API Error - Can't upload PCVR Rift build via Meta Quest Developer Hub
Hello! I need some help from Meta's engineering team. I am unable to upload a PCVR (Rift) build of my VR game via the Meta Quest Developer Hub (MQDH). I have a working VR app that runs just fine on PC via Quest Link or AirLink (created via Unity 2022 LTS + OpenXR). However, when I try to upload my app build via MQDH, I get a non-descriptive "API Error" and it points me to a log file. I have attached a screenshot of the error below. I can't attach my log file here because it contains sensitive information, however I am happy to provide it to Meta privately (please let me know the best way to do this). Some additional context: I am using Unity 2022.3.7f1 LTS and I am using the OpenXR runtime via Unity's XR Plug-in Management system. I have both a Quest version and a Rift version of the same app. If it matters, I have *not* imported the Oculus Integration because I am using the new OpenXR runtime and Unity's XR Interaction Toolkit, as is recommended when using OpenXR. The Quest version of my app uploads just fine via MQDH and passes all automated tests. But when I attempt to upload the PCVR build for my Rift version of my app, I get an "API error". Could someone from Meta please let me know what to do in order to successfully upload a PCVR app build for the Rift version of my app? I am happy to provide you with my log file also. It is very important that I support both Quest and PC. Thank you!4.7KViews2likes6CommentsShared Spatial Anchors for PC Rift in Unity
Hello, I am trying to use Shared Spatial Anchors for a Unity PC application and I have some issues: I undestand that Spatial Anchors may be shared with other users using OVRSpace.StorageLocation.Cloud when saving anchors. However, from the Meta Quest Developer Hub, in Platform Services I can't activate Cloud Storage. It is not available for Rift Applications (see the screenshot) So, is it related? May I create spatial anchors and share them with users although Meta doesnt allow to Add the Cloud Storage Service? Thank you!894Views1like0CommentsHDMI HELP PLEASE
I do not have a HDMI on my tower so of course i go buy and adapter, i get the adapter and plug it in and plug in my RIFT headset but i still can not get that HDMI light to turn Green on Connection?? Can anyone reccomend or help me please, its for PCVR - RIFT (1st one) just trying to hook it up for my son, brand new computer... has 500 GB, windows 10+ i just dont know what to do, can someone please help me. Thank You!!1.4KViews0likes1CommentBringing Rift games to quest
There are a few games i would love to play on the quest that are on the rift. I do have a wire to play rift games but the wire gets in the way and it can get annoying when maybe that slight movement of the wire disconnects everything. But games such as: contagion, hell split, spiderman, blade and sourcery and thief simulator i would love to play without using a wire. Please make the rift games be eligible to play on quest WIRELESS, I love these action games and I'm getting bored of the current quest games. Not to mention if people haven't got the games already, especially on the quest it would financially help oculus as they are good games, in my opinion anyways.917Views1like0CommentsDoes Oculus include any way to install dependencies on first launch?
I have dependencies that need to be installed before the first launch of the app. With Steam, they offer "Install Scripts" that allow install scripts to be run prior to the game being opened. I am wondering if Oculus offers anything similar, or if my game exe itself should handle installing those dependencies? Thanks.698Views0likes0CommentsRunning Rift build with Unity still open issue(s)
Is there a way to bypass this message: In the past it could run Unity in the background while I tested out some things within my builds. We're supporting Go and Rift so from time to time I'll send an invite over to the Rift on the Go to test out cross-functionality and then I'll get prompted with that when I try to accept the invitation. I've got multiple unity instances open usually when I'm working on things and to have to close them out everytime when I'm testing things is rather annoying. I don't suppose anybody else has run into this issue before and has a solution? It seems as though this is somewhat recent.737Views0likes1CommentRecent performance issues
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitches, audio skipping, and tracking issues - regularly. What happened? I wrapped up that intro. It was done. No additional work went into it. Like a nervous school kid I verified it's fluidity 100 times. It was running perfectly, and now due to some oculus update it does not. How am I supposed to trouble shoot this as a developer? It's not like I know what you did under the hood. To trouble shoot this on my side I've kept windows updated, same with Nvidia Drivers. I migrated my project to UE4 4.24.2 hoping that your update was utilizing something in UE4 current. Still I get regularly hitches. Not just in my project mind you. I get them when I put the headset on. The moment I enter VR I'm getting stuttering that never occurred before. If I open up UE4 in the background - it's nearly unbearable. At this point I have no idea what to do. I know in these situations it's common to blame the other half - UE4. If there was a way to roll back my oculus version I'm certain my backed up UE4 4.23 version of my project would run flawlessly. What are other developers doing about this? Are we expected to modify our projects to accommodate the Oculus updates?1.4KViews1like3CommentsWhat's a good Free-Moving Backpack PC Alternative?
We have started development on a VR experience project using UE4. We have 2 months to finish it, and have been developing for our own Backpack PC. However, now that the deadline is closing in, someone on the team reported that backpack PCs just aren't widely available anymore. We can't get backup batteries, and it and I have been told that this completely invalidates our option to use backpack PCs, so we ideally need to find an alternative solution. The space is only 3x4 meters, and we'd need people to move freely around it. If we absolutely cannot find any alternatives, we'd have to switch the whole project to the Quest. Which doesn't seem feasible, since our target platform was PC before, and we'd essentially have to start all over again. So does anyone have any ideas for alternatives to the Backpack PC, or even if there might be ways to get access to backpack PCs?668Views0likes1Comment