FAIL_FORBIDDEN_PERMISSION Developer Hub error READ_PHONE_STATE Error
I have no other errors besides this one when I upload my build to the alpha production stage. The error says this: FAIL_FORBIDDEN_PERMISSION The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.READ_PHONE_STATE Please remove the following permissions and upload your application binary again. The log says this: 2024-08-03T21:58:36.097Z [DEBUG] Run args: {"appId":"26165759013071717","apkPath":"C:\\Users\\rcper\\OneDrive\\Desktop\\Gorilla Flag First Version\\First Version.apk","channel":"ALPHA:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true} 2024-08-03T21:58:36.367Z [DEBUG] Server log: {"app_id":"26165759013071717","client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\nat processTicksAndRejections (node:internal/process/task_queues:96:5)","extra":"{\"appId\":\"26165759013071717\",\"apkPath\":\"C:\\\\Users\\\\rcper\\\\OneDrive\\\\Desktop\\\\Gorilla Flag First Version\\\\First Version.apk\",\"channel\":\"ALPHA:quest2only|questproonly|quest3+\",\"draft\":true,\"excludeAddons\":false,\"inheritAssetFiles\":false,\"isODH\":true,\"uploadFromEngine\":false,\"token\":\"(removed)\",\"uploadConcurrency\":null,\"platform\":\"ANDROID_6DOF\",\"disableProgressBar\":true,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.98.0.000001\",\"compatibility_version\":2,\"session_id\":\"26165759013071717_2024-08-03T21:58:36.095Z\",\"command\":\"upload-quest-build\",\"app_id\":\"26165759013071717\"}","platform":"ANDROID_6DOF","cli_version":"1.98.0.000001","session_id":"26165759013071717_2024-08-03T21:58:36.095Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":271} 2024-08-03T21:58:37.552Z [WARN] 🟡 WARNINGS: • Quest 1 support is automatically disabled for apps created after 04/30/2024. Please refer to this post for more details: https://developer.oculus.com/blog/changes-coming-quest-1-2023-meta/ • Your manifest includes the following permissions restricted by Oculus: - android.permission.WRITE_EXTERNAL_STORAGE - android.permission.READ_EXTERNAL_STORAGE - android.permission.READ_MEDIA_AUDIO - android.permission.READ_MEDIA_VIDEO - android.permission.READ_MEDIA_IMAGES - android.permission.ACCESS_MEDIA_LOCATION - android.permission.READ_MEDIA_IMAGE 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. 2024-08-03T21:58:37.552Z [ERROR] Server log: {"app_id":"26165759013071717","client":"ODH","log_level":"ERROR","event_name":"UPLOAD_PREVALIDATION_FAILURE","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.error (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\nat processTicksAndRejections (node:internal/process/task_queues:96:5)","extra":"{\"errors\":[\"The upload could not be completed because your application contains the following Android permissions that are not supported:\\n - android.permission.READ_PHONE_STATE\\nPlease remove the following permissions and upload your application binary again.\"],\"warnings\":[\"Quest 1 support is automatically disabled for apps created after 04/30/2024. Please refer to this post for more details: https://developer.oculus.com/blog/changes-coming-quest-1-2023-meta/\",\"Your manifest includes the following permissions restricted by Oculus:\\n - android.permission.WRITE_EXTERNAL_STORAGE\\n - android.permission.READ_EXTERNAL_STORAGE\\n - android.permission.READ_MEDIA_AUDIO\\n - android.permission.READ_MEDIA_VIDEO\\n - android.permission.READ_MEDIA_IMAGES\\n - android.permission.ACCESS_MEDIA_LOCATION\\n - android.permission.READ_MEDIA_IMAGE\\nPlease 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.\"],\"time\":549,\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.98.0.000001\",\"compatibility_version\":2,\"session_id\":\"26165759013071717_2024-08-03T21:58:36.095Z\",\"command\":\"upload-quest-build\",\"app_id\":\"26165759013071717\",\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.98.0.000001","session_id":"26165759013071717_2024-08-03T21:58:36.095Z","binary_id":"","duration":549,"is_patch_upload":0,"duration_since_session_start":1456} 2024-08-03T21:58:37.793Z [ERROR] :cross_mark: ERROR: • The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.READ_PHONE_STATE Please remove the following permissions and upload your application binary again. 2024-08-03T21:58:37.793Z [ERROR] Server log: {"app_id":"26165759013071717","client":"ODH","log_level":"ERROR","event_name":"USER_ERROR","stack_trace":"UserVisibleError: • The upload could not be completed because your application contains the following Android permissions that are not supported:\n - android.permission.READ_PHONE_STATE\nPlease remove the following permissions and upload your application binary again.\n at C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js\n at processTicksAndRejections (node:internal/process/task_queues:96:5)","extra":"{\"error\":\"• The upload could not be completed because your application contains the following Android permissions that are not supported:\\n - android.permission.READ_PHONE_STATE\\nPlease remove the following permissions and upload your application binary again.\",\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.98.0.000001\",\"compatibility_version\":2,\"session_id\":\"26165759013071717_2024-08-03T21:58:36.095Z\",\"command\":\"upload-quest-build\",\"app_id\":\"26165759013071717\",\"platform\":\"ANDROID_6DOF\"}","platform":"ANDROID_6DOF","cli_version":"1.98.0.000001","session_id":"26165759013071717_2024-08-03T21:58:36.095Z","binary_id":"","duration":null,"is_patch_upload":0,"duration_since_session_start":1697} Thank you for your time.Solved6KViews0likes16CommentsPassthrough and hand tracking, hand size
Hi, I managed to use both hand tracking and passthrough with new Unity2021.2.5, OculusXR plugin 1.11.0, XR Plugin Management 4.2.0. 🙂 But the hands are smaller then my own hands. OVR Custom Skelteon script with update root scale seams to do nothing. Is there a way to have the hands the same size, like we have in quest home environment.4.8KViews0likes8CommentsOculus Store - Getting an App on the Store / How to become an approved developer?
Hi all, I was hoping someone could help with a link or explanation of how you go about getting an App published onto the Oculus Store rather than just the lab? The FAQ section has a section about 'Store Submission FAQs' but it doesn't really tell you how. The 'Create an App Page' is the closest I can find which makes it look like unless you are an 'Approved Oculus Quest Store developers' you wont have the option to create content for the Oculus Store? I suppose my question is have I understood this right, and if so, how do you become approved? Many thanks PhilSolved4.8KViews0likes4CommentsNot receiving 2FA confirmation code via text to enable dev mode
As the title says I am not able to set up my two factor authentication code with my phone number because I simply do not receive anything via text message from Meta. I have tried my girlfriends phone number and she also receives nothing. We both have different carriers... Is there any solution to this? I would really like to enable developer mode.. I have zero numbers blocked, I am receiving other automated texts just fine. Never had any problems with that, only with Meta.4.6KViews1like8CommentsOculus Go + browser + videos won't play
Apologies in advance I'm not familiar with how things work around here but I was hoping someone could answer if not resolve the issue I'm having whenever I try to play a video in the oculus browser and the Firefox browser. When the video starts to load and play it glitches and I'm paraphrasing the error message that comes up basically saying it's unable to play, something along those lines. When I factory reset the device the videos will play just fine but after awhile they'll regress and won't play. Is there an update or downgrade I have to do? Or is the oculus go obsolete now? Any help and answers would be greatly appreciated thank you in advance!!!4.2KViews2likes4CommentsMeta Ray Ban to PC
Man super disappointed that the glasses can’t connect to my PC. My old razor did but the sound wasn’t great. I work from home and thought it’s perfect for meetings. Prob going to return it now. So stupid to limit it. Is it capable for over the air update? Wonder if it can batch an update to allow PC use. Then I def would buy it again or keep this one.3.7KViews1like0CommentsCan't get the SceneModel
Hey guys. I'm having an issue of pulling the SceneModel (Room that I have Setup) from any of the scenes in the The World beyond that use the OVRSceneManager to load the SceneModel. I've been using TheWorldBeyond (https://github.com/oculus-samples/Unity-TheWorldBeyond) to try and get this running. I have also created several new projects on many different versions of Unity (2020.3.18f, 2021.3.18f & 2022) and tried the VirtualFurniture Scenes from the Oculus Integration SDK - receiving the exact same issue as below. I've tried default/different combinations of Build Settings, Package versions and Platform types (PC/Mac/Android) and still had no luck. I've attempted some of the solutions in this thread (https://communityforums.atmeta.com/t5/Unity-VR-Development/OVRSceneManager-can-t-query-scene/td-p/98... I tried this on Windows 11 and Windows 10 and got the same error message. Anchor support is set to Enabled as per the project default. No matter what I've tried, I always receive the same error message - I'm just unable to pull the Room I've setup: (PassthroughPet Scene) (PassthroughRoom) (TheWorldBeyond Scene) I have tried building the scenes using both a PC and a Mac, and each time I load into the scene, it says "The World Beyond requires Scene Data. Please run Room Setup". I've ran the Room Setup around 30-40 times, trying different variations of wall numbers/desks/doors - still no luck of retrieving that data or even running The World Beyond build. HOWEVER, strangely, when I download the The World Beyond straight from the Oculus Store, it runs absolutely fine, it finds the room I've mapped and lets me continue with the experience. This seems to be a Unity only issue? I contacted a friend who tested this on his Quest 2, and he was able to simply download the The World Beyond Unity code and click Play and have instant working access to the SceneModel. He was also able to build The World Beyond and go straight into the experience without the message above coming into play. As mentioned, I've tried it on a PC and a Mac, still the same issue. I bought a second Quest 2 headset today to test this out, and still received the same issue. The only visible difference between my two Quest 2 headsets, and my friends Quest 2 headset, is that my versions are 49.0.0.207 and his version is 49.0.0.186 (an earlier one by a few weeks I think?). Can you give me a hand getting this resolved? Message if there is any more detail needed. Cheers guys3.6KViews0likes8CommentsWhy dont use quest 3 controllers cameras for a better hand tracking too
I've been exploring the capabilities of various VR systems and their approaches to tracking accuracy and user interaction. Specifically, I've been intrigued by the Quest 3's use of controllers with built-in cameras, primarily aimed at navigating and interacting within the virtual environment. However, this got me thinking about the potential for these cameras to be utilized not just for their intended purpose, but also for enhancing hand tracking capabilities, similar to how the Valve Index leverages its base stations for precise tracking. Given that the Quest 3 controllers are already equipped with cameras, has there been any consideration or experimental development towards using these controllers as a sort of "mobile base station"? Essentially, this would not replace the standard tracking functionalities but could potentially offer developers and users an optional, more precise tracking method when needed. I understand that the primary function of these cameras is not for tracking in the same capacity as base stations. However, considering the flexibility and innovation in VR development, the prospect of harnessing these cameras for dual purposes seems like an intriguing possibility. This could potentially reduce the need for external hardware in environments where precision is key but the setup of traditional base stations is impractical. Are there any technical limitations or developmental considerations that would prevent the Quest 3 controllers' cameras from being utilized in this dual capacity? Could software updates or developer tools enable this functionality, or is it more a matter of hardware limitations? I'm looking forward to hearing your thoughts and insights on this possibility. The idea of expanding the functionality of existing hardware for enhanced user experience and developer flexibility is exciting and could open new avenues for VR interactions and immersion.Solved3.3KViews0likes1Comment