(Resolved) Meta Quest mobile app disables Oculus Go. Setup stucks at "Health and Safety".
Update March 27th: The build 260 is available. https://apps.apple.com/us/app/meta-quest/id1366478176 ----------- Update March 25th: Meta Store support told me that the latest mobile app Version 259 was released with a fix to resolve the issues described in this thread. So, the resolution was given officially. Thank you Meta for the fix, and thanks everyone in this thread as your voices indicated how this issue was significant. 😄 ---------- During setup of Oculus Go by Meta Quest for iOS Version 257.0.0.9.106, I could not play "Health and safety" video, although I pressed "Watch Video" button. As a result, I cannot complete setup my Oculus Go. How do I proceed with the next steps? I also tried the setup by Meta Quest for Android, but the symptom is all the same. Version 258.0.0.9.109 released on Marth 13th also show the same symptoms. Still the setup fails and the headset becomes useless. I can click "Continue" button. But all the three links are inactive. As the video never starts, I cannot complete the setup. My headset becomes a photoviewer of single image prompting me to grab smartphone.Solved36KViews12likes135CommentsQuest 3. MP nearby devices without internet. (Not MR) Possible?
I made a app, with simple Multiplayer. Server starts session, client joins session. Server and client see each other on chosen level. Standalone full VR (no MR, no anchors). It realized via EOS + Oculus Online Subsystem. The question is: Is it possible, make same behavior (data exchange) without internet connection, if 2 Quest 3 in physical proximity? OR via LAN (both Q3 connected to same LAN)Solved40Views0likes4CommentsMetahuman crashes Unreal Engine in VR Preview for Quest 3
Hello, Maybe someone had this problem with metahuman and have found a solution? 1. I have a scene that is working on Quest3 build and also in VR Preview mode. 2. I've downloaded and added metahuman I've created. 3. I've enabled all the necessary plugins and compiled shaders. 4. I've dragged downloaded metahuman blueprint into the scene. 5. I'm running VR Preview and then Unreal Engine crashes* *When i package game for Quest3 and run from device it works. EDIT: I'm using UE 5.3.2 and MetaXR v60 Last log entries [2023.12.29-10.11.28:819][277]LogOnline: OSS: Created online subsystem instance for: :Context_2 [2023.12.29-10.11.28:859][277]LogSlate: New Slate User Created. Platform User Id 8, User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:862][277]LogSlate: Slate User Registered. User Index 8, Is Virtual User: 1 [2023.12.29-10.11.28:889][277]vr.PixelDensity = "1" [2023.12.29-10.11.28:894][277]PIE: Server logged in [2023.12.29-10.11.28:896][277]PIE: Play in editor total start time 0,422 seconds. [2023.12.29-10.11.28:899][277]LogWindows: WindowsPlatformFeatures enabled [2023.12.29-10.11.28:948][277]LogRenderer: Warning: Resizing VR buffer to 4128 by 2240 [2023.12.29-10.11.28:960][277]LogHMD: Allocating Oculus 4128 x 2240 depth rendertarget swapchain [2023.12.29-10.11.29:011][277]LogWindows: Error: appError called: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 529] [2023.12.29-10.11.29:011][277]LogWindows: Windows GetLastError: The operation completed successfully. (0) callstack from crash: UnrealEditor_D3D12RHI UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I'll try to install debugging symbols for engine and test again4.8KViews0likes4CommentsPublishing android apps on Quest
I want to discuss about how to port android app to Quest. At current state, I can connect my Quest to PC and install the app with Android Studio, that's fine. I have read this article: Meta's CTO explains why Quest has so few Android apps And it states, that "They just need to ship the APK to us, and they may have to do some light modification, depending on how they want the control scheme to work, but maybe not even necessarily that much of that." What could be the modifications? Making clickable content larger, so it can be controlled better? Right now if I open the app, it opens in a small window and I need to enlarge it, so it's usable. Is it possible to open it enlarged already for the first time?1.5KViews1like2Commentsscene capture spam an error in the log
Hello, I'm currently working with the scene capture feature (https://developer.oculus.com/documentation/unity/unity-scene-overview/) and i've been able to set it up correctly but I have a problem with a log which is insanely repeated : Warn OpenXR_Anchor GetComponentStatus: Space does not support 0 Error OVRPlugin [XRCMD][failure] [XR_ERROR_SPACE_COMPONENT_NOT_SUPPORTED_FB]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:10267 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:307) I am using - a Meta Quest Pro - Unity 2021.3.15f1 with - XR Plugin Management 4.2.1 - Oculus XR plugin 3.2.23 - Oculus OVR plugin 1.85 (included with the oculus XR Plugin) The thing is the scene capture work well, and i can access the anchor i have set up, but the log are flooded with the mentioned message, making it unusable, so i would like to get read of it. from what i understood of the error, the scene capture generate a space anchor that is not supported. Reading into the code, it seems to be a "locatable" anchor, but i don't know how such an anchor is generated/how to get rid of it. Do you have any idea?2.2KViews2likes7CommentsPre-Existing Kotlin Android App - Unable to upload without Oculus SDK
Hi, I have an existing android application written in kotlin which I wish to upload to the quest store. I have built and run the application on a headset locally and it all works perfectly. Upon uploading to the store i get the error "* Oculus SDK not found or older than 1.0." The app does not include the Oculus SDK or similar as it is not needed. It does not take advantage of any headset specific features and is just your standard 2d app. Is bundling the sdk in required to upload to the store? If so is there documentation on how to do so with an existing kotlin app as all the documentation is largely around apps containing native code and doesn't provide clear guidance on this use case. I've considered grabbing the OpenXR samples and smashing that together with the existing app. Is this a reasonable approach? It seems over the top especially for an app that won't require the SDK (for now). Thanks, Nathan927Views1like2Commentsis it possible to root my Quest 3 for research purpose?
Hello, I am a college student and I am doing some research project on Quest 3. Is it possible to root my Quest 3, so that it will be easy for me to read kernel information then? What I will do is for internal research only.2.8KViews1like3CommentsSecondary profiles allow outgoing android calls
Hello meta, is it possible to modify the restrictions new secondary accounts are created? By default, secondary accounts are created with the following type on the underlying android. Type: android.os.usertype.full.SECONDARY This group has the following restrictions. Restrictions: no_record_audio no_sms no_run_in_background no_outgoing_calls Why are this restrictions on secondary profiles? When users use whatsapp on their secondary account and start calls, an error from android app "phonecalls" appears with "only emergency calls available" This restriction is on android, when secondary accounts have this restrictions. Its possible to change, but why is it set by default?740Views0likes1CommentADB not requesting authorization after the latest Oculus Quest 2 update
I’m having an issue after the latest update on my Oculus Quest 2. Everything used to work perfectly: I used the same USB cable, SideQuest, Web ADB, and other tools for debugging through ADB. However, now ADB says the device is connected, but the authorization prompt doesn’t appear. Here’s what I’ve tried so far: Connecting the headset to a different USB port. Web ADB shows the device as connected, but nothing works. Using another USB cabel. Restarting PC and Oculus In SideQuest, the headset is detected, and it shows that: ADB is available. Developer mode is enabled. Quest is found and connected. However, still displays the device as unauthorized, and I can’t proceed. It seems like this issue started after the latest Quest 2 firmware update. Has anyone else experienced this issue? Are there any workarounds or solutions? Thanks in advance for your help!662Views1like0CommentsApp users are having issues loading/launching. Finding a few users with same error.
Our Quest 2, Quest 3, Quest 3S players are having issues loading into our game. These specific errors are popping in many of the affected users: [VRPlatform_RuntimeManager] Error code: [0]. java.net.ProtocolException: Timeout during fetching DSAT StackTrace: at VRPlatform.Account.Account.RequestPlatformAuthNonce Found previous posts regarding this: https://communityforums.atmeta.com/t5/Get-Help/VRChat-Timeout-during-fetching-DSAT-Quest-3/m-p/1188662/highlight/true#M299784 https://communityforums.atmeta.com/t5/Get-Help/VRChat-Oculus-platform-error-during-proof-check-Timeout-during/td-p/1212858 https://communityforums.atmeta.com/t5/Get-Help/VRChat-error-Oculus-Platform-error-during-user-proof-check/m-p/1212971 But haven't seen any resolution following these posts. Any developer able to give insight to see if its an issue on our end? I can provide further details.262Views0likes0Comments