the native frameworks? Thank you for your attention! PS: The camera is well detected I see it into the logs and the app permission for video capture is asked. UPDATE: Even if i check OK for camera access it'sn't allowed visibly... I understand to be not allowed to access to the embeded passthrough cameras but I don't know why we can't access external plugged camera, it doesn't really make sense... [2021.01.13-19.35.37:169][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::AcquirePermissions [2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance [2021.01.13-19.35.37:170][ 0]LogAndroidPermission: UAndroidPermissionFunctionLibrary::CheckPermission android.permission.CAMERA (Android) [2021.01.13-19.35.37:172][ 0]LogBlueprintUserMessages: [MotionControllerMap_C_27] NO CAMERA ACCESS3.3KViews3likes1CommentMixed Reality with Unity and Meta SDK Test
Hi, I have been developing in Meta Horizon since 2020 and have learned UnityXR/MR. I will graduate with a masters degree in Art and Technology in May 2026. For my final project I will be working on a Mixed Reality interaction for dyslexic learners with hand tracking. I will be applying for the smart glasses grant for accessibility. I've been in education for the past 19 years, teaching students with dyslexia for the past ten years. This video shows my first test. Link and image below. Mixed Reality Test, Quest 3: Mixed Reality Test, Unity and Meta SDK by Tina Wheeler35Views3likes0CommentsRequest for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!367Views3likes0Comments