apps from unknow sources not showing after updating v54
After updating to v54, my Quest2 no longer shows apps from unknown sources under the "unknown" category。 Previously, I could easily access a list of apps from unknown sources by selecting "unknown" from the filter icon in the App library. However, after the v54 update, selecting "unknown" only results in a perpetually loading icon, without displaying the list. Is anyone having the same issue? I would greatly appreciate your advice on how to fix this issue.24KViews2likes20CommentsExport space mesh scanned on quest 3?
Hey, To cut to the chase, I want to scan my entire house, then export the space so I can load it into a 3D model. This is so I can take that low poly version of my house interior, and make my own 3D model around it. (Which would be super simple walls, etc) I could go around my house measuring and make the model from scratch but having the scan to kind of trace from would be way too good. I don't have an iphone to do lidar scanning but even then I wouldn't want the images or a huge complex file. What the space scan does is insanely perfect. I don't know if I'm asking a question or...does anyone have any advice for me? Maybe the community could advise me how I'd go about making an app that lets us do this? Maybe we can do this already by finding the file? I couldn't find anything that seemed like it would be the file for the space.23KViews9likes16CommentsConnect ethernet cable to quest 3
Can i somehow enable ethernet support on my quest 3? I want to connect it to my router to have lowest delay possible in pc vr. I've bought ethernet to usb c adapter but when i connect it to the headset it does'nt see the cable. I tried to connect this adapter to my phone and it worked, it only does'nt work on my quest 3. What can i do about it?23KViews2likes10CommentsWill the Quest 3 ever support Wi-Fi 7?
Hi, I've seen contradictory information regarding WiFi 7 support on Quest 3. I'm currently testing WiFi 7 router and it seems Quest 3 connects in WiFi 6 mode. Is WiFi 7 something that will be enabled with firmware update or hardware limits it to 6/6e?Solved21KViews0likes9CommentsTest User IAP Checkout Flow Stopped Working
We've run into an issue when testing our IAP purchase flow. Up until this week, when we'd click on an In-App purchase (durable level addon), it would open the Meta App Lap Purchase window, where it would give a price and ask to purchase or cancel, then ask for PIN. This was great for testing functionality. Now, when we click on the IAP purchase, the Purchase flow just automatically succeeds and the level gets purchased without prompting with the Purchase Flow window (no confirm purchase, no pin). This happens even after removing the Test Users IAP entitlements. If we turn off the "Inherit organizations entitlements", then the purchase flow just fails with the test user - doesn't even pop up the window. Has anyone else noticed a change in the IAP Checkout flow functionality starting this week? It would be nice to test the checkout flow with our test users before releasing our updates.Solved17KViews0likes15Comments"Multiple Devices Can't Access This App At The Same Time" Error for my App with Latest QuestFirmware
In-house Quest 2 headsets started getting this error ("Multiple Devices Can't Access This App at the Same Time") as soon as they got the new firmware today, whenever more than one person (logged into the same developer account on multiple Quests) launched the application at the same time. This hasn't been an issue for us in the past. I assume there's some permission flag we need to set to allow this, but I'm struggling to find it. Does anyone have any guidance? Thanks! -Eric10KViews4likes13CommentsPreferred audio rate-- 44100 or 48000?
I have a choice, when synthesizing the audio for my app, of doing so at 44100 or 48000 hz. Is one "better" or more natural for the Quest? That is, does the Quest have some "true" resolution that it is resampling to, such that in fact if I submit (for example) a 44.1khz sample stream to OpenSL, it will be internally resampled to (hypothetically) 48khz before hitting the DACs? Or vice versa? Will Oculus Audio work better with one sample rate vs the other? The Oculus Audio reference guide says "44100 and 48000 are recommended for best quality". Is this a promise that the Oculus devices are equally capable of playing either a 44.1khz or 48khz sample stream at native resolution? (If it helps, I am developing against the Native/C++ API.)8.3KViews2likes7CommentsQuest 3 how to match virtual and physical room orientation properly (AR/XR) ?
Hello, I use a quest 3 in UE5 using steamvr currently (new to quest dev in ue). I use Steam link to stream the picture to the quest3. I never packed an apk but simply started the game from the ue editor in vr mode in unreal. I recognized, that every time i start/stop the game in the editor, the orientation (yaw) of my virtual space in unreal changes kind of randomly... probably depends on inital headset position when i start the game. I want to place a virtual object in my 3d scene and i want it to correspont to the real-world location for ever - even when i shutdown unreal and the quest headset and restart. Think of an AR way to place a virtual object in your room in a specific position. I already found the ARPins, but couldnt get it to run (at least not when starting the game from the UE editor in vr mode - they seem to be overpowered for my case anyway). Generally i wonder why it is so hard to match virtual orientation to real-world-orientation. The guardian/champerone, is always perfectly matching the room - even when turjing off the headset. So the headset must be aware of the physical room and positions and orientation. Why is it such a hustle to match it in unreal? Would be glad if someone could shed some light 🙂 thank you 🙂Solved6.3KViews0likes2Comments