[MajorBug] Acceleration returns 0 for all Meta Quest, on Unity and Unreal Engine
Hi, Whatever the Meta Quest version 1, 2 & 3, whatever the node or device, on Unreal Engine 5.4.4 and on Unity 2021 to 6000, the requested acceleration is (0, 0, 0) and the requested angular acceleration is (0, 0, 0). In Unity, these (0, 0, 0) vectors are obtained using the TryGetFeatureValue(CommonUsages.deviceAcceleration, out deviceAcceleration) and TryGetFeatureValue(CommonUsages.deviceAngularAcceleration, out deviceAngularAcceleration) methods (but also using OpenXR) In UnrealEngine, they are obtained using the GetRawDeviceData in a blueprints. The bug has 100% repeatabilty and is very easy to reproduce Consequently: There is no way to get the acceleration for the Meta Quest The problem is neither Unity nor UnrealEngine nor OpenXR --> is has to be a Meta bug1.3KViews2likes5CommentsVelocity estimation is working worse than it was when entering the tracking FOV
Hi, The black box driver estimating the handler position and velocity using, it seems, a Kalmann and an inertial filters, obtains degraded results as compared what it obtained before. More precisely, if the handler comes from outside the FOV of the tracking cameras and enters this FOV, the velocity is completely irrelevant (sometimes pointing rearward while the handler is moved forward for one or even several frames). His is easy to reproduce by printing the angle between velocity and the player camera direction, and by moving (slowly or quickly) from behind the head to in front of the head. Before throwing objects was a real pain in VR before (example : throwing objects in SuperHot VR). Either the object was falling on the floor, or the throwing direction was wrong up to 90°. Now it is worse, since the error is random up to 180°. You would have 2 ways of solving this : 1) Going back to the previous velocity and position engine, and stop modifying it (how can we expect a developed game to react consistently otherwise?) 2) Exposing the raw data (really raw, not already filtered), enabling us to do the job as we wantit to be done (I'm a scientist in image processing for 25 years) Even better, you could do both. Best Regards790Views1like2CommentsPurchase Failed - This item isn't set for purchases yet.
Hi, We recently released our "SetVr Xl-Unleashed" application in the Meta App lab. We are selling this application at 19.99$. When our users from the US region tried to purchase this application, their Purchase failed. They tried 3-4 times but every time, the same result. Please see the attached images for reference. App link -https://www.meta.com/experiences/7497491080333401/?require_login=true&utm_source=developer.oculus.com&utm_medium=oculusredirectSolved1.6KViews0likes3Comments'Invalid URL' error when typing website into store submission
Hi there, i'm currently uploading my game to the Meta Quest store (via the developer dashboard), and struggling to get it to accept my personal website. Specifically I type in https://designedbyfaris.com/play and press Save Changes, where it says "this URL appears to be invalid". What check is being run here, other random websites I try work fine? Have tried various combinations of www, including a / at the end etc etc. Any help appreciated, thanks1.2KViews0likes4CommentsAPK Upload Laggy
I am experiencing a problem with my APK upload from Unity. I upload the APK from Unity just fine, but when I open the game in my headset to test, all movement is delayed, on top of that it is laggy. You cannot move anywhere, my game uses the Gorilla Locomotion System. There are no errors in the Console. The file is only about 200 megabytes. My headset is a Meta Quest 2, so it should have enough processing power to run the file. My headset has run a game the size of a gigabyte before, so it should be fine. Thank You so Much for Your Time, I greatly appreciate it. -RomanEmpire532Views0likes0CommentsTwo questions regarding the developer page
Hello, I work for UbiSim, a nursing VR application on AppLab. We typically send our clients release channel invites via the https://developer.oculus.com/ page. Recently, I've noticed that there is a new field in which we are required to select 'Consumer' or 'Business' before the release channel can be created: Am I right in assuming that we can select 'Business' if the client is using a device manager such as Meta Quest for Business, Arbor XR, etc.? Or, what would be the difference between the two? My other question is more about giving our employees access to the developer page. Are users required to have already paired their Meta Quest headset with a Meta account before they can have access to the developer page? Or, can they just have access with only the Meta account and aren't required to set up a headset? Thank you, and let me know if I should be reaching out elsewhere about this.586Views0likes0CommentsCan't verify Meta Quest Developer Account
I am trying to publish my first game on to app lab, and it says my organization needs to be verified. However, I've tried to verify my account by uploading proof of ID several times, and each one gets denied, saying "There's a problem with the photo you submitted. Try submitting it again, avoiding glare on the ID and ensuring all the edges are visible against a solid dark background." When the photo is super clear, and everything is fine. Can anyone help me? Thanks!1.2KViews0likes2CommentsApplication Manifests Application Manifests for Release Builds To upload your app
Hi, i am silence vr and i am trying to publish a game to applab but it says • The APK installation location should be "Automatic" (android:installLocation in AndroidManifest.xml). You can find the related documentation here: https://developer.oculus.com/distribute/publish-mobile-manifest/ can someone help me? i am trying to make a game but it no working :(( please heelppppp434Views0likes0Comments