Quest 2 and ADB stopped working
Hello! I've been using MQDH with Quest2 for almost a year now and they used to work perfectly fine, but since a few days ago, every time I connect my Quest 2 via Link Cable, it is detected and shown as below: However, if I try to issue any command whatsoever, be it a push, install, reconnect, etc, it turns offline. This can be seen by simply opening the Meta Quest Developer Hub. It initially appears as following: But as soon as one of those commands "finishes" (they always fail), this is the screen I'm left with. I have tried issuing `adb reconnect offline`, which simply makes the device completely vanish from the devices list. Needing a reboot of the device (and a unplug/plug of the USB cable) for it to reappear. I have tried deleting the adb keys and re-authorizing; rebooting the adb server; disabling and re-enabling the developer mode; factory resetting the Quest 2; disabling Oculus Air Link; changing which adb version to use; clean reinstall of Windows; all above with no other program running on PC, to no avail. Any help would be greatly appreciated. Maybe it was something in the last update? I can't find a way to rollback and test. INFOS Headset System Version: 49068160412800150 Version: 47.0.0.282.341.428237303 Runtime Version: 47.0.0.282.341.428237138 OS Version: user-49068160412800150 No lock pattern Oculus Android App Version: 198.0.0.4.103 MQDH Version 3.1.1 ADB Version 1.0.40 4986621 OS Windows 10 Pro 22H2 Build: 19045.2486Solved15KViews1like5CommentsStill cannot use built in mic for casting on MQDH... Extremely obnoxious oversight...
I just don't understand. Meta is advertising this as the best way to cast gameplay and yet to this day there isn't even an option to turn on the mic. You can hear the mic when you record, but not when you cast? Make it make sense. The fact that this has been a common complaint for a couple years now just makes this all the more frustrating. If /casting can do it, what's stopping Dev Hub from doing it? Can anyone here think of a legitimate and logical reason for MQDH to lack this basic feature?1.2KViews0likes1CommentMQDH / Continue in your Browser
Hello! I am unable to login to the MQDH desktop application. I already tried the "WIN+R - google.com"-Solution, but it did not work. I tried Edge and Chrome as default browsers. I just see a little flash in the MQDH after i click the blue Start-as-Button. But it stays at "Continue in your browser" without an error message. EDIT: I am on windows 10. Hoping for some ideas Thanks, Stefan1.8KViews1like3CommentsMQDH Record not working
When you press the record button in MQDH 4.9, 5.0.0, 5.0.1 it does nothing. I've also had a soft lock (was unable to save or get out of the window) when attempting to change the record settings in 5.0.1 though this has only happened once. When I revert back to MQDH 4.8 the record feature works fine. Device I'm running has OS 71 installed. Cheers1.2KViews1like4CommentsMetrics Recording on MQDH sometimes works, sometimes not
We are doing a ton of A/B testing and I really need a dependable tool to measure GPU app times. Sometimes Metrics recording generates a CSV file with data, but most of the time nothing. I can't determine why it successful sometimes. Help!1.7KViews1like1CommentAPI Error - Can't upload PCVR Rift build via Meta Quest Developer Hub
Hello! I need some help from Meta's engineering team. I am unable to upload a PCVR (Rift) build of my VR game via the Meta Quest Developer Hub (MQDH). I have a working VR app that runs just fine on PC via Quest Link or AirLink (created via Unity 2022 LTS + OpenXR). However, when I try to upload my app build via MQDH, I get a non-descriptive "API Error" and it points me to a log file. I have attached a screenshot of the error below. I can't attach my log file here because it contains sensitive information, however I am happy to provide it to Meta privately (please let me know the best way to do this). Some additional context: I am using Unity 2022.3.7f1 LTS and I am using the OpenXR runtime via Unity's XR Plug-in Management system. I have both a Quest version and a Rift version of the same app. If it matters, I have *not* imported the Oculus Integration because I am using the new OpenXR runtime and Unity's XR Interaction Toolkit, as is recommended when using OpenXR. The Quest version of my app uploads just fine via MQDH and passes all automated tests. But when I attempt to upload the PCVR build for my Rift version of my app, I get an "API error". Could someone from Meta please let me know what to do in order to successfully upload a PCVR app build for the Rift version of my app? I am happy to provide you with my log file also. It is very important that I support both Quest and PC. Thank you!4.9KViews2likes6CommentsAPK No Longer Loading onto Headset
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?Solved4.4KViews1like5CommentsMQDH not recording my voice
Whenever I’m using the MQDH for recording gameplay videos it doesn’t pickup my quest 3 mic, so my voice is absent ingame footage, and i need this for content creation, This is the step i follow 1. I cast and switch to cinematic to get that sweet wide view 2. I record from there There's not setting indicating wether or not i want my voice captured I hope it would just do that automatically Is there a fix for this Problem???494Views0likes0CommentsMQDH reports low framerate but other tools do not (Failed VRC.Quest.Performance.1)
Unity LTS 2022.3.37f1 / OpenXR I first submitted my game a few weeks ago and received a VRC.Quest.Performance.1 failure (running < 60 fps). It was running at a solid 72 fps on Quest 3, so I borrowed a Quest 2 and found it was quite low (30fps or so) and went on to optimise the game quite a bit and brought it up to 72 fps on both Quest 2/3 consistently as per the OVR Metrics overlay and the adb logcat -s VrApi command Now this is where things get weird. I resubmitted and received the same VRC1 failure again. I double checked the performance in MQDH and found that the fps look like a sawtooth pattern, where it reports 72fps and 19fps on alternate frames, seemingly at random. In some cases the low fps frames were reporting an early frame as well. The logcat VrApi command shows LAT (latency) as -1, meaning that the frame latency is dynamically managed by Phase Sync (which can no longer be turned off when using OpenXR in Unity). The game is running buttery smooth and I still get these VRC1 warning in MQDH on Quest 3, even when I set the refresh rate to 90hz where it runs fine. There's no way that the game can run at 18 fps higher and still somehow be dropping frames. It also isn't reporting any late or stale frames either so go figure. I think this could be an MQDH bug as none of the other reporting tools show the framerate drops but this seems to trigger automated failure during review and I have no idea what to do about itSolved1.4KViews0likes3CommentsMQDH framerate lower than OVR Metrics Tool or users perspective
My App submission currently failes the review on the VRC.Quest.Performance.1 reqiurement. When observing the frame rate in MQDH I do see the low frame rate of 18 even in the starting window. When properly entering the application, I see the framerate quickly switching between 18 and 72. When using the OVR Metrics Tool, it show me a constant framerate of 72. Even from the users perspective, I do not see the beginning low framerate in the starting window or the quick switches of framerates in the main part of the application. This requirement currently fails during my app submissions. Does someone have an idea how to fix this or how to properly debug this behaviour? I am using UE5.3.2 and the latest MetaXR plugin version for UE5.3.2. Thanks!896Views1like2Comments