Can I connect my Quest 3 controllers to my Quest 2?
I have Quest Pro Controllers that I have been using on my Quest 2 (Great!!) I purchased a Quest 3 and will be moving the Quest Pro Controllers to it. I would like/prefer to pair my Quest 3 Controllers to my Quest 2 Headset. Currently this is not an option to select in the App. Are there any plans to allow Quest 3 Controllers to work on a Quest 2 (similar to how the Pro Controllers work on Q2)? What would be the reason to not allow/support it? Thank You! MrTasselhof YouTube (MrTasselhof) Twitch (MrTasselhof)55KViews10likes19CommentsThe Windows SDK version 10.0.10586.0 was not found
I was following the PC SDK getting started guide, and progressed relatively smoothly until I tried to run the demos in the samples file Samples/Projects/Windows/VS2015/Samples.sln in Visual studio 2015. I encountered the error "The windows sdk version 10.0.10586.0 was not found." I followed the steps to correct it in the guide as well: I followed the instructions: edit Project Properties → General → Target Platform Version and changed the version to 10.0.15063.0, which was the windows 10 SDK on my computer. However, with this, the same exact error remained, "The windows sdk version 10.0.10586.0 was not found." So I went even farther, going into the Windows10SDKPaths.props file, and changed all 6 instances of 10.0.10586 to 10.0.15063. However, the same exact error popped up once again. I've tried closing Visual studio and restarting my laptop between steps, however, the result is still the same. Can you please advise on how to fix this? Thanks in advance.25KViews0likes8CommentsLinux Support???
I'm really disappointed that I wasted $400 on a Rift S just for it to become a paper-weight since I don't want to use Windows on my computer. I have no clue why a multi-billion dollar company can't afford to support more than one operating system. I'm by no means expecting perfect support with no performance issues or hiccups on the less popular OS's, but having the headset be COMPLETELY UNUSABLE is not at all excusable. Just let me use the headset, and I'll do the optimizing myself. It's pretty embarrassing that Valve, a company valued at $8 billion, can comfortably support Linux and Windows almost flawlessly on their headsets, but Oculus, which is owned by Meta, a company valued at $572 billion can only support Windows. I understand the tone may seem harsh, but as someone who spent $400 dollars on the thing, I should have the right to use it on whatever computer I see fit even with less than desirable performance.19KViews25likes28Commentsoculus verification not working.
I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.Solved6.9KViews2likes20CommentsWhy is Oculus Developer Support so bad?
This isn't supposed to be a rant thread, but I am genuinely surprised about how bad the experience has been for us so far developing for the oculus platform in terms of available resources and support. On the end-user side, oculus/Meta seems to do a really good job in providing resources and quick support, but it seems to be quite the contrary on the developer side and it just puzzles me why this is the case. There are hardly any answers from oculus engineers on this forum, support tickets take forever and don't yield any actual help and SDK documentation is often seriously lacking. Given that Meta is so dedicated in pushing the Metaverse, I'm genuinely surprised about the way they treat developers that dedicate their time and resources building experiences for their platform, and thus I wonder whether they maybe internally have the stance that developing polished VR experiences is something rather difficult that they don't expect independent developers to come up with and thus focus their resources on providing direct support channels to the big studios instead? I'd be interested to hear about the experience of other devs on here and also what place you go to when you have problems or questions (because the official developer forum doesn't seem to yield any results for any non-trivial questions/problems)? MetaStoreHelp6.8KViews7likes12CommentsCustomers cannot "GET" our app (App Lab)
From what I can understand, a Quest App is available by the app id link before being reviewed. This allows users to install the app from a direct URL rather than the AppStore. Our app is viewable on PC by the App Id link, and everything looks fine, except there is no GET button. Also, when the same URL is viewed on the Quest, a 404 error is displayed. Is the App Lab broken, or am I missing a setting somewhere? Now that the App is in a review state, there are no settings available to us for change. Strangely, the URL is viewable on PC but not the Quest. We want our app to be available to our users, precisely many schools anxiously waiting to use our app. Our previous app worked with Google Cardboard, and now the schools are migrating to the Quest. We are unable to give them our app because of this issue. We need to have our app used by students before the school year is complete. By not having this app available to students, this delay is robbing children of an educational experience that could shape their future with a career in technology.6.5KViews0likes11CommentsNeed response from developer support
I'm not receiving replies (automated or otherwise) from Oculus when submitting tickets through developer.oculus.com. It's been an issue since before the developer landing page was redesigned. I've submitted tickets using 3 different browsers (with and without add-ons), my phone, email and spoke with a support member on live chat (tickets.oculusvr.com). Live chat directed me to the same contact form on developer.oculus.com that hasn't been working for me. I had Oculus Support change my account's email address back in January. When all of the contact methods I listed above failed, I started thinking that email change could be the issue. I changed my email to something else but sadly, it still does not work. I have no idea how to solve this. Is there a web portal to view my tickets? Is there another way to contact support or figure out what the issue might be? I do receive other emails from Oculus, like a recent Privacy Policy message, app analytics and a recent app launch notification. Does Oculus Support even browse these forums?Solved5.9KViews0likes7CommentsProblems with getting serial numbers after update to v39
Ever since our Quest 2s have started updating to v39, our applications are no longer able to find their device's serial numbers. This is breaking a lot of our work by preventing us to properly communicate with our backend. We previously used the following code in Unity to get the serial number, but this code now returns "unknown". AndroidJavaObject jo = new AndroidJavaObject("android.os.Build"); string serialNumber = jo.GetStatic<string>("SERIAL"); Is there anyone else experiencing this problem that might know a solution? It would be very helpful if Oculus Support could provide us with information if they know what might be causing this.Solved5.5KViews3likes8CommentsCannot Create a Meta for Developers account
I opened a case, 6774076, with Meta support and they directed me to these forums and closed the ticket. Although, the case is not resolved. On page https://developers.facebook.com/async/registration/dialog/ , Contact info, Error: "Email cannot be sent. Please try later" This has been an issue for approximately 4 days now, and I do not know what to do.4.3KViews1like2CommentsOculusSDK causing application crash on exit
Windows 10, Visual Studio 2010 C++ OculusSDK 1.8.0, firmware version 7.9 GeForce GTX 1070/PCIe/SSE2, OpenGL Version: 4.6.0 NVIDIA 398.11, GLSL Version: 4.60 NVIDIA It seems that something has changed just in the past few days (as of 2018-08-23) that's causing our application to crash on exit. We wrap the OculusSDK 1.8.0 in our own DLL that we load at run-time via LoadLibrary, depending on application configuration options. (The application supports various VR tracking and display environments; the Oculus Rift is one option.) As of today, the application crashes on exit, only if the OculusSDK has been opened, and only in the release build; the debug build does not crash. This happens whether or not we explicitly call FreeLibrary for our DLL at program exit. The OculusSDK logs these status messages in our console window: [ At startup, we open with ovr_Initialize (nullptr) ] 23/08 19:07:20.832 {INFO} [Kernel:Default] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll 23/08 19:07:20.835 {INFO} [Client] Connected to the server running version (prod = 1).1.29.0(build = 651191) feature version = 0. Client runs version (prod = 1).1.29.0(build = 0) feature version = 0 23/08 19:07:20.838 {DEBUG} [Kernel:Default] [HMDState] Using default profile default 23/08 19:07:20.838 {INFO} [Kernel:Default] IAD changed to 64.2mm 23/08 19:07:20.839 {DEBUG} [SharedMemory] Creating factory 23/08 19:07:22.178 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::initialize 1 23/08 19:07:22.220 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc4d0 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] Creating KMTHandle 0x0d2fc610 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hDevice=0x80000380 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[0] = 2147485504 23/08 19:07:22.222 {DEBUG} [KMTSyncObject] KMTHandle::Create hContexts[1] = 2147485824 23/08 19:07:22.286 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::addGLRef 2 23/08 19:07:23.552 {INFO} [Kernel:Default] [HMDState] Detected the active window handle changed to 111af0ll 23/08 19:07:28.635 {WARNING} [Tracking:Filter] Prediction interval too high: 0.101367 s, clamping at 0.100000 s [ The application runs well, with a good frame rate. I can move and resize the on-screen mirror window. Everything renders well in the Rift and on-screen. The test scene averages well over 100 frames per second, so the initial high prediction interval seems to be a startup fluke. ] [ At exit, we close with ovr_Destroy (m_Session) and ovr_Shutdown() ] 23/08 19:07:31.115 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 2 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] CliD3D11CompositorClient::release 1 23/08 19:07:31.117 {DEBUG} [D3D11_CliCompositorClient] Unblocking monitored fence 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnThreadDestroy 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: OnSystemDestroy 23/08 19:07:31.121 {DEBUG} [SharedMemory] Destroying factory 23/08 19:07:31.121 {DEBUG} [Kernel:Default] [Client] Disconnected 23/08 19:07:31.121 {INFO} [Kernel:System] Graceful shutdown: Stopping logger At program exit, it dies in the Windows function __tmainCRTStartup(void) (in crtexe.c): A problem caused the program to stop working correctly. All of our C++ wrapper class close and d'tor functions appear to return successfully. I have wrapped the entire body of our main function in try {} catch() {}, but it fails to catch this exception. I have put a 10-second sleep just before the program exit, but that merely delays the crash; it does not avoid it. The console messages and the crash are all new behavior that I did not see (or notice) just a few days ago. The crash is definitely a new behavior. This application has not changed during that time. Judging from those console messages, it seems that maybe some Oculus resource isn't shutting down properly -- and that maybe somebody has been struggling with that. The fact that it crashes in the release build, but not the debug build, suggests that maybe something has not been initialized properly (e.g., to zero). Maybe the debug build initializes it; or maybe the lower degree of optimization avoids some memory corruption. Maybe there's a dangling reference to SharedMemory. Maybe the logging itself is causing the crash. I did not request logging, and in fact tried to explicitly disable it with ovrInitParams init_params = { 0, 0, nullptr, 0, 0 }; ovr_Initialize (&init_params) but the logging messages still appear in the console window. The appearance of the logging messages correlates with the crash-at-exit behavior: they're both new. Please advise. Thanks. -- Ted Hall <twhall@umich.edu>Solved4KViews0likes5Comments