Unable 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.1.5KViews0likes4CommentsUnwanted 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:1.2KViews0likes1CommentUE5 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.1.3KViews0likes1CommentVRC.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?879Views0likes0CommentsUser Reporting Service - Using something else than Meta ID to report users
Hello everyone With the update to the Meta VRC's and the requirement of having an in-app user reporting mechanism, we opted to use the User Reporting Service offered by Meta. We have set it up for our apps which was a mostly smooth process but ran into two issues/questions. Is there a way to report a user using a different kind of id or by using a free-text field rather than the Meta user id? Currently, using the Meta user id seems to be the only way, but to report a specific person we would have to make this id visible in the app and would prefer not to (for aesthetic reasons and safety concerns). We do not receive the reporter's email address. Despite it being part of the reporting process and checking the box that I am willing to share my email address, it is not part of the report. Is this a bug that anyone else has experienced? Thank you very much for your help!774Views0likes0Commentsextended periods threshhold
Hello, I am working with a developer who is creating their first VR App/game. When reviewing the VRCs, in particular the VRC.Quest.Performance.1 test case. The expected results reads The application should not experience extended periods of framerate below the requested refresh rate of the display. Exceptions include when there’s a black screen or loading scenes, or when system menu overlays are present. We were interested in, what Meta considers an Extended Period? 5 seconds? 10 seconds? Any information would be helpful Thank you in advance, Lee-Roy698Views0likes0CommentsCan 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)974Views0likes1CommentPrivacy 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.Solved2KViews1like1CommentStreaming and Handtracking cases
Hi, I have questions while reading the VRC requirements for Oculus Store. 1. Is it mandatory for Oculus Store application to support streaming of interactive/immersive VR content? 2. Handtraсking input - is it mandatory or optional input type? Thanks in advance for your reply!592Views0likes0CommentsCannot 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!1.8KViews0likes1Comment