Developer Mode
I posted this in reply to another thread, but realised afterwards that that issue was marked as resolved, when it clearly isn't. I have a Quest 2 and a Quest 3, and I'm attempting to create an app, so I need developer mode enabled. Developer mode is working on the Quest 3 but not on the Quest 2, so I took the advice I read here and raised the issue with support. When I contacted support about this issue, they said the following: Hello, Thank you for reaching out. Our team assists developers with app administration, review, compliance and enforcement-related issues. We do not support any type of account-level issue, including issues configuring developer mode on your device. You can find the instructions for setting up developer mode here: https://developer.oculus.com/documentation/native/android/mobile-device-setup/ We recommend checking our developer documentation for possible solutions. If you are unable to resolve the issue or have additional questions, please post in the VR Developer Forums (https://communityforums.atmeta.com/t5/Developer/ct-p/developer) even if you were directed here from there, as our fantastic community of developers often have worked through similar issues and archived the information. Have a great rest of your day, Vance Oculus Platform Operations and Developer Support None of this helps, and is contradictory to what we're being told here, namely that support can/will help with this problem. It seems this issue has been ongoing for around two years. Is there ever going to be a fix for this, or do I throw my Quests into a cupboard and try to find a working system?444Views0likes0CommentsAccess microphone's source audio before it's enhanced ?
Hi, We are using the Quest 2 microphones to detect tone. However the recordings are not consistent with reality : If someone speaks quietly, the mic seems to natively push the audio to make it clearer. On the contrary, if the person speaks loudly, the audio will be tuned down. We end up with very similar audios from people speaking in completely different tones. It seems like the function of enhancing the captured audio is native to the microphone's audio source? Is there any way to disable this audio filtering? Or to capture the original audio without any tunings? We are working with Unity and so far this problem is messing up our VR App.. I've been looking around for a year now but can't find any solution. Thank you very much for your help.1.1KViews0likes1Commentoculus verification not working.
I am trying to verify my developer account because it will be required soon and since I don't have a verified business I wanted to do admin verification. when I tried to verify though I accedently closed the page and now it is under review but I think I broke it because there's nothing to review and I don't know if it will be reviewed and I won't be able to verify it.Solved6.6KViews2likes20CommentsSERIOUS ISSUE Quest Pro not Casting and I'VE DONE EVERYTHING!!
Please don't skip this isn't your run of the mill I can't get this going post. I have been working in and using the developer hub for along time and I CAN NOT GET AN ANSWER FOR THIS ISSUE! Long story short I can not cast through the Quest Pro on MQDH. When I try to cast I get the same error listed below. This used to work fine, it also worked on my laptop, now it works on neither. Also when I try to record it says the "display is off ...it's not. A few others have reported this issue with NO RESOLVE. I've tried everything, factory reset headset, factory reset PC, everything is updated, tried rolled back version of MQDH ETC and still not dice. It works fine with my Quest 2, I can also cast with the Quest Pro through sidequest AND the oculus casting website no problem but you can not record quality mixed reality content so they are worthless. This is only an issue with the MQDH and only with my Quest Pro. I'm not sure if it is the root cause but "allow usb debugging" does not pop up when I plug the pro in but it does when I plug the Quest 2 . I've been at this for weeks with no help! Everything is correct, developer mode, my developer mode account. I've tried turning developer mode on in of while the app while in the headset. I've tried different cables, different pc, even different operating systems and it STILL it refuses to work and it used to. I've toggle usb displays and developer options in the headset etc. Once again I'm not sure if this is the cause but it's the only thing different between the Quest 2 and Quest Pro when trying to cast. The worst part is it used to work, I didn't touch the headset for a month and now this.2.8KViews2likes8CommentsDevice not found error on Meta Quest app (unable to access device settings)
in June 2022, I got a meta quest 2. recently I got a new computer. I wanted to play PCVR games so I went to the meta website and found that all of my components were compatible. and on SideQuest, it said that I needed to enable developer mode on my phone app. So I went to the developer page and made an organization thing in order to access developer mode. on the meta phone app I then went to devices to fully enable developer mode only to see that my device was "not connected" and if I tapped on the headset icon it would say that it is "not found". I made sure to connect them to Bluetooth, the same Wi-Fi network, as well as reinstalling the Meta Quest app and restarting the headset. I have previously posted about this and i am confused about the reply. If this works as a solution, can someone please explain it to me?898Views1like0CommentsRotating child of held object using hand tracking
Background: I am attempting to create a rubiks cube that is interacteable with the quest's hand tracking The issue i am having right now is that the OneGrabRotateTransformer that constrains an to only a rotation in one axis does not seem to work when the object is a child to an other object that is being moved. The setup i have right now is: A cube with a grabbable and handinteractor. Another cube is connected to this cube as a child, with a grabbable, handinteractor, and a OneGrabRotateTransformer that is plugged in to the grabbables "one grab transformer" input. Grabbing the child cube and rotating it works exacly as expected if the parent cube is not being held. But if i try to rotate the child cube while holding the parent cube with my other hand, the rotation axis goes absolutely bananas, and will rotate in all sorts of random directions. Has anyone implemented this type of interaction before, or have any input on what might be going wrong? There is frustratingly little documentation about this (meaning, absolutely zero mentions about OneGrabRotateTransformer anywhere at all), so I am a bit stumped on how to continue with this for now2.8KViews1like3CommentsHow can i switch the laserpointer (UIHelper) from right to the left controller?
When adding the UIHelper prefab from the OculusIntergration, it directly assigns it to the right controller. How can i switch it to the left controller? Do need to change the HandedInputSelector.cs?4.5KViews0likes7CommentsPassthrough API no longer working
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before). Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now. Thankful for any responses!Solved6.3KViews1like11Comments