Why 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)? MetaStoreHelp6.7KViews7likes12CommentsOCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE
Hi, I am trying to deploy a Meta Quest App to the Meta Store. The first submission was rejected, so I am trying to submit a new one, but when I try, I get the following error: OCULUS_PLATFORM__APK_PACKAGE_NAME_ALREADY_IN_USE The funny part is when I try some other name, I get a new error saying that I am trying to use a new package name, and I must use the previous name. Meaning the previous name that is giving the error of package name already in use So maybe someone has had the same issue. I am totally blocked because of this, because I can not submit the new version of the app. Thank you4.6KViews1like11CommentsExternal Cameras with Quest 3
Is it possible to remove the built-in cameras of a Quest 3 system and extend the cables? Or can you connect external cameras to the Quest 3? Background: I work in a mechanical engineering company and it would be interesting to use the Quest 3 so that you can see certain details of the machine in the Quest 33.7KViews1like3CommentsAccessing Video-Passthrough
Are there any plans on letting Devs access the Quest's Video-Passthrough capabilities via SDK? I'd love to mess around with AR / MR Applications. I know that this is possible on the Vive Pro utilizing the SRWorks SDK but that requires to be wired. Having the same functionality but wireless would be a huge gamechanger for me.3.3KViews0likes8CommentsRetrieve and send Controller Inputs from/to an Application
Is there a possibility to control an App (via. Oculus Link, Steam-apps) by reading and sending controller position values. I only need access to the controllers (no other sensor information from the VR-Headset itself). This is for a Computer Vision project. My intention is to train a model that is capable to play Beat Saber. However, I want to avoid developing an own game on Unity or UE.2.8KViews0likes3CommentsDeveloper mode not functioning on iPhone MetaQuest app or MQDH on Mac or PC
Hello! I have now contacted 3 different chats/emails at Meta who have redirected me/haven't been able to help. I am in the last few months of my masters program and have to get an APK from Unity onto my headset ASAP for my thesis! I have a Quest 2 Headset that is updated with the most recent software (just updated it again today– Feb 7th– #49.0.0.186…). I cannot turn developer mode on via my phone app and I cannot connect my Quest 2 to my mac or my PC to the MQDH desktop app (it won't recognize it...and it won't get recognized on SideQuest either). My Quest 2 won't show up as a device on any of these methods, and therefore I can't offload my Unity APKs. I see in forums that this was a major issue starting in December, but that there was a "solution" that was a software update for the Quest 2...wondering if there's a different solution or the issue still isn't fixed or how to go about this? This was the forum I already read and it didn't really answer what was going on and how to solve the problem – https://communityforums.atmeta.com/t5/Get-Help/Resolved-Error-saying-quot-We-re-having-problems-loading-this/m-p/974203 Thank you for your help!Multiple Quest2 for education on same account
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?1.8KViews0likes1CommentQuest development documentation and sample projects deprecated?
Hello, I passed few hours trying to make the following work: https://developer.oculus.com/documentation/native/android/mobile-studio-basics/ I have my IDE configured, my quest 3 correctly detected. I downloaded the mobile SDK https://developer.oculus.com/downloads/package/oculus-mobile-sdk/. (why not github?) But the project is so out-of-date, I lost few hours trying to make it work. Has someone working app samples in native mode, which I'd like to try first? thanks and regards Ludovic1.5KViews0likes1CommentWhen trying to upload a game to Applab i get an error
When trying to upload a game to Applab i get an error saying "Android Target SDK version is 34, but should be 32 or lower (targetSdkVersion in AndroidManifest.xml)." im not sure what that means. Does anyone have a solution or can anyone help me?1.4KViews1like3Comments