quest 3 and Meta quest developer hub
I write a program by the toolbox Psychtoolbox of Matlab, and I want to run this program in quest 3. So I download the Meta quest developer hub in my PC. Now I am wondering whether developer hub can drive quest 3 to run Matlab codes. Or it can only drive quest 1 and 2?941Views0likes1Comment[Issue] Total uninstallation
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often... It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors. The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues) PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...600Views0likes0CommentsOculus Rift S developer Mode
I want to connect my Oculus rift S to the Unreal Engine. I don't know how to connect this. When I open Unreal, it is not in the list of devices. I can't see my devive in the Oculus Developer Hub too. I don't know where the developer mode can be changed either. Plz anyone help with thisSolved3.4KViews0likes2CommentsIs there any way to access the stream from the MQDH casting and run CV tools over the footage?
I could use OBS or etc. to just screen record on my laptop but I was wondering if there's a way to get frames reasonably fast dynamically while the casting is running? Also, I noticed that taking screenshots or recordings stores the footage on the headset, is there anyway to have it stored locally on my laptop?Solved1.3KViews0likes2CommentsDeveloper Mode Quest Pro
Hey 🙂 I bought a Meta Quest Pro because I would like to develop some small projects for these glasses. I'm also very excited about the device, but I've already encountered a more or (I hope) less big problem pretty quickly and hope you can help me here. The issue is that I can't get the glasses properly into Developer Mode and thus connected to my PC or the app. I have tried many different ways, downloaded software updates, used different cables, worked with the app and dev hub, run power cycles and rebooted all devices, but I have not been able to solve the problem. I always get to the step where I have to allow debugging via USB on the headset. I remember this from the Quest, where it worked fine, but on the Pro this prompt just doesn't appear for me to give my permission. After some searching, I came across a thread here that also describes exactly this problem and where in the further course, quite current is written that there is a solution for it...can you help me find this solution? I have already looked around a bit in the forums as I said and ended up here: https://communityforums.atmeta.com/t5/Get-Help/Quest-Pro-Developer-Mode/m-p/994506 I had then written to the support chat, as well as the mod from the forum entry, both of which unfortunately could not help me directly, but forwarded me to the PM of the meta support and they forwarded me to the consumer support and this page... i would really appreciate if someone can help me... It also works really everything great, except the last step "allow access". When I connect the headset via cable to the pc, there is a nice sound, but no window to confirm. Thank you very much and with kind regards Karo1.2KViews0likes2CommentsmacOS MQDH 4.4.1 ships with x86_64 adb
Title says it all. Current (as of this writing) revision of MQDH for macOS ships with adb built only for x86 when it should probably be a universal build like the rest of the app. Evidence from the CLI: my-fancy-prompt$ pwd /Applications/Meta Quest Developer Hub.app/Contents/Resources/bin my-fancy-prompt$ ls Casting.app/ NOTICE.txt aapt2 InputForwardingService.apk OculusDeveloperHubService adb my-fancy-prompt$ file adb adb: Mach-O 64-bit executable x86_64 This drove me bonkers for a goot bit trying to get my Quest 3 connected to the developer hub. My Ventura-based Mac does not have Rosetta installed on it as it's actually a clean install and I avoid Rosetta unless it's absolutely necessary. When attempting to connect my Q3 to MQDH it went through the whole process and ultimatley did nothing with zero feedback, error or otherwise. There was no indication that adb failed to launch because of the "Bad CPU type" of the binary. I grabbed the platform-tools from android.com and those are indeed a universal build as they should be. I pointed MQDH at that adb and it's good for now. Please consider packaging a universal arch adb with a near-future release of MQDH for macos. Cheers!1.3KViews0likes0CommentsMQDH - Multi OBB package upload
Hello! I'm looking for some help/clarification for the Meta Quest Developer Hub's build deployment feature. The Documentation Page covers the basics of using MQDH to upload an application to the Quest, which seems to work fine as long as the app only requires a single OBB file. Unfortunately our Unreal Engine game has recently exceeded the 4gb limit and we've had to split the package into multiple OBBs. When I install the app through MQDH the app fails to launch. If I then manually push the patch OBB (like the install script Unreal generates does) the app will launch correctly. This indicates to me that MQDH will only grab the main OBB file (i.e. `main.1.com.___.obb`) Does anyone know how to get MQDH to install all OBBs present in the same folder as the APK file? Do I need to follow any specific naming conventions or processes? I'd like to continue using MQDH as for some reason it seems that installing the Android commandline tools themselves has been... troublesome for some of our remote team members.2.8KViews1like1CommentRemoving Users from Release Channel
My org is hoping to do a user test with a demo for our game. For the test, we'd want to add users to a release channel, then after the demo period, remove the game from their device. However, it seems that removing a user from the test channel just means that they can't get new builds. Is there a better way to do this? Or how can we prevent users from playing after the demo period?437Views0likes0CommentsDeveloper Hub - Build Upload Failed - PROCESSING ERROR, API ERROR, ECONNRESET
I am trying to upload a new build of my game through the Meta Quest Developer Hub. I am uploading it to a private release channel for alpha testing. I am getting a number of errors after multiple attempts with a different error each time. I get upload failed errors sometimes showing Processing Error please try again later, API error, or ECONNRESET Network error. I've tried looking at the log files but Im not experienced enough to know what to do. It is strange because I havent had these issues before, I've uploaded multiple builds with the most recent being a little over a week ago. I am using unity 2021, the most recent version of MQDH, and am attempting to upload an apk and single OBB file (2.2 GB). I have tried copying the adb files associated with my unity project and pasting them into the "Meta Quest Developer\resources\bin" file path. I've also tried changing the MQDH ADB file path to match the unity version in the file path "C:\Program Files\Unity\Hub\Editor\2021.3.15f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools" Nothing seems to work and its more strange that different errors pop up instead of a single consistent error. I've made sure my manifest file is correct and am increasing the version and bundle code with each build, and done other things like make sure MQDH is able to pass through my firewall, tried making a fresh release channel. I also sometimes receive this error when attempting to open MQDH and I have to uninstall it and reinstall just to get it to reopen. Am i doing something completely wrong? Here are two of the errors, with the other one saying PROCESSING_ERROR please try again later. I can send log files if needed. Thank you for any help in advance!8.2KViews2likes12CommentsHelp! I set up test users, but in companion app it requires a confirmation code sent via email
Hi, I set up multiple test accounts from my Meta organization and am trying to assign them to different Quest headsets. However, when trying to log in either on the companion app or headset I'm asked for a confirmation code. But because these test apps don't use real email addresses I can't access the confirmation codes, making the headsets unusable. What's the solution please?1.3KViews1like2Comments