I am unable to upload to the production channel due to my Andriod manifest.
I am working on a MR application. Whenever I attempt to upload to the production channel I get this error: This APK includes the feature, `com.oculus.experimental.enabled`, which is not allowed. Please remove it from AndroidManifest.xml and retry. I have removed the line "<uses-feature android:name="com.oculus.experimental.enabled" android:required="true" />" from the manifest, yet the issue persists. Here is my entire manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.ossplash.background" android:value="passthrough-contextual" /> <meta-data android:name="com.oculus.telemetry.project_guid" android:value="76f99eb0-5638-4124-901c-3b3917cb882b" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest2|questpro|eureka" tools:replace="android:value" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" /> <!-- <uses-feature android:name="com.oculus.experimental.enabled" android:required="true" /> --> <uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" /> <uses-permission android:name="com.oculus.permission.USE_SCENE" /> <uses-permission android:name="android.permission.READ_PHONE_STATE" tools:node="remove"/> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" tools:node="remove"/> <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove"/> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove"/> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove"/> </manifest>847Views0likes3CommentsAdd Chinese input method for Chinese players
Can you add Chinese input method for Chinese players? Now more and more Chinese players have purchased quest3 and quest3s. Although a series of troublesome operations such as VPN are required, the quest equipment is very good, and more and more players are joining the quest. However, more and more Chinese players have reported that the system does not have a Chinese input method, which has a great impact on social aspects, such as Bilibili, the largest video platform in China. I found that YouTube VR has a Chinese input method, so this should not be difficult for developers. I hope developers can add a Chinese input method for Chinese players446Views0likes0CommentsHow to Set Quest 3 as the Only Target Device for Store Submission
We are developing a game that utilizes room scan data from Quest 3. Since the depth sensor of Quest 3 is essential, we intend not to support other devices in the store. However, I'm not sure where to set this preference. Should we simply select only RoomScale in the Supported Player Modes? Currently, all options are selected.1.1KViews1like1CommentQuest 3 Controllers not registering with A-Frame in WebXR
This feels like a question that must have an obvious answer, as I have found no one else who seems to have this problem, but as I was attempting to work on an A-Frame project I was really confused why I couldn't get my controllers to give me movement in Immersive. After beating my head against the wall for a while I decided to go look at working examples and see what I was doing wrong. In every A-Frame project I went to, the controllers did not work. Even in Stemkoski's Quest Controller Data example. There was nothing. I tried my Quest 2. Works just fine. I factory reset my Quest 3. Nothing. I tried non-A-Frame WebXR experiences - they all worked fine. For some reason when I take my Quest 3 into Immersive on an A-Frame project it just doesn't seem to register the controllers. I feel like there must be a setting or other strange condition I'm missing, but I'm at a loss. Any ideas?1.4KViews0likes1CommentQuest3, floor level too low
New Quest3 (I had Quest2 for a while) Floor level is half a meter too low in the dock room. Also when I build my apps. I am floating half meter above floor level. I tried to erase boundary many times. And also to set floor level manually. Nothing works. Please... how can this happen with such a technology? Any tips? Thanks in advance809Views0likes2CommentsSharedSpatialAnchors sample does not work, showing "Saving Spatial Anchor Failed".
When I tried to build and run the SharedSpatialAnchors sample, the sample UI displayed the message "Saving Spatial Anchor Failed" and I could not save the Saving Spatial Anchor to Cloud. Strangely enough, some Quest3 saved successfully and some Quest3 failed. I tested these repeatedly and the results remained the same. Logcat in Android Studio showed "com.facebook.spatial_persistence_service : AnchorResultCode::ERROR_CLOUD_ACCESS_DENIED (-11000)". It is possible that the connection to Meta's server is failing. Does anyone have a solution? development environment: Windows11 Pro Quest3(v65) sample(https://developer.oculus.com/documentation/unity/unity-shared-scene-sample/)598Views0likes0CommentsQuest 3 color profile
Hi there I was looking into what is the default color profile on Quest 3 and couldn't find a certain answer to that. Is it Rift CV1 or rec.709 or rec.2020? all i found from meta actual documents was this color management guide but looks like its outdated. Longer story: I'm a VR content creator and im trying to understand which color profile should i use to match best the color profile of Quest 3 displays. We work with Canon R5c and record 8k 60 fps in RAW LT. So to preserve the best image quality this question seems to be very important to us. Thanks1.2KViews0likes0CommentsQuest3 timewarp 3 times per frame?
hi guys: I was new to quest3, recently read an article "A VR Frame’s Life" in that article said, "On both Quest1 and Quest2, its per-frame work is split in 2 for latency optimisations, preempting your application usually twice per frame as it runs every 7ms" however, when I use MQDH to capture quest3 systrace, I found that was 3 times of timewarp Is anyone know why?, previous design it seems one for left eye one for right eye regards, leon385Views0likes0CommentsHow do I use the space setup as collisions in mixed reality
I have a mixed reality app on quest 3 and would like to use the space-setup as collisions. I want objects I put in my project to collide with real-life floors and walls. How do I set this up? A link to a guide would be helpful also.1.6KViews0likes1Comment