Still cannot use built in mic for casting on MQDH... Extremely obnoxious oversight...
I just don't understand. Meta is advertising this as the best way to cast gameplay and yet to this day there isn't even an option to turn on the mic. You can hear the mic when you record, but not when you cast? Make it make sense. The fact that this has been a common complaint for a couple years now just makes this all the more frustrating. If /casting can do it, what's stopping Dev Hub from doing it? Can anyone here think of a legitimate and logical reason for MQDH to lack this basic feature?1.1KViews0likes1CommentMQDH / Continue in your Browser
Hello! I am unable to login to the MQDH desktop application. I already tried the "WIN+R - google.com"-Solution, but it did not work. I tried Edge and Chrome as default browsers. I just see a little flash in the MQDH after i click the blue Start-as-Button. But it stays at "Continue in your browser" without an error message. EDIT: I am on windows 10. Hoping for some ideas Thanks, Stefan1.8KViews1like3CommentsMetrics Recording on MQDH sometimes works, sometimes not
We are doing a ton of A/B testing and I really need a dependable tool to measure GPU app times. Sometimes Metrics recording generates a CSV file with data, but most of the time nothing. I can't determine why it successful sometimes. Help!1.7KViews1like1CommentMeta Developer hub stuck in Login loop
Good morning, i am looking into getting into Meta quest 3 development. However i am having issues with the developer hub application. I have my developer account set up, and everything seems to be good. However what happens is, the app will redirect me to a browser to login, when i login it then redirects me back to the app, however when it refreshes it simply refreshes the "Continue in browser page" Not logging in. It was suspected that this may be caused by my facebook acount being linked to my meta account. I have disconnected and reinstalled the hub, however this issue persists. Anyone have any issue with this and can advise?1.6KViews0likes1CommentmacOS 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, FelixSolved2.5KViews1like1Comment