v63 - The wireless ADB debugging prompt shows a black screen.
Hi, Two tickets were opened here : https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1171644 and here https://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/m-p/1171979 But I was asked to post this here. To resume : On Q2, Qpro and Q3 (v62, v63) when the authorize WiFi debugging through adb prompt shows up, the Quest will first enter a black screen state. Then, we must click the home button on the right controller to make this window show. If I do not click the home button, it will remain in a black screen state. USB debugging prompt had same problem on v62 but it has been fixed on v63 thank to the new look/UI of the prompt. But the wireless debugging prompt have not been updated and still run into this problem. To fix the problem, Meta developers should update the wireless debugging prompt to the new look/UI.764Views0likes0CommentsIs there a way to temporarily hide my app that is currently on the Meta Store?
Hello, I'm a developer working on a quest game. I applied for the game's release through AppLab and have completed the review process. However, I've discovered a few bugs and issues related to pricing in the released app. I would like to temporarily disable downloads from the Meta Store until the app update is ready. I'm curious about how to do this.609Views0likes0CommentsQuest2 + Renderdoc Meta Fork - Injection failed : couldn't locate the launched activity....
Hi, This started happening since last week. The development APK build launches through RenderDoc OK, but while the application is loading, Renderdoc Meta Fork returns this error message: I've tried Renderdoc Meta Fork versions 39.2, 39.6,40.1,44.1,50.1 and 51.1. It seems to be quite random when it appears. The only way to fix it at the moment seems to be to keep installing various versions on the Quest2 until the error doesn't appear anymore. Sometimes the ADB and Renderdoc log/dmp files get updated during a crash, examples are shared here: https://drive.google.com/drive/folders/1-z4-VxMAwEnXskJ6hnngPlxAIaIWNVKCSolved3.1KViews0likes1CommentDeveloper mode not functioning on iPhone MetaQuest app or MQDH on Mac or PC
Hello! I have now contacted 3 different chats/emails at Meta who have redirected me/haven't been able to help. I am in the last few months of my masters program and have to get an APK from Unity onto my headset ASAP for my thesis! I have a Quest 2 Headset that is updated with the most recent software (just updated it again today– Feb 7th– #49.0.0.186…). I cannot turn developer mode on via my phone app and I cannot connect my Quest 2 to my mac or my PC to the MQDH desktop app (it won't recognize it...and it won't get recognized on SideQuest either). My Quest 2 won't show up as a device on any of these methods, and therefore I can't offload my Unity APKs. I see in forums that this was a major issue starting in December, but that there was a "solution" that was a software update for the Quest 2...wondering if there's a different solution or the issue still isn't fixed or how to go about this? This was the forum I already read and it didn't really answer what was going on and how to solve the problem – https://communityforums.atmeta.com/t5/Get-Help/Resolved-Error-saying-quot-We-re-having-problems-loading-this/m-p/974203 Thank you for your help!Quest 2 not recodnize in Unity after Force Update
Oculus Quest 2 Version: 47 Unity Version: 2021.3 Windows 10 Hello, Yesterday, when I have put my headset on my head, I saw a little Disk Icon and a loading bar. Then, the device restarted. It seems like it was a force update. Since that happened, Unity doesnt recodnize my Quest 2 anymore (doesnt appear in the device list in the build settings). When I try to build and run, it says ''its not recodnize as an Adndroid Device). Before that update, I was seing it in Unity without any issues and was able to build. Im using windows 10 and it sees the device when I plug it in. Also, I went to check the developer options and it seems like my USB debuggins is still ON (Enable USB connection via a confirmation popop). Any hints what I should do next to fix this? Thanks alot,687Views0likes0CommentsMultiple Quest2 for education on same account
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?1.8KViews0likes1CommentUnderstanding the envelope of releasing software with the Quest2 team (and hi!)
Hi, I'm ET, i'm also from BC. I'm a developer and I just bought the Quest2 and joined the forum. I'll be honest, I do have mixed feelings about the Quest2 (which I'll happily share with the readers/team). I'm currently considering a side project of a UI/UX project (something like "bigscreen"). I'm also hesitant before putting hundreds of hours into a project to learn it isn't the relationship I'm looking for. I have more than a few questions/assumptions, kindly corroborate or correct: 1.) Is the Quest2 a closed ended ecosystem? Would a user have freedom to download free programs or versions of android operating systems into the Quest2 without being 'tethered' to Facebook? 2.) Apart from the above, as a developer, do I own the software I release to the Quest2 ecosystem? Do I own the software's IP after it's released? I'm not a lawyer, do I need a lawyer to go over the agreement before considering developing software for the Facebook Oculus Quest2? 3.) Am I obligated to share with Facebook the data I pickup from the users (movement, microphone, gallery, etc.) ? Thanks! ET485Views0likes0CommentsStereoscopic 360 Rendering Resolutions for the Quest 2
I have been asked to do take a project I'm working on in blender and generate a 360 stereoscopic rendering for a client. In the past I usually render at 11k or higher so then I can down res the video but I was wondering what the optimal settings should be for h264/265 side by side or up and down and what resolution I should be shooting for on the Quest 2 for 60 fps.. Any Oculus docs on this yet?827Views1like0Comments