When 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?1.4KViews1like3Commentswindow.requestAnimationFrame not working in newest 33.3 Meta browser in WebXR mode
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.911Views1like2CommentsWhat do you want us to do?
I'm writing this as a developer that talked to your representatives at GDC this year in San Fransisco. As a developer that currently has a game on your store. Why did we not show up under new releases? It's been a week and no one can search for us using the search terms we provided or the categories we entered. Other games last week and this week were posted but we can't be found unless someone types in our name specifically. We virtually don't exist on the store. We geared months of development work towards releasing on the quest store after talking to reps at GDC where we were told we would get some time in the new releases section, that people would be able to find our game. We have an open ticket where we just keep getting the same response. The internal team has it. Nothing helpful, nothing for us to do to help fix a problem if there is one, to tell us if there is something we missed or to actually fix the issue. Our posts here are ignored. If there is something we need to fix, tell us and we'll fix it. But we passed all the checks, we did everything you asked us to do. All we get is, "it has been escalated". Our entire roll out has been destroyed. We have streamers playing the game then getting asked where we are because they can't find us on the store. Please feel free to ignore this, like you ignored everything else.675Views0likes3CommentsOCULUS_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 you4.7KViews1like11CommentsJagged edges in the models of the home scene and in my development application(anti-alias)
I am seeing jagged edges in the models of the scene, menu bar and also in the models in my VR application. Is there any method to enable system anti-aliasing in oculus quest 2. I looked up entire internet but could not able to find a valid solution for enabling the anti-aliasing. I could not able to find any option in the settings to do so. Please help578Views0likes0CommentsWhy 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)? MetaStoreHelp6.7KViews7likes12Comments[Issue] Total uninstallation
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often... It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors. The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues) PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...602Views0likes0CommentsUserAgeCategory Error
Two of our developers got a error in the "UserAgeCategory.Get().OnComplete" callback that just said "400". I can't find anything about what this error message could indicate. Doesn't seem to happen to me I think I'm the only one who "Owns" the game The other are invited to separate branches (not sure if that counts as owning, as it passes the entitlement check), so I'm wondering if this has something to do with developer accounts or something else?520Views0likes0CommentsCustom Controllers
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?708Views3likes1Comment