Studio made AI's memory (EDITED FOR CLARITY)
So I've been using my own personal AI made with Studios for a while now, but the memory settings is very new to me (apparently it just now got released in my country). I... Don't know how it works? Apparently it'll just save memories through the conversation, which is great but I haven't seen that happen a single time. Not even when I said "remember this" or "save this memory", french or english, didn't seem to change a thing. How does the AI know what's worth saving as a memory? What if you want it to remember something specific? Is my app just broken? Do I just need to wait for further updates? Please help119Views0likes3CommentsmacOS MQDH 4.4.1 ships with x86_64 adb
Title says it all. Current (as of this writing) revision of MQDH for macOS ships with adb built only for x86 when it should probably be a universal build like the rest of the app. Evidence from the CLI: my-fancy-prompt$ pwd /Applications/Meta Quest Developer Hub.app/Contents/Resources/bin my-fancy-prompt$ ls Casting.app/ NOTICE.txt aapt2 InputForwardingService.apk OculusDeveloperHubService adb my-fancy-prompt$ file adb adb: Mach-O 64-bit executable x86_64 This drove me bonkers for a goot bit trying to get my Quest 3 connected to the developer hub. My Ventura-based Mac does not have Rosetta installed on it as it's actually a clean install and I avoid Rosetta unless it's absolutely necessary. When attempting to connect my Q3 to MQDH it went through the whole process and ultimatley did nothing with zero feedback, error or otherwise. There was no indication that adb failed to launch because of the "Bad CPU type" of the binary. I grabbed the platform-tools from android.com and those are indeed a universal build as they should be. I pointed MQDH at that adb and it's good for now. Please consider packaging a universal arch adb with a near-future release of MQDH for macos. Cheers!1.3KViews0likes0CommentsUpload failed via Meta Quest Developer Hub MQDH 4.2.0
I have a game on AppLab built with Unity that was initially release about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]". Now, I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay. The error is the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems. Does anybody know this problem? Is there a way to contact a Meta engineer and have them take a look at the apk? Are there any workarounds? Very thankful for any help, as this problem has bugged me for weeks now ... Cheers, FelixSolved2.5KViews1like1CommentErrors returned by Oculus are useless
When a user cancels purchasing an in-app product, the error message returned to my app is "Oculus.Platform.Models.Error" from this code: private void LaunchCheckoutFlowCallback(Message<Purchase> msg) { if(msg.IsError) { Debug.LogFormat("An error occured while purchasing: {0}", msg.GetError()); return; } // ... // non-error code } The error returned when the product SKU is missing from the developer portal is "Oculus.Platform.Models.Error" As does, apparently, every other error that I've come across. I've also tried .ToString() and .GetString() (both of which return the same thing as .GetError()). How bloodly useless, not only can I not tell what happened, but I can't display a message to the user!1.5KViews2likes2Comments