Extra runtime permission visible in App Settings
Hello, I am testing my app, and I only use WRITE_EXTERNAL_STORAGE for media access. However, in Headset Settings → Privacy & Security → Installed Apps → [my app], I see that three permissions have been added. My manifest looks like this: <!--?xml version="1.0" encoding="utf-8" standalone="no"?--> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.example.app" android:installlocation="auto"> <uses-permission android:name="android.permission.INTERNET" tools:node="merge"> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"> <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"> <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove"> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove"> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove"> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" tools:node="remove"> <application android:name=".AppDelegate" android:label="@string/app_name" android:networksecurityconfig="@xml/network_security_config" android:requestlegacyexternalstorage="true" android:icon="@mipmap/app_icon" android:allowbackup="false"> <activity android:theme="@style/Theme.AppCompat.DayNight.NoActionBar" android:configchanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchmode="singleTask" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludefromrecents="true" android:exported="true" android:screenorientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN"> <category android:name="android.intent.category.LAUNCHER"> <category android:name="com.oculus.intent.category.VR"> </category></category></action></intent-filter> <meta-data android:name="com.oculus.vr.focusaware" android:value="true"> </meta-data></activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false"> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3|quest3s" tools:replace="android:value"> <meta-data android:name="com.oculus.ossplash.background" android:value="black"> <meta-data android:name="com.oculus.telemetry.project_guid" android:value="xxx"> </meta-data></meta-data></meta-data></meta-data></meta-data></application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true"> </uses-feature></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></uses-permission></manifest> and this is what I see in the app settings: As you can see, the "Photos and videos" and "Music and audio" permissions are also listed, even though I only requested the "Storage" permission. In my testing, I also found that disabling the "Photos & videos" toggle causes my app to stop working, even if the "Storage" permission remains enabled. I believe that seeing multiple permissions in the list may cause users to lose confidence and feel uncertain about granting them—especially "Music and audio," which is unrelated to my app.88Views1like1CommentUpdating Quest 2 refresh rate causing physics stuttering
Hi community, I'm trying to get my Unity Quest 2 application (standalone) updating the headset refresh rate to the maximum available Problem: Updating to any refresh rate higher than the default 72 causes the physics to start stuttering. When I grab an object with a rigidbody and start moving my hand I see it jittering/choppy movement What I've tried: OBS shows the in game FPS is meeting the cap 72/90/120, and everything else except physics based movement is buttery smooth. My understanding is that physics has it's own timestep value `Time.fixedDeltaTime`. I tried updating that in my refresh rate code below: Additional info: My time settings Unity Version 2021.3.12f1 URP Any help is much appreciated, thanksSolved3.5KViews1like5CommentsOVRPlugin CreateSpatialAnchor failed
Hello 🙂 I downloaded the official Oculus repository for testing. (https://github.com/oculus-samples/Unity-SharedSpatialAnchors). In build it works correctly, but I would like to be able to test it from the Unity editor, so I don't have to create builds all the time someone could tell me how i can do it? - Unity: 2021.3.6f LTS - Oculus XR Plugin: 3.0.2 ERROR Line in editor: Unity oculus OVRPlugin.CreateSpatialAnchor failed. Thank you very much for your time.1.3KViews0likes2CommentsHow to get Oculus Quest 2 Controller Battery in Unity?
How to get Oculus Quest 2 Controller Battery in Unity? I am connecting Quest 2 using Oculus Link. Since it is catchable in official Oculus Software (Image Above), I think it is possible? But I can't access the battery either with SystemInfo.Battery() or SteamVR ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float or Unity XR battery level.Solved5.1KViews0likes5CommentsXR Interaction Toolkit Locomotion Up and Down
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution? Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!2.2KViews1like2CommentsRender Texture used in cinematics persisting after scene change
When I run my game on a simulated environment through the Oculus Link, everything works fine. However when I build the app and run it on the Quest 2, the view from the previous cinematic persists for the first few frames. I have already tried these methods: RenderTexture rt = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = myRenderTextureToClear; GL.Clear(true, true, Color.clear); myRenderTextureToClear.Release(); UnityEngine.RenderTexture.active = rt; Yet the problem hasn't been solved. Are there any android specific things that I should know about?648Views0likes0CommentsIssues with the APK during validation
I'm having problems with my app's Manifest, I want to publish it on the ALPHA channel, but when building I get errors, even using "Create store-compatible AndroidManifest.xml" I tried to debug, I added: |android:exported="true"| and |android:installLocation="auto"| in the Manifest, I was able to build it, but I couldn't upload it. OVR Platform Tool log: NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO - android.permission.MODIFY_AUDIO_SETTINGS Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection of your application. This app contains both 32-bit (armeabi-v7a) and 64-bit (arm64-v8a) libraries. This consumes extra storage and increases download times. Consider updating your build to target 64-bit only. Preparing for upload... Uploading APK... Uploading... Waiting for processing to begin... rebuilding uploaded file (1/3) validating package contents (2 / 3) ERROR: We found issues with the APK during validation. Please check that the APK meets the `Application Manifest Requirements` and then resubmit your app. * APK install location must be "automatic" (android:installLocation in AndroidManifest.xml). Read the documentation at: https://developer.oculus.com/distribute/publish-mobile-manifest/ Even with |android:installLocation="auto"| I still get this error. What can I do? I need the microphone because I'm using Photon Voice My Manifest: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> <uses-feature android:name="com.oculus.feature.PASSTHROUGH" android:required="true" /> </manifest> UPDATE: It looks like it's a bug from Unity, I was able to upload my APK using the workaround in the comments of this post: https://issuetracker.unity3d.com/issues/android-install-location-changes-when-exporting-project1.5KViews0likes0CommentsDistanceGrab Example, the object does not stay still in my hand when I move during the grab
Hi everyone, I have a problem with object grab, I'm using Unity 2022 and Oculus integration 0.46 I take the official oculus example : DistanceGrab Problem: when I grab an object and move, the object doesn't stay still in my hand but moves to the opposite side, I attach the video so it's clearer. Is there a solution to this? Thanks for support.2.7KViews0likes4CommentsCan't use the Platform in Standalone Mode, and Users.GetLoggedInUser() does not work.
I want to get Data of logged in Oculus user, so I went to this page documentation/unity/ps-setup/ and tried to activate "Use Standalone Platform", but that checkbox was disabled. Also the following script does not work on the first line. Users.GetLoggedInUser() seems to be NULL. How do I get it to work in Standalone mode? void Start() { Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.Log("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message ); return; } else { User _localUser; _localUser = uMsg.Data; Debug.Log(_localUser.DisplayName); } }); } [Using game engine and Oculus SDK] Unity 2019.4.18f1 (LTS), Oculus SDK 1.55.12.6KViews1like4Comments