How to build a bug reporting system in a Meta Quest app?
Hi everyone, I’m developing an app for Meta Quest and I want to integrate a bug reporting system so that users can easily report issues directly from inside the app. Are there any recommended approaches for implementing this? Does Meta provide any built-in APIs or services for bug/feedback reporting? If not, are there any third-party SDKs (like for in-app bug reporting, crash logging, or feedback collection) that work well with Quest apps? Any guidance or resources would be really helpful. Thanks!31Views0likes1CommentQuest 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: 19045.2486Solved15KViews1like5CommentsMQDH 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. Cheers1.1KViews1like4CommentsVoice SDK Dictation Not Working in Unity 2023.2+
I upgraded my project to Unity 6 from Unity 2022 LTS. Here's my current setup: Unity 6000.0.27f1 Meta XR Core SDK 69.0.1 Meta XR Interaction SDK Essentials 69.0.1 Meta XR Voice SDK 69.0.0 With this setup, the Core SDK requires the use of GameActivity, but the Voice SDK's dictation functionality requires Activity. As a result, dictation cannot be executed on Unity 2023.2+. This is an error on Quest 3. Is this a known issue? Or is there a possible workaround? Here’s a related information for reference: https://communityforums.atmeta.com/t5/Unity-Development/Important-Unity-6-information/td-p/1252153 https://discussions.unity.com/t/voice-sdk-crash-on-activate-meta-quest-3/935246Solved2.7KViews2likes9Comments[RESOLVED] Building Blocks (v65): Controller Tracking visuals for Quest3 are not wired correctly
Hi, after using Building Blocks in Unity to set up controller tracking I realized, that the visuals for the Quest Plus controllers are not wired up correctly. Pls see the attached screenshots. It's simple to solve, but annoying to do manually every time. 😑 br, Max Problem - Left Controller: Problem - Right Controller: Solution - Left Controller: Solution - Right Controller:847Views0likes0CommentsConsistent Unity Playmode Runtime Error when using Link after updating the Quest Link app
I updated my meta quest link app to version 71.0.0.167.524 on the date 9/30/2024. Since I have updated earlier this week, I have a new error that I face everytime I click into play mode in my editor with link. The error is "Microsoft Visual C++ Runtime Library Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information." I tested, around the error and it does NOT occur when running play mode normally or with the meta XR simulator, and it DOES occur 10/10 times when starting playmode with Quest Link open, which confirms the culprit. I searched the internet and the unity logs for more information but wasn't able to find answers. Please let me know if there are more logs that would be useful to attach from the Quest Link software. This error is blocking my work everyday this week, i'm working on a game that is about to ship, and now I cant get in headset to test in editor anymore. Its a shame I was just complementing folks at a meta about how much better link has gotten for developing mixed reality apps. The next things I will try are fresh installs of the project, fresh installs of the editor, then maybe a fresh install of windows. I hope this post gets noticed by others with this issue or someone at meta who can help fix it. Fingers crossed ill get another update any day here and I can get back to work. Versions and Info Windows 11 PC Quest 3 Connected via USB-C Unity Version:2022.3.20f1 Quest Link Version: 71.0.0.167.524 Quest Headset Version: 69.0.0.576.352.641228209616Views0likes0CommentsError While Processing APK/OBB Files During Quest App Upload
I'm encountering an issue while uploading a build for my Quest app. The build includes an APK and OBB file, and I’m using the latest version of the Oculus CLI (v1.103.0.000001). The validation passes successfully, but during the processing of the APK file, I receive the following error message: "Sorry, we encountered a problem while processing the file that you uploaded. Please try again later." :cross_mark: ERROR: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later. 2024-09-20T08:38:58.390Z [ERROR] Server log: {"app_id":7362585187111727,"client":"ODH","log_level":"ERROR","event_name":"USER_ERROR","stack_trace":"UserVisibleError: Sorry, we encountered a problem while processing the file that you uploaded. Please try again later.\n at Object.y [as genProcessBinaries] (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\n at runMicrotasks (<anonymous>)\n at processTicksAndRejections (node:internal/process/task_queues:96:5)\n at async C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\n at async C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js","extra":"{\"error\":\"Sorry, we encountered a problem while processing the file that you uploaded. Please try again later.\",\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.103.0.000001\",\"compatibility_version\":2,\"session_id\":\"7362585187111727_2024-09-20T08:28:27.912Z\",\"command\":\"upload-quest-build\",\"app_id\":7362585187111727,\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.103.0.000001","session_id":"7362585187111727_2024-09-20T08:28:27.912Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":630477}" System Info: OS: Windows 10 x64 CLI Version: 1.103.0.000001 Has anyone encountered a similar issue? We do have a builds that were uploaded yesterday and are fine. Could it be related to the Meta platform’s processing?533Views1like0CommentsEnabling Meta XR Feature Group in OpenXR breaks controller tracking
Using Unity 2022.3.4f1 LTS with the updated packages for OpenXR (1.8.1) and Oculus XR Plugin (4.0.0) and v54.1 of the Oculus Integration SDK, enabling the `Meta XR feature group` under XR Plug-in Management/OpenXR completely stops the controllers from tracking. The controllers are not visible in the Analysis/XR Interaction Debugger/Input Devices and no device connection events are raised from InputDevices. Disabling the Meta XR feature group fixes the behaviour. I have tried earlier versions of the integration SDK but anything < v53 yields a compile error with the new OpenXR and Oculus plugins. Is this a known issue?14KViews10likes21Comments