AppLab submission failed VRC.Quest.Functional.3 (user gets stuck)
I submitted my Quest application to AppLab and got the feedback that it does not pass VRC.Quest.Functional.3. This is the requirement that the user shall not get stuck in the experience. The remark was that the user got stuck in the main menu. I have tried to reproduce the issue in many ways: I have run the app for 45 minutes, tried all scenes and back to the main menu, shortpressed the Oculus home button and then resumed the app. Recentered the app and continued. Made a photo and a video and resumed. Took off the headset for 10 minutes and resumed the app. Everything worked fine. I asked Oculus for some more context, so that I can troubleshoot this, but they could not give more details. Fair enough, they get so many apps these days. Has anyone experienced this before? Any suggestions on why this may have happened? Thanks!2.2KViews0likes3CommentsPrivacy policy issue when publishing the app to app lab
Hi everyone~ I am running into a privacy policy issue when we try to publish the app to the app lab. We didn't collect any user data in any form for our app, so we show that on our privacy policy page. But still, we receive feedback from the review team indicating we have some issues with our privacy policy. Here are 2 feedback from oculus team: I have 2 questions: 1 I have an assumption of the issue, which is our client wants to show, that in the future version, we will collect user data, but in the current version, we don't. Is this causing the misunderstanding? 2 If we show that we didn't collect any user data, do we still have to have a clear explanation of how the user may request all their data? If anyone has any idea or experience, please leave your thought, thank you so much.Solved2KViews1like1CommentCannot pass VRC.Quest.Performance.3 on a built Unity APK
We are struggling to hit the 4 second requirement for AppLab submissions in Unity 2019.4.7f1. Our app takes around 8 seconds to hit our empty scene except a canvas image and some text. Upon testing a sideloaded standard empty URP project with the Oculus SDK it takes longer than 4 seconds just to get into an empty scene with nothing but the default URP and Oculus SDK assets!! A splash screen seem to doesn't improve this at all either? - Worth noting that we are still needing to use the Legacy Oculus VR SDK as we need to remain cross-platform with SteamVR for the PC client. I was wondering how it's possible that apps like Superhot and Beat Saber have managed to have a logo above the three Quest loading dots. And if that's something we would be able to set up for our app and would be appropriate to meet the VRC.Quest.Performance.3 criteria? I have done much Googling for this and have come up completely short, this is completely stumping me so I hope someone can help!1.9KViews0likes1CommentUnable to reproduce low performance from VRC1
Hi, I am developing a game for the Quest 3 and I have made 6 submissions till now but every time it gets rejected for not passing the VRC1, the performance one. The las 2 builds I received feedback telling me that "The app runs noticeably lower than 60 frames per second on supported devices." Those devices as I checked are just Quest 3 and Quest Pro. The problem is that on my Quest 3 I can not reproduce that behavior. Using the performance analyzer from Quest Developer Hub with the flags activated I see just 5 flagas, 3 of those are under 70 fps and just 2 are under 60, all of them happens when changing level/scene which is normal and definitely not "noticeably lower than 60". So, my question is ¿How does Meta test apps?¿Is there a way to get performance logs from them to know where exactly is the problem? Here is a capture of the performance analyzer: Thanks.1.6KViews0likes4CommentsVRC Validator 1.20.0.0 fails my Unreal engine app, claiming it's built with an old Unity version
When running the VRC Validator on my app built in Unreal engine, it states the following: Starting TestSdkVersion SDK version detected 1.17 for processId 0x22d8 SDK version detected 1.17 for processId 0x22d8 Engine Identification for processId 0x22d8 EngineName: Unity EnginePluginName: OVRPlugin EnginePluginVersion: 1.19.0 EngineVersion: ++UE4+Release-4.18- ERROR: The application is built against an older Unity version Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/publish-reqs-rift-compatibility/#unity Cleaning up... Test FAILED All the other tests pass without any issues, so I was wondering if anyone has any clues on how to solve this?1.4KViews0likes5CommentsUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentUnwanted 32-bit libraries
When uploading our Unity project to AppLab we get the following warning: "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". Unity is including some unwanted 32-bit libs by default, despite our app targeting only ARM64. These are very small libraries, so it's not an issue. My question is about the VRC Packaging-6 (https://developer.oculus.com/resources/vrc-quest-packaging-6/). Is there a risk of failing the VRC is if we submit our apk with those 32-bit libraries? These are the libraries:1.2KViews0likes1CommentUpdated VRC Guidelines for Oculus Rift S
We have updated our Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) to account for Oculus Rift S. Key changes include new frame rate requirements and deprecation of Windows 7 support. For all updates please see the the full update to the Rift VRC Guidelines (https://developer.oculus.com/distribute/latest/concepts/publish-rift-app-submission/) on the Oculus Developer Center.1KViews0likes0CommentsCan we Drop the Quest 1 VRC Requirement?
As Meta how now retired the Quest 1 and is only providing basic updates, can we now drop the requirement to test on Quest 1 to be accepted into App Lab? https://developer.oculus.com/resources/vrc-quest-performance-1/ I have a Quest 1 sat in my cupboard, gathering dust, solely to test my app before I submit to App Lab. If Meta, a $350 billion corporation, aren't supporting the device any more, why should indie devs be forced to! (I'll email support also and post any useful response here)999Views0likes1CommentVRC.Quest.Asset.4 - What does it really mean?
Hi! I got this as a message recently: "VRC.Quest.Asset.4 - Hero art must include the branding of the app centered in the image." Am i allowed to have a left or right aligned logo in the Landscape asset as long as its in the safe zone? Ive seen so many games using their logo on either left or right side of the safe zone. Do they mean center center, or just "not outside safe zone" center? Examples of games that are not branded in the center, but still inside safe zone: Assassins creed, creed, samba di amigo, space pirate trainer, light brigade, the grand getaway, yuki, anshar 2, eye of the temple etc. Also - weird naming in the app metadata assets - Hero cover should be 16:9 and landscape should be the ultra wide one. Anyone else agreeing on this or am I the weird one?907Views0likes0Comments