Detect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.69Views1like2CommentsADB not detecting a headset
I am trying to load an app onto my headset but it won't show up in adb device list. I have two headsets for this app to test. One headset, with the same cable and same port, is detected in the terminal. This specific headset is never detected. I have tried downloading the oculus adb driver. I have tried factor resetting the headset. I have tried simply powering down both the computer and the headset. I have tried to connect adb wirelessly (only to find it needs a wired connection first to work). I have tried different ports, cables, and computers. I am at my wit's end trying to get this thing to work, and I am hoping for some suggestions and new things to try to fix it. Thank you.130Views0likes5CommentsTestuser cannot login in Unity Editor
A strange issue is now occurring, blocking unity development. Test users fail to login with the following error message: {"error":{"message":"Unsupported get request. Object with ID '30718013287843347' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"ARCtDmELs4k_vwP8Vz4jEJS"} What we've tried so far: Create a new Meta Test User; Force entitlement check and validate that user is entitled to application; Restart Editor; Clear library folder and re-import project; Disable firewall; Reviewed Data Use Checkup and requirements, all OK; Cleared credentials in editor and logged in again; Restarted editor; Validated app ID reference in editor; Tried with older working project version.53Views0likes2Commentsv79 Dialog-Related Crashes in Android Settings
Since the v79 update, various dialogs in the Android Settings app are no longer accessible and crash the Android Settings app when opened. This includes, but is not limited to, the following: WiFi & Internet -> Private DNS Accessibility -> [ANY SERVICE] -> Turn On System -> Developer -> Wireless Debugging -> Pair with Pairing Code The following error is visible in LOGCAT: FATAL EXCEPTION: main Process: com.android.settings, PID: 2626 java.lang.IllegalStateException: You need to use a Theme.AppCompat theme (or descendant) with this activity. at androidx.appcompat.app.AppCompatDelegateImpl.createSubDecor(AppCompatDelegateImpl.java:926) at androidx.appcompat.app.AppCompatDelegateImpl.ensureSubDecor(AppCompatDelegateImpl.java:889) at androidx.appcompat.app.AppCompatDelegateImpl.setContentView(AppCompatDelegateImpl.java:772) at androidx.appcompat.app.AppCompatDialog.setContentView(AppCompatDialog.java:99) at androidx.appcompat.app.AlertController.installContent(AlertController.java:232) at androidx.appcompat.app.AlertDialog.onCreate(AlertDialog.java:278) at android.app.Dialog.dispatchOnCreate(Dialog.java:436) at android.app.Dialog.show(Dialog.java:325) at androidx.fragment.app.DialogFragment.onStart(DialogFragment.java:973) at androidx.fragment.app.Fragment.performStart(Fragment.java:3173) at androidx.fragment.app.FragmentStateManager.start(FragmentStateManager.java:625) at androidx.fragment.app.FragmentStateManager.moveToExpectedState(FragmentStateManager.java:290) at androidx.fragment.app.FragmentManager.executeOpsTogether(FragmentManager.java:1938) at androidx.fragment.app.FragmentManager.removeRedundantOperationsAndExecute(FragmentManager.java:1841) at androidx.fragment.app.FragmentManager.execPendingActions(FragmentManager.java:1778) at androidx.fragment.app.FragmentManager$5.run(FragmentManager.java:564) at android.os.Handler.handleCallback(Handler.java:958) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loopOnce(Looper.java:218) at android.os.Looper.loop(Looper.java:310) at android.app.ActivityThread.main(ActivityThread.java:8250) at java.lang.reflect.Method.invoke(Native Method) at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:552) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:978) This is a regression from v78 and prior versions, where these dialogs all worked as expected.70Views0likes1CommentWhere to find footage of in-app PackageInstaller
Hi, I'm making a game where the "hub" area downloads and installs separate SDKs, basically as community-created levels. I understand there's two ways to install APKs The intent way Intent intent = new Intent(Intent.ACTION_VIEW); intent.setDataAndType(apkUri, "application/vnd.android.package-archive"); intent.setFlags(Intent.FLAG_ACTIVITY_NEW_TASK); intent.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION); startActivity(intent); The package installer way PackageInstaller.SessionParams params = new PackageInstaller.SessionParams( PackageInstaller.SessionParams.MODE_FULL_INSTALL); int sessionId = packageInstaller.createSession(params); PackageInstaller.Session session = packageInstaller.openSession(sessionId); // write your APK bytes to session.openWrite(...) Intent intent = new Intent(context, YourBroadcastReceiver.class); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, intent, PendingIntent.FLAG_UPDATE_CURRENT); session.commit(pendingIntent.getIntentSender()); Now I currently have things working with the intent method, though the "do you want to install this package" system dialogue that pops up is a big pain point, as it leaves naive users confused (especially with how to close it). I hear the package installer method still does show a prompt, but that it apparently "more tied to the app" ad "more integrated with the session"... though I'm not sure what that means. Does anyone know where I can find footage of the application running inside a Quest3, installing and showing the dialogue via the package installer? I'd really like to see how it looks before dedicating dev time to reworking it all Cheers! Fred33Views0likes0CommentsMQDH Won’t Connect Quest 3 at Final Cable Step Despite USB and ADB Working
Hello everyone, I’m encountering a frustrating issue with Meta Quest Developer Hub (MQDH) v5.7.2 on macOS while trying to set up a Quest 3 running firmware V78. ISSUE DESCRIPTION I enabled Developer Mode on Quest 3 via the mobile app. In the Quest headset, I selected “Always allow USB access.” SideQuest and ADB (adb devices) can successfully detect the Quest 3. However, when I run “Set Up New Device” in MQDH, it stalls at the final step asking me to plug in the cable, even after doing exactly that. No prompt appears inside the headset; MQDH hangs without progressing. I tried reinstalling MQDH and rebooting both Mac and headset—problem persists. WHAT I’VE TRIED Verified Developer Mode is enabled, and USB Connection Dialog permission is granted. Confirmed USB‑C cable works (SideQuest and ADB both connect). Rebooted Quest and Mac multiple times. Uninstalled and reinstalled MQDH, cleared caches/settings. Used both bundled Quest cable and a known good USB‑C data cable (I tested USB 3.2 cable / Thunderbolt cable with Mac mini USB‑C Thunderbolt port). adb works fine. REQUESTED HELP Could someone please advise on potential causes why MQDH stalls even though ADB and SideQuest work? Has anyone else experienced this on Quest 3 running firmware V78 with MQDH 5.7.2? Are there any logs or advanced diagnostics I can capture to pinpoint the blockage? If anyone has successfully connected MQDH after the V78 update, what steps resolved it? FULL ENVIRONMENT INFO Headset Firmware: Quest 3 V78 MQDH Version: 5.7.2 (macOS) OS: macOS (latest version) USB cable: Verified data-capable USB‑C ADB Output: adb devices correctly lists the headset (adb cmd / MacDroid) MQDH Behavior: stuck at final prompt, no progress NEXT STEPS I’m considering doing a factory reset and strictly following the community-suggested flow (skip Air Link until first USB prompt), but not sure if firmware V78 changed behavior. Thank you in advance!78Views0likes0CommentsQuest 3. MP nearby devices without internet. (Not MR) Possible?
I made a app, with simple Multiplayer. Server starts session, client joins session. Server and client see each other on chosen level. Standalone full VR (no MR, no anchors). It realized via EOS + Oculus Online Subsystem. The question is: Is it possible, make same behavior (data exchange) without internet connection, if 2 Quest 3 in physical proximity? OR via LAN (both Q3 connected to same LAN)Solved103Views0likes4CommentsPublishing android apps on Quest
I want to discuss about how to port android app to Quest. At current state, I can connect my Quest to PC and install the app with Android Studio, that's fine. I have read this article: Meta's CTO explains why Quest has so few Android apps And it states, that "They just need to ship the APK to us, and they may have to do some light modification, depending on how they want the control scheme to work, but maybe not even necessarily that much of that." What could be the modifications? Making clickable content larger, so it can be controlled better? Right now if I open the app, it opens in a small window and I need to enlarge it, so it's usable. Is it possible to open it enlarged already for the first time?1.6KViews1like2Commentsscene capture spam an error in the log
Hello, I'm currently working with the scene capture feature (https://developer.oculus.com/documentation/unity/unity-scene-overview/) and i've been able to set it up correctly but I have a problem with a log which is insanely repeated : Warn OpenXR_Anchor GetComponentStatus: Space does not support 0 Error OVRPlugin [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:10267 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:307) I am using - a Meta Quest Pro - Unity 2021.3.15f1 with - XR Plugin Management 4.2.1 - Oculus XR plugin 3.2.23 - Oculus OVR plugin 1.85 (included with the oculus XR Plugin) The thing is the scene capture work well, and i can access the anchor i have set up, but the log are flooded with the mentioned message, making it unusable, so i would like to get read of it. from what i understood of the error, the scene capture generate a space anchor that is not supported. Reading into the code, it seems to be a "locatable" anchor, but i don't know how such an anchor is generated/how to get rid of it. Do you have any idea?2.3KViews2likes7Comments