Tool Feedback
Recently active
Hello, I have a Problem with MRC Tool. Inzried to Setup everything as it is discribed in thr Manual of the meta Website. I use the Quest 2, a greenscreen, a powerful PC and a Webcam. Calibration works fine. But when I Go to OBS ans want to start the capturing, OBS will Not connect to my Quest and a failure appears which says: please verify the Quest IP address and If mrc enabled Game is running... I tried it with Beatsaber and superhot but both werent working. What s the Problem Here ? Please Help
Hi,I've been trying to get the Shared Anchor sample to work for weeks now with no results (https://github.com/oculus-samples/Unity-SharedSpatialAnchors?tab=readme-ov-file)All of my debugging has lead to the method in the subject (Users.GetLoggedInUser) not returning the logged user's data correctly, which usually comes from a failed authenticationThe app has been correctly deployed to the developer hub, the API key is correct and set in both fields into the Oculus -> Platform in UnityUserID, UserProfile and User Age Group permissions under data usage have all been approved (and reapproved)Most of the solutions found in other parts of the forum just don't work for meNow I'm left wondering why it doesn't workhttps://imgur.com/a/g4Bww1yhttps://imgur.com/a/YiyQLp3https://imgur.com/a/JLf1Z3F
In my app I utilize keyboard and mouse inputs to be able to control my VR app without my headset on my head. I can use scrcpy to do this but it's also very low quality and not a great experience.I think it would be an amazing feature if the casting 2.0 window could also pass these inputs through just like scrcpy.
As I read Here,Meta is removing the whiteboard for the next update. The whiteboard is literally the only feature I use HW for. If removed, it will lead to the loss of tons of users into other platforms like Immersed. Including me.
Title says it all. Current (as of this writing) revision of MQDH for macOS ships with adb built only for x86 when it should probably be a universal build like the rest of the app.Evidence from the CLI: my-fancy-prompt$ pwd /Applications/Meta Quest Developer Hub.app/Contents/Resources/bin my-fancy-prompt$ ls Casting.app/ NOTICE.txt aapt2 InputForwardingService.apk OculusDeveloperHubService adb my-fancy-prompt$ file adb adb: Mach-O 64-bit executable x86_64 This drove me bonkers for a goot bit trying to get my Quest 3 connected to the developer hub. My Ventura-based Mac does not have Rosetta installed on it as it's actually a clean install and I avoid Rosetta unless it's absolutely necessary. When attempting to connect my Q3 to MQDH it went through the whole process and ultimatley did nothing with zero feedback, error or otherwise. There was no indication that adb failed to launch because of the "Bad CPU type" of the bin
Oculus Quest Mixed Reality OBS needs an update! I can't connect Quest2, Quest Pro using OBS because of this issue "Please verify the Quest IP adress, and if MRC-enabled game is running on Quest. Reboot the headset and re-launch the game if the issue remains" but I can use OBS connects to Quest1. I think the key to the problem comes from the system of the helmet. Quest1 is currently V50, while the systems of Quest2 and Quest Pro are V60! Before the system update, my Quest Pro could be connected to OBS normally to record MRC videos. Now I can only use Quest1 to record MRC videos!
Hi!Everytime i try to capture a frame using RenderDoc, the application running on the headset crashes and renderdoc produces no capture. I'm not sure if anyone else is experiencing this. I'm wondering if there's a fix so i can use renderdoc reliably. Here's the fatal log: Android PID 12063: [10:34:20] libc(0) - Fatal - Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xfffffffffffffe08 in tid 12188 (RenderThread), pid 12063 (main) Android PID 12800: [10:34:20] DEBUG(0) - Fatal - *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Android PID 12800: [10:34:20] DEBUG(0) - Fatal - Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/49882890235800150:user/release-keys' Android PID 12800: [10:34:20] DEBUG(0) - Fatal - Revision: '0' Android PID 12800: [10:34:20] DEBUG(0) - Fatal - ABI: 'arm64' Android PID 12800: [10:34:20]
I have a game on AppLab built with Unity that was initially release about a year ago. Recently I've been trying to upload an update with minor fixes using MQDH but all I get is an "Upload Failed" message with the text "The build you were trying to upload has failed. Build Upload Error - an error has occured for app id: 4879[...]".Now, I CAN just sideload the apk via the "Device Manager" tab of MQDH and everything works fine on my Quest 2, which makes me think that the apk itself is okay.The error is the same when I disconnect from the internet before trying the upload, so my guess is that the apk fails some internal check *before* it is sent to the server, but unfortunately, the error message is not very informative as to where the problem is located. I only remember changing the Minimum API level and the Build Name and Build Code in Unity, everything else is pretty much the same as with the version I uploaded a year ago without problems.Does anybody know this problem? Is there a
The audio for the Beta Cast 2.0 Sounds Horrible. it keeps popping. I updated my audio drivers and it did not fix it. Also it would be great if when i change to cinematic 16:9 it remembers it next time so i dont have to do it again. thanks
The background noise the developers foisted on its irritated customers is mind-numbing, both to hear listening to the constant hum and that Meta didn't include a toggle or even a way to change it to something else. How is this justifiable? Is there even a purpose for it. My recommendation is provide a tool to turn it off, or better yet let users decide if they want it. at all This must have been the boss's nephew who came up with this, and everybody else is afraid to address it. I see criticism and exasperation going back three years on forums.
I don't know what's changed but I am no longer able to upload a build to my app lab app alpha channel using Oculus Developer Hub on my desktop computer (months ago it used to work). I get the error "Build Upload Error - an error has occurred" and nothing else. I've tried uninstalling/reinstalling ODH multiple times, and this error has persisted even through updates of the last 2 new versions of ODH. This only happens on my desktop computer. If I try to upload the same exact build through ODH on my laptop, it works as expected.
For whatever reason, the Meta Quest Developer Hub will not authenticate. I click on log in with a Meta Account, which opens up my browser (I've tried with Chrome, Firefox and Edge as the default browser).I log into facebook, which then says I have a meta account, which I then log into. I then authenticate, and it opens the MQDH hub again, which then just says to continue in my browser again, and it just repeats. Not sure what to do. I've tried incognito mode as well to no avail.
Hello, i am using the OVR Metrics tool with a Quest 3 and Meta Developer Hub.I've recorded metrics of my game and i would like to import the CSV files in my data sheets but i can't.I can see the files, but if I try to copy the file from Quest 3 to my PC i obtain an Unspecified error. It seems something related to permissions or 0x80004005 error.Even Meta Quest Developer Hub and SideQuest can't copy or access the files.Inside the quest, opening the OVRMetrics tool i can see that files are there and i can open them.From PC I can access any other files inside the Quest 3 such as videos, photos etc. and i can copy the other files without any problems. Only the metrics .CSV are affected by the issue.Please help me. Thank you. P.S. with Quest 2 everything works as expected.
I've been testing the Cast 2.0 beta in the current Developer Hub version, and aside from a little bit more noticeable latency, there's just one big problem. I have a large high res primary monitor, and so for usability have the Windows display scaling on it set to 200%. Unfortunately, 2.0 Beta gets picked up on that, and the window actually only shows the top left quarter of the full view. It pulls up fine if I set my system level scaling down to 100% before launching the 2.0 cast, even if I then change my scaling back up, but if I start it at 200% it's zoomed in. Tried manually setting the overrides in the properties for both the cast exe and the hub exe but neither seemed to work no matter what I set it to. This is on Windows 10 Home, casting off a Quest 3.
Hi,I'm trying to use the simulator to do a simple automation of certain tests in my project and find the experience a bit lacking.1. First big thing is that I would really love to be able to record inputs directly from my Quest connected through Link. There is a few complex two-handed gestures that are really hard to execute using mouse and keyboard (and I doubt the XBOX controller would change much)2. Choosing the record/replay file is very confusing. Especially when I want to replay several different files in a row. When I select the file to replay (after pressing press the ... button), the dialog asks me if I want to overwrite the file, which I obviously don't, but I actually have to select Yes to proceed.3. Another big thing. The recordings don't seem to be 100% repeatable? Or do not store data in absolute format? Or actually do?The thing is that I want to replay a sequence of recordings. So Rec1 is selection and pressing of START button in main lobby, which would load a new scene.
We are developing a colocation game for quest3 and some off them start updating to version 59.The users assign to those quest3 can´t loggin getting 0 as userId and OCApiEXception with the code 190 when requesting the user proof.We factory reset some quest3 without the actualization to v59 (v57) and use the same users in those equipments and they work just fine.What is the workaround?
I built an Ios App of Oculus LipSync through Unity,but it won't be available in the IOS App Store.Why does the Oculus Lipsync for Unity Plugin not support the Ios App Store?Now is there a version of Oculus LipSync for Unity that supports Ios App Store?
Is there any method I can retrieve players' items status? From a developer perspective, I want to know why items from players are gone. There is an API to retrieve a list of items that the user owned (Retrieve Items Owned - https://developer.oculus.com/documentation/native/ps-iap-s2s/). However, if we called that API at different points of time, some items might be gone due to refund, chargeback or other reasons. Is there any way for a developer to know why items are gone? If this API does not exist, is it possible for meta to implement it?
First time trying to grab the app on windows and looks like it's linked up to the macOS version. Was able to download the exe for 4.0.0 Figured I'd let you know 🙂
When opening a capture and selecting any of the Meta performance counters, half/most of them can be missing. For example, there are 200 drawcalls in the DrawOpaquePass but there are only 50 to be found in the Performance Counter viewer.We like to see the data for all vertex and fragment instructions on all drawcalls.
Hello,I'm just wondering, is it possible to download a list of all Meta User IDs that have downloaded an app? Know account linking is possible, but if I wanted to download all IDs for reference, would this be possible through the API?All the best,Henry
I connected my Oculus Quest 2 for the first time in a few weeks to my PC to continue some UE4 development.I was given a notice in Oculus Link to take off the headset and review Oculus App updates.I followed the Oculus App update notifications and restarted my PC (Oculus App Version 57.0.0.254.153).After this, the 'Desktop' function in Oculus Link started showing this yellow '!' icon. (where previously it showed a live stream of my PC)I restarted the headset which showed what looked like an SD card icon and an update progress bar. I thought ok great maybe the headset firmware just needed an update too.Unfortunately, after the headset update I am still seeing this error:
my rpw account has been locked since 10 of November 2021 and i cant unlock it myself plz help me to unlock using my new mobile number.
As shown in the diagram, it is evident that the values of certain metrics exceed the display range of the chart, and I am unable to change the size of the chart (even after clicking "expand all" on the left). This makes it impossible for me to pinpoint performance hotspots through the chart. I believe this is a significant issue for a performance analysis tool
Hello, Im trying to get the Meta XR Simulator(https://developer.oculus.com/documentation/unity/tools-meta-xr-sim/?intern_source=devblog&intern_content=boost-iteration-efficiency-meta-xr-simulator-experimental) up and running but it crashes as soon as I try and launch it. From the Oculus SDK I am trying to launch the Cubes scene with no luck.Im using Unity version 2022.3.5f1 along with the latest versions of the Oculus XR Plugin and OpenXR Plugins. Regardless of which Plugin provider I use(Oculus or OpenXR), the tool crashes Unity as soon as it starts. Is there anything I might have missed setting up in order to get this simulator working? Any help would be much appreciated.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.