Hey META we need to improve the way updates of the SDKs are made
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etc I was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input. Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.5.2KViews5likes15CommentsPatch an APK from within a APK
Hi all, I'm new to Meta Quest 2, Meta Quest 3 and android development. So far I've been using Unity 3D to create VR applications. I am looking for a way to patch the changes in an installed APK from within the APK. So the flow which I have is this: On app load, check for any updates. If update is found, download it and shows progress. On completion, the app closes and patching begins. After patch update, the APK starts again. I've seen this flow before in few mobile APK's but since I am a clean slate in android development, I don't know where to look for or how to start. I just want to do away from the oculus developer hub. Any suggestions or help are welcome. Thank you1.8KViews0likes2CommentsProblem with update v7
After automatically updating to v7 my games are not working: -the FOV is reduced -Only right control is visible by default -Left control is visible only when pressing a button, on release is back to reset position (0,0,0), not affected by tracking. i'm using Unity 2019.1. Apparently lost of devs are having issues, is there any way to revert the update? Regards1.6KViews3likes4CommentsDeveloper documentation updates for the week of July 15th, 2024
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 15th, 2024. Updates: Introducing Acoustic Ray Tracing. Acoustic Ray Tracing is a new tool included in the Meta XR Audio SDK that simulate how sound propagates from its source to the listener based on actual game geometry. (Unity, Unreal) A new Unity topic Getting Started with Interaction SDK and Unity XR has been added. “Meta XR Interaction SDK Essentials for Unity can also integrate with Unity’s OpenXR and XR Hands packages enabling potential for cross platform development.” The Unity topic Mixed Reality Utility Kit Features has been updated with new guidance and screenshots. Additionally, the MRUKStart component has been deprecated and replaced with a SpawnOnStart property instead. The Unity topic Mixed Reality Utility Kit Samples has been updated with new samples. The Unreal topic Mixed Reality Utility Kit Getting Started has been updated with new guidance for v66 and v67. The Unreal topic Passthrough Relighting has been updated with new guidance and troubleshooting. The topic Depth API for Unity has updated requirements, new info on permissions, a new section on Using the API with code samples, guidance on shader graphs, and info on adding occluded objects to the scene. The topic Body Tracking for Movement SDK for Unity has updates for prerequisites, clarified steps for configuring the project, and other improvements. Minor updates: The Platform Solutions topic Multiplayer Overview has minor updates for clarity (Unity, Native, Unreal) The following Unity topics have minor updates for clarity: Get Started with OVRSceneManager using Building Blocks (deprecated) Unity Plane and Volume Scene Sample (deprecated) Use OVRSceneManager (deprecated) The Use Capsense topics have minor updates for clarity (Unity, Native, Unreal) The Use Simultaneous Hands and Controllers (Multimodal) topics have minor updates for clarity (Unity, Native) The Platform Solutions topic Achievements has minor updates for clarity (Unity, Native, Unreal) The Meta XR Simulator Introduction topic has minor updates for clarity (Unity, Native, Unreal) The Developer Tools topic Use Meta Quest Scriptable Testing Services to Enable E2E Testing has minor updates for clarity (Unity, Native, Unreal) The Platform Solutions topic Subscriptions has minor updates for clarity. The Platform Solutions topic In-App Purchase Server to Server APIs has minor updates for clarity (Unity, Native, Unreal) The Platform Solutions topic App Deep Linking has minor updates for clarity and improved images (Unity, Native, Unreal) The Passthrough topic Passthrough API Overview has minor updates for clarity (Unity, Unreal) A number of topics have been updated to remove outdated branding references. Removed topics: The following Unity topics have been removed because they are now included in the MR Utility Kit samples: Unity Bouncing Ball Scene Tutorial Unity Bouncing Ball Scene Sample Unity Virtual Furniture Sample Last week’s post: Developer documentation updates for the week of July 8th, 20241.5KViews2likes3CommentsPlatform settings in Unity takes the wrong credentials
Hello there, In Unity, the Oculus Platform settings state that the credentials used are these from the Oculus application. Looks like this is not the case for me, and I'm not able to resolve the situation so far. I reinstalled the Oculus desktop app, I used that "Restart Oculus" feature from the desktop app in the Beta section, deleted the plateform settings and letting Unity regenerate these, still somehow connected to the wrong account. What am I supposed to do ? Thank you.1.4KViews0likes1CommentSoftware updates
V25 is terrible and I still don't have V26. Developers should be among the first to get new software updates. But the bigger problem is that the software update process is too slow. I understand (*) that phasing the distribution is important but it's truly awful right now. * I've written software entitlement/licensing/distribution systems for large downloads w/CDN integration.1.1KViews1like1CommentHelp! App crashes on 924860.20080.0 (v21), but runs on 1201840.7600.0 (v23)
The App worked flawlessly on all devices before the update of Oculus Integration + Oculus XR Plugin. I updated the Integration Asset to 20.1 and Oculus XR Plugin to 1.6.1 and now the app only runs on devices with OS Version 1201840.7600.0 (v23) and instantly crashes when selecting the app on 924860.20080.0 (v21). I can see "VrApiLoader: vrapi_Initialize: Failed to load VrApi driver! Java Exception" right before the app crashes (ActivityManager: Process com.Company.AppName (pid 5184) has died: fore TOP). This does not happen on 1201840.7600.0. Any idea how to fix this? It kind of seems like the newest Oculus Integration + XR Plugin is not backwards compatible? There seems to be different targetSDKVersion on both devices as well (27 vs 28). I also tried changing from ARM64 to ARMv7, but output is exactly the same. Here is the log when crashing (on 924860.20080.0) 12-16 13:19:22.028 5184 5205 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 5757mb 12-16 13:19:22.028 5184 5205 I Unity : SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0x70), 0 little (mask: 0x0) 12-16 13:19:22.028 5184 5205 I Unity : XR UsableCoreMask: 0x70 12-16 13:19:22.028 5184 5205 I Unity : ApplicationInfo com.Company.AppName version 0.1.8 build 091b26ff-290a-4efb-bee0-42d7e2367680 12-16 13:19:22.028 5184 5205 I Unity : Built from '2019.4/staging' branch, Version '2019.4.16f1 (e05b6e02d63e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a', Stripping 'Enabled' 12-16 13:19:22.083 5184 5205 E Unity : Unable to find libAudioPluginOculusSpatializer 12-16 13:19:22.087 5184 5205 D Unity : loading library OVRPlugin 12-16 13:19:22.104 5184 5205 D Unity : GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_EXT_texture_format_sRGB_override GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_b 12-16 13:19:22.104 5184 5205 D Unity : order_clamp GL_EXT_EGL_image_external_wrap_modes GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_E 12-16 13:19:22.104 5184 5205 D Unity : XT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_texture_foveated_subsampled_layout GL_QCOM_shader_framebuffer_fetch_noncoherent GL_QCOM_shader_framebuffer_fetch_rate GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation GL_KHR_robust_buffer_access_behavior GL_EXT_EGL_image_storage GL_EXT_blend_func_extended GL_EXT_clip_control GL_OES_texture_view GL_EXT_fragment_invocation_density GL_QCOM_motion_estimation GL_QCOM_validate_shader_binary GL_QCOM_YUV_texture_gather 12-16 13:19:22.400 5184 5205 I Unity : XRGeneral Settings awakening... 12-16 13:19:22.400 5184 5205 I Unity : UnityEngine.Logger:Log(LogType, Object) 12-16 13:19:22.400 5184 5205 I Unity : UnityEngine.XR.Management.XRGeneralSettings:Awake() 12-16 13:19:22.400 5184 5205 I Unity : 12-16 13:19:22.400 5184 5205 I Unity : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) 12-16 13:19:22.400 5184 5205 I Unity : 12-16 13:19:22.403 5184 5205 I VrApiLoader: VrApi Loader Version: 1.1.40.0-0-0 Nov 19 2020 10:21:27 12-16 13:19:22.417 5184 5205 W VrApiLoader: vrapi_Initialize: Failed to load VrApi driver! Java Exception 12-16 13:19:22.439 1048 2031 I ActivityManager: Process com.Company.AppName (pid 5184) has died: fore TOP 12-16 13:19:22.457 1048 1070 W ActivityManager: setHasOverlayUi called on unknown pid: 5184 12-16 13:19:22.584 4545 5107 I VrApi : FPS=72,Prd=50ms,Tear=0,Early=72,Stale=0,VSnc=1,Lat=1,Fov=0,CPU4/GPU=4/3,2419/490MHz,OC=FF,TA=0/70/0,SP=N/N/N,Mem=2092MHz,Free=3430MB,PSM=0,PLS=0,Temp=35.2C/0.0C,TW=2.81ms,App=3.94ms,GD=0.00ms,CPU&GPU=6.01ms,LCnt=4,GPU%=0.40,CPU%=0.08(W0.14),DSF=1.00 12-16 13:19:22.898 4545 4571 W VrApi : ovr_SubmitFrameInternal: FrameIndex discontinuity: Expected 67831, Received 67830 12-16 13:19:22.898 4545 4571 I VrApi : ---------- vrapi_LeaveVrMode [start] ---------- 12-16 13:19:22.899 4545 4571 D VrApi : targetSDKVersion 27 12-16 13:19:22.902 4545 5107 I VrApi : FPS=72,Prd=50ms,Tear=0,Early=72,Stale=0,VSnc=1,Lat=1,Fov=0,CPU4/GPU=3/3,2419/490MHz,OC=FF,TA=0/70/0,SP=N/N/N,Mem=2092MHz,Free=3430MB,PSM=0,PLS=0,Temp=35.2C/0.0C,TW=2.81ms,App=4.06ms,GD=0.00ms,CPU&GPU=6.01ms,LCnt=4,GPU%=0.44,CPU%=0.07(W0.11),DSF=1.00 12-16 13:19:22.903 4545 4571 I VrApi : OVR::Stats thread stopped 12-16 13:19:22.927 4545 4571 I VrApi : ---------- vrapi_LeaveVrMode [end] ---------- 12-16 13:19:22.951 4545 4571 I VrApi : ---------- vrapi_EnterVrMode [start] ---------- 12-16 13:19:22.953 4545 4571 D VrApi : targetSDKVersion 27 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_RESET_WINDOW_FULLSCREEN = 1 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_NATIVE_WINDOW = 1 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_FRONT_BUFFER_PROTECTED = 0 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB = 1 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_CREATE_CONTEXT_NO_ERROR = 0 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_PHASE_SYNC = 0 12-16 13:19:22.963 4545 4571 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_APP_SPACE_WARP = 0 12-16 13:19:22.963 4545 4571 I VrApi : PhaseSync disabled 12-16 13:19:22.963 4545 4571 I VrApi : HMD sensor attached. 12-16 13:19:22.978 4545 4571 I VrApi : OVR::Stats thread started 12-16 13:19:22.978 4545 4571 I VrApi : ---------- vrapi_EnterVrMode [end] ---------- 12-16 13:19:22.981 4545 5244 D VrApi : targetSDKVersion 27 12-16 13:19:23.927 4545 4571 I VrApi : ovr_HandleHmdEvents: HMT was UNmounted And here is the running Version (on 1201840.7600.0) 12-16 13:34:47.874 20091 20112 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 5838mb 12-16 13:34:47.874 20091 20112 I Unity : SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0x70), 0 little (mask: 0x0) 12-16 13:34:47.874 20091 20112 I Unity : XR UsableCoreMask: 0x70 12-16 13:34:47.875 20091 20112 I Unity : ApplicationInfo com.Company.AppName version 0.1.8 build 091b26ff-290a-4efb-bee0-42d7e2367680 12-16 13:34:47.875 20091 20112 I Unity : Built from '2019.4/staging' branch, Version '2019.4.16f1 (e05b6e02d63e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a', Stripping 'Enabled' 12-16 13:34:47.943 20091 20112 E Unity : Unable to find libAudioPluginOculusSpatializer 12-16 13:34:47.948 20091 20112 D Unity : loading library OVRPlugin 12-16 13:34:47.972 20091 20112 D Unity : GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_vertex_half_float GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_compressed_ETC1_RGB8_texture GL_AMD_compressed_ATC_texture GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_OES_texture_compression_astc GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_OES_texture_3D GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_QCOM_alpha_test GL_OES_depth24 GL_OES_packed_depth_stencil GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_EXT_sRGB GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_EXT_texture_type_2_10_10_10_REV GL_EXT_texture_sRGB_decode GL_EXT_texture_format_sRGB_override GL_OES_element_index_uint GL_EXT_copy_image GL_EXT_geometry_shader GL_EXT_tessellation_shader GL_OES_texture_stencil8 GL_EXT_shader_io_blocks GL_OES_shader_image_atomic GL_OES_sample_variables GL_EXT_texture_b 12-16 13:34:47.972 20091 20112 D Unity : order_clamp GL_EXT_EGL_image_external_wrap_modes GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_shader_multisample_interpolation GL_EXT_texture_cube_map_array GL_EXT_draw_buffers_indexed GL_EXT_gpu_shader5 GL_EXT_robustness GL_EXT_texture_buffer GL_EXT_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_OES_texture_storage_multisample_2d_array GL_OES_sample_shading GL_OES_get_program_binary GL_EXT_debug_label GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_QCOM_tiled_rendering GL_ANDROID_extension_pack_es31a GL_EXT_primitive_bounding_box GL_OES_standard_derivatives GL_OES_vertex_array_object GL_EXT_disjoint_timer_query GL_KHR_debug GL_EXT_YUV_target GL_EXT_sRGB_write_control GL_EXT_texture_norm16 GL_EXT_discard_framebuffer GL_OES_surfaceless_context GL_OVR_multiview GL_OVR_multiview2 GL_EXT_texture_sRGB_R8 GL_KHR_no_error GL_EXT_debug_marker GL_OES_EGL_image_external_essl3 GL_OVR_multiview_multisampled_render_to_texture GL_E 12-16 13:34:47.972 20091 20112 D Unity : XT_buffer_storage GL_EXT_external_buffer GL_EXT_blit_framebuffer_params GL_EXT_clip_cull_distance GL_EXT_protected_textures GL_EXT_shader_non_constant_global_initializers GL_QCOM_texture_foveated GL_QCOM_texture_foveated_subsampled_layout GL_QCOM_shader_framebuffer_fetch_noncoherent GL_QCOM_shader_framebuffer_fetch_rate GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_EGL_image_array GL_NV_shader_noperspective_interpolation GL_KHR_robust_buffer_access_behavior GL_EXT_EGL_image_storage GL_EXT_blend_func_extended GL_EXT_clip_control GL_OES_texture_view GL_EXT_fragment_invocation_density GL_QCOM_motion_estimation GL_QCOM_validate_shader_binary GL_QCOM_YUV_texture_gather 12-16 13:34:48.325 20091 20112 I Unity : XRGeneral Settings awakening... 12-16 13:34:48.325 20091 20112 I Unity : UnityEngine.Logger:Log(LogType, Object) 12-16 13:34:48.325 20091 20112 I Unity : UnityEngine.XR.Management.XRGeneralSettings:Awake() 12-16 13:34:48.325 20091 20112 I Unity : 12-16 13:34:48.325 20091 20112 I Unity : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) 12-16 13:34:48.325 20091 20112 I Unity : 12-16 13:34:48.329 20091 20112 I VrApiLoader: VrApi Loader Version: 1.1.40.0-0-0 Nov 19 2020 10:21:27 12-16 13:34:48.345 20091 20112 I VrApi : ----------- vrapi_Initialize [start] ---------- 12-16 13:34:48.370 20091 20112 I VrApi : Client type: 0 flags: 0x0 placement: 0 12-16 13:34:48.375 20091 20112 D VrApi : isActivityFocusAware context = com.unity3d.player.UnityPlayerActivity@98d6c89 12-16 13:34:48.376 20091 20112 I VrApi : isActivityFocusAware = 1 12-16 13:34:48.419 20091 20112 I VrApi : vrapi_Initialize: Connected to VrRuntimeService after 0.007967s 12-16 13:34:48.437 20091 20112 I VrApi : ----------- vrapi_Initialize [end] ---------- 12-16 13:34:48.437 20091 20112 I VrApi : ------------ vrapi_Shutdown [start] ----------- 12-16 13:34:48.708 19241 20075 I VrApi : FPS=91/90,Prd=12ms,Tear=0,Early=0,Stale=2,VSnc=1,Lat=-1,Fov=0,CPU4/GPU=3/3,1171/490MHz,OC=FF,TA=0/3/0,SP=N/N/N,Mem=1353MHz,Free=3367MB,PSM=0,PLS=0,Temp=30.2C/0.0C,TW=3.35ms,App=5.17ms,GD=0.00ms,CPU&GPU=8.08ms,LCnt=4,GPU%=0.54,CPU%=0.08(W0.19),DSF=1.00 12-16 13:34:48.740 19241 19272 I VrApi : ---------- vrapi_LeaveVrMode [start] ---------- 12-16 13:34:48.741 19241 19272 D VrApi : targetSDKVersion 27 12-16 13:34:48.747 19241 20075 I VrApi : FPS=91/90,Prd=12ms,Tear=0,Early=0,Stale=2,VSnc=1,Lat=-1,Fov=0,CPU4/GPU=3/3,1171/490MHz,OC=FF,TA=0/3/0,SP=N/N/N,Mem=1353MHz,Free=3367MB,PSM=0,PLS=0,Temp=30.2C/0.0C,TW=3.35ms,App=5.17ms,GD=0.00ms,CPU&GPU=8.08ms,LCnt=4,GPU%=0.54,CPU%=0.08(W0.19),DSF=1.00 12-16 13:34:48.748 19241 19272 I VrApi : OVR::Stats thread stopped 12-16 13:34:48.791 19241 19272 I VrApi : ---------- vrapi_LeaveVrMode [end] ---------- 12-16 13:34:48.905 20091 20112 I VrApi : ------------ vrapi_Shutdown [end] ----------- 12-16 13:34:48.919 20091 20112 I VrApiLoader: VrApi Loader Version: 1.1.40.0-0-0 Nov 19 2020 10:21:27 12-16 13:34:48.920 20091 20112 I VrApi : ----------- vrapi_Initialize [start] ---------- 12-16 13:34:48.920 20091 20112 I VrApi : Client type: 0 flags: 0x0 placement: 0 12-16 13:34:48.922 20091 20112 D VrApi : isActivityFocusAware context = com.unity3d.player.UnityPlayerActivity@98d6c89 12-16 13:34:48.923 20091 20112 I VrApi : isActivityFocusAware = 1 12-16 13:34:48.953 20091 20112 I VrApi : vrapi_Initialize: Connected to VrRuntimeService after 0.005978s 12-16 13:34:48.965 20091 20112 I VrApi : ----------- vrapi_Initialize [end] ---------- 12-16 13:34:48.976 20091 20112 W VrApi : vrapi_LocateTrackingSpace: ovr == NULL 12-16 13:34:48.992 20091 20112 D Unity : initOculus Java! 12-16 13:34:48.992 20091 20091 D Unity : Oculus UI thread done. 12-16 13:34:49.020 20091 20136 W VrApi : IsOvrValid: ovr == nullptr. Package: com.Company.AppName 12-16 13:34:49.020 20091 20136 W VrApi : vrapi_GetPredictedTracking2: ovr is invalid 12-16 13:34:49.514 20091 20136 I VrApi : ---------- vrapi_EnterVrMode [start] ---------- 12-16 13:34:49.516 20091 20136 D VrApi : targetSDKVersion 28 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_RESET_WINDOW_FULLSCREEN = 1 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_NATIVE_WINDOW = 1 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_FRONT_BUFFER_PROTECTED = 0 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB = 1 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_CREATE_CONTEXT_NO_ERROR = 1 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_PHASE_SYNC = 0 12-16 13:34:49.532 20091 20136 I VrApi : ovrModeParms::VRAPI_MODE_FLAG_APP_SPACE_WARP = 0 12-16 13:34:49.532 20091 20136 I VrApi : PhaseSync disabled 12-16 13:34:49.532 20091 20136 I VrApi : HMD sensor attached. 12-16 13:34:49.540 20091 20136 I VrApi : OVR::Stats thread started 12-16 13:34:49.540 20091 20136 I VrApi : ---------- vrapi_EnterVrMode [end] ---------- 12-16 13:34:49.542 20091 20165 D VrApi : VrApi::isWifiConnected exception: Make sure android.permission.ACCESS_NETWORK_STATE is set in the manifest. 12-16 13:34:49.544 20091 20165 D VrApi : targetSDKVersion 28 Can somebody please help? Do I really have to downgrade everything again?1.1KViews0likes0Commentsanyone having issues with Quest update "build 7" with Unity and VRTK ?
Hello just wondering if anyone is having issue with the new update , We have 2 headsets one with build 3.6 working perfectly , the second updated last night has the following issues - depending on the hand being used the other with disappear. - upon grabbing an item the whole game crashes since that's at the start of the level we cant report anymore but this is obviously does us a concern. If Devs are listening , any ideas? -is there an update to oculus integration coming - can we downgrade our headsets? Thanks for your time Mark1KViews0likes1CommentCan't get user's Oculus ID with dev builds in the headset
Hello there, Prior the last unity sdk update, we were able to get the Oculus ID of the current user when we were testing devlopment builds in the headset (without pushing the build on the dashboard). Now I can still get user's informations, like his username, but the ID is always the same, and this is the one that you can find in the API section of the app : "Your application specific user ID for debugging and testing." How are we suppose to test features like Voice Chat if the real user ID is not exposed anymore ? Are we supposed to push a new build on the dashboard every time ? Or am I misunderstanding something ? Thank you,973Views3likes0Comments