PTC v83 - App Library Filtering & Sorting Gone
Hi There. On v83 PTC and the ability to filter apps based on certain criteria (uninstalled, installed, updates pending, PCVR, etc) has disappeared. Also the ability to sort apps A-Z, Z-A, or by recent is also gone. I hope this will be reinstated, as there is no easy and effective way to find apps you've already purchased. the Store purchase history functionality is cumbersome at best.37Views1like2CommentsWhy aren't uninstalled apps removable?
I have quite a few apps in my library and I want to remove them all as I'll probably never play them again and are just a waste of space. I also have this bug on my headset where certain apps will automatically install every time I power on my headset. I feel an appointment remove option will help this bug, help free up space on my headset and clean up my library so it doesn't look so messy because to be honest, I don't use the drop-downs.21Views0likes1CommentHow do we remove uninstalled apps/games from my library?
How can we remove uninstalled apps or games from the library? For example, Beat Saber demo + full version are installed and I want to remove the uninstalled demo. There are other apps I want to remove that aren't demos.Solved97KViews61likes82CommentsMeta Quest Browser & BabylonJS = Slow FPS
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest. I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS. So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?654Views0likes0CommentsRetrieve a list of Games in user's Oculus Library?
hi, I've been working on a Discord Bot to help users find other users in the same discord server that own a specified game (an LFG bot) So far I've only implemented this with steam, and by popular demand, I'm now investigating if i can add the meta game library to the bot. On steam, The user logs into their steam account and the bot remembers their user ID and retrieves a list of all the games they have in their library Is it possible to do this with Meta and the Oculus library?532Views0likes0CommentsPackage conflict when upgrading Meta XR All-in-One SDK
I had Meta XR All-in-One SDK version 60 and tried to upgrade to 62, Unity crashed once, then I opened in SafeMode and there was this error: Library\PackageCache\com.meta.xr.sdk.core@62.0.0\Scripts\Util\Async\OVRTask.cs(819,9): error CS0433: The type 'ManualResetValueTaskSourceCore<TResult>' exists in both 'Microsoft.Bcl.AsyncInterfaces, Version=5.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' and 'netstandard, Version=2.1.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' What can I do? It seems both are from System DLLs.Solved3.3KViews1like5CommentsWhere to get the libOpenCL.so for Quest 2?
Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern methods to C#. And I'm using that API within the Unity game engine to do the actual gameplay programming. Everything works fine when I'm running the game via Link/Editor, but I can't run on the Oculus Quest 2 at the moment which I want to actually launch the game on if the prototype pans out. The reason for that is that I need to compile the library into an ARM x64 Android plugin (that's an .so file) via Android Studio. The nuance here, to my current understanding, is that Oculus Quest 2 has the Qualcomm Adreno 600 GPU which only supports OpenCL 2.0 as far as I know. The good thing is that Paralution supports OpenCL-compliant chips, but I need the actual proprietary libOpenCL.so to compile in Android Studio, because it is a dependency of Paralution. This file usually resides in /system/vendor/lib/libOpenCL.so or /system/lib/libOpenCL.so in an Android device if it indeed supports OpenCL. My problem is that there is no Google Play store in the Quest 2 where I could download a file manager that would let me dig into the Android file system to get this .so. I have done quite a lot of searching and have not found a solution. I am getting frustrated cause I've been stuck for two weeks now every day trying to port my prototype to the Quest 2. Anyone has any expertise on this topic that could help me reach my goal? I know what I'm trying to achieve is possible, but I think if I can't overcome the obstacle of getting access to the Adreno 600 version of libOpenCL.so I will not be able to succeed. Thanks for reading and may you have a wonderful rest of the day! - Dohn.1.5KViews0likes1CommentBuild a Third Party Library
I have a Unity project with an external library (Eigen) that can be built separately as DLL. I'm trying to include the DLL building it with arm64 toolchain, but I get this error when I test the app: Unable to load library '/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: "/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so" has unexpected e_machine: 62 10-03 16:02:02.636 3963 3978 E Unity : Unable to find Eigen 10-03 16:02:02.652 3963 3978 E Unity : DllNotFoundException: Unable to load DLL 'Eigen': The specified module could not be found. It looks a problem of the ELF, but I'm not an expert. Do you know how I should build an external library under linux that needs to be included in a Unity project? (I follow this for the ARM64 https://dev.to/offlinemark/how-to-set-up-an-arm64-playground-on-ubuntu-18-04-27i6)581Views0likes0CommentsCan't get past the IsUserEntitled validity check (social starter && platform examples)
Hi I'm new here. I've just started working with the oculus Quest and I'm trying to create a scene in which multiple p2p players can see eachother. I don't want to overcomplicate everything yet, as the oculus SDK is rather new to me. I'm working with unity 2019.1.8f1, I donwloaded the Oculus Intergration pack today from the assetstore, so I'm pretty sure I've got the latest version The scene I'm trying to run on an Oculus Quest is called VrVoiceCha, but all other scene's react the same, as the Entitled check is the first line of code. I know about the social starter that exists, which should be about the same thing as I'm trying to create, but I haven't gotten it to work on the Quest (I've not even gotten past the IsUserEntitledToApplication validation). The error message I get is: user does not have app in library. I've folowed all steps in the VrVoiceChat sample, but this didn't work either (I tried this before getting to the social starter, which is why I name it here, both apps crash at startup, becuase the user is not entitled). Right now I've got a organisation with an application on the oculus development website. I've subscribed to the app and I can see it in my developer feed (in Quest home, clicking the gear and selecting developer feed), BUT just a single button on the feed seems to be working. I can open the app and see the free and appinfo buttons, but they are not working. The cross sign, to close the window, does not seem to be working either (Almost if the raycast is caught by something else). I'm feeling kind of hopeless after wasting two whole days trying to get sample applications to work :S and right now I'm downloading photon because I saw that working for some other devs. I'm hoping that one of you awesome super devs (yes I'm praising you with hopes of a faster responce ;) ) could help me. Is there someone who already got networking working in an application? Could it be that I just totally forgot super important stuff (wouldn't be the first time o:) )? Furthermore are there easier or other options I should reconsider if oculus doesn't work yet, because I have little multiplayer experience and the only reason I picked photon is because I read about it working on another quest demo. Thanks for reading about my problems, if I can find some more information I'll tell you all about it, but hopefully one of the beforementioned awesome super devs could help the mortals down here (that is considering there are probably more people dealing with this problem).1KViews0likes2CommentsBuild uploaded to Alpha channel shows as "Not Valid" in Oculus client
I've created a test application on the dev portal, set myself as a developer, entered a bunch of metadata, and uploaded a dummy build to my Alpha channel. The dev portal reports that the upload and processing were successful, and the app shows up in my Oculus client's Not Installed list, but there's a big X over the cover image and the message "Not Valid". If I go into the app's details, everything looks right except version number/release notes, which is blank. I tried uploading the Oculus World demo as a build to see if it was something specific to the exe or folder layout, but that yields the same result. Is there any way to tell what is wrong with it?Solved3.8KViews0likes7Comments