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hi, I'm using trying to get a rift build uploaded using the ovr-platform-util.The error message mentions something about OAuthException which seems to indicate an authentification issue.it should also be noted that the tool is run in a windows docker container.I'm unable to post the full log here but it contains the following error."log_level": "ERROR","event_name": "API_ERROR","stack_trace": "at Object._log ([eval]:1:7485)\nat Object.error ([eval]:1:5839)\nat Object.genRequest ([eval]:1:86766)\nat <anonymous>\nat process._tickCallback (internal/process/next_tick.js:189:7)",\"response\":{\"error\":{\"message\":\"An unknown error has occurred.\",\"type\":\"OAuthException\",\"code\":1,\"fbtrace_id\":\"AdokbVWR6-XOTmNCekeHuY4\"}},\"options\":{\"method\":\"POST\",\"url\":\"https://graph.oculus.com/segmented_binary_upload_submit\",CLI version: 1.67.0.000001Best regards, Stan
If not a bad idea, adding a way to remove a DLC from a build's asset list.A previously uploaded DLC can be replaced by using the same command to upload it; however, the command returns that an add-on id was created and the ones that are on the oculus dashboard are not updated to match, or the command doesn't just return the existing id. The only way to notice the file changed was the timestamp and file size. But maybe replacing an existing file instead of using a separate new version is a bad idea.The non-obb asset file was downloaded to the obb folder \Android\obb\package\. What about adding a way to use Android\data\package\files\ for non obb files if it makes any difference.
Presently, if a Subscribed User is in more than one Release Channel, they are prompted to download the latest build from any channel that they are subscribed to. We have the need to be able to test staging builds that target a staging database, and release builds that target a production database, and allow testers to switch between those builds. As far as I can tell, there is really no way to do this with the current Release Channels without creating an entirely separate app.
I have built this project maybe 100 times. No clue what changed or why.I tried to post this in SDK feedback. But it says I don't have permission to post to that group.In ./Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/Horizon/VertexGI/Interface.cginc, it has:'#include "../FBToneMapping.cginc".After I renamed FBTonemapping.cginc to FBToneMapping.cginc, I could do the cross build.I have MetaAvatarSDK 20.3 and Oculus Integration 54.1 installed. Unity 2022.3f1When I re-download, remove the entire Oculus directory in Assets, and then re-install them, it again keeps the 'M' lower case. So the problem seems to be with the package.This is strange because; (1) I thought windows had a case-insensitive file system. and (2) How did it ever work? So (3) Something changed in Unity. I am *guessing* that their shader compiler now opens up a directory and searches for matching file names, and no longer just does an open(), causing case sensitive search, so the file name needs to get renamed, or
Hello,Before I could record from the ODH when pressing the Record Video button. With the current version when I press it won't start to record but it shows an error, "Error: Device display is off". Both my Oculus Quest 1 and ODH are updated.thanks in advance.
Mixed Reality is an exciting frontier for Oculus and developers are key to bringing new and robust MR experiences to the ecosystem. We want to understand the value that our recently released Passthrough API is providing for you, how we could improve it and what new use cases we can unlock for you going forward. Please submit feedback in the form linked below if you'd like to help us improve this API for the community. Thanks! https://forms.gle/WUfscTzCtKnPwXDz7
Hi, I've been having this really frustrating issue with Renderdoc Meta Fork (previously called Renderdoc for Oculus).When selecting replay context (both Oculus Quest 2 and Oculus Quest 2 Profiling Mode) I'm getting a following error message: "Failed to install Android remote server for unknown reasons: Couldn't install APK(s). stderr: . lease check that your device is connected and accessible to adb, and that installing APKs over USB is allowed." Of course I have adb configured and Quest 2 in developer mode. I am able to install any apk's and when using regular Renderdoc (not the oculus-specific fork) the replay context attaches successfully. I've been able to succesfully connect with previous version of this tool (v40.1) in the past. However, when I downgraded today, even the old version showed the same error. I have no idea why this issue magically popped up, but I would be really glad if something could be done about this. Here's the renderdoc log if this is of any im
I wanted to suggest an accessory that would be necessary for one of the applications I plan on building. I don't believe this exists yet. I'm submitting to Meta because the devices are fair priced, and I'm pretty sure most will be getting the Quest 3, as opposed to other devices, and I want to ensure this accessory (if you choose to make it) will work without issue on the quest.How/where should I make the suggestion?I didn't want to do it on a public forum in case Meta wants to patent it.
Hi,If a user attempts to review a version of an app that is newer than the one in the LIVE channel, it silently fails, and they're stuck with a spinner that never finishes. If they're on a release channel that's the same version code or older than LIVE, they are allowed to submit the review.Looking at the browser developer console, it seems that the call to : https://graph.oculus.com/graphqlreturns something like:{"data":{"rate_application":null},"errors":[{"message":"A server error field_exception occured. Check server logs for details.","severity":"CRITICAL","code":1357006,"api_error_code":200,"summary":"Something went wrong","description":"We're having trouble completing your request. Please try again.","description_raw":"We're having trouble completing your request. Please try again.","is_silent":false,"is_transient":false,"requires_reauth":false,"allow_user_retry":false,"debug_info":null,"query_path":null,"fbtrace_id":"Bgc5F7pKVBJ","www_request_id":"A4jnGG0zVbXSKT4PkPTC6hi","path"
Hi ... I recently bought an eGPU (Thunderbolt) dock from Ali Express to use with my computers including my Dell XPS 13 2021 ish laptop (11th Gen I7, 16GB RAM) and it seems to work well. 🙂I had a bunch of stuff accumulated on this laptop and eventually I noticed Desktop Window Manager using a huge amount of RAM ... 3GB+ (I think it would have grabbed more if available). I have 3x monitors on the eGPU and the laptop screen ... 3x 1080p and 1x a portrait widescreen - so I expected higher usage - especially with virtual screens and whatnot for VR stuff (incl. Immersed). But I couldn't figure out why I was seeing such big figures.One of the apps I had installed was the Meta PC (regular) app, and the remote PC thingy I think.--Anyway. My 500GB drive was about full and I thought it time to reinstall anyway - getting a 2TB drive while relatively cheap, and setting-up triple boot (2x Windows and 1x Debian for Proxmox) etc.I've been slowly adding applications to my principle W
You probably also know that you are sometimes short on USB connections and for me this is nearly always the case.Every morning, when coming back from lunch and any interruption again you have to re-pair the Quest to the PC to continue development in this case.Can you please have an option for this?I understand the security concerns, but latest after a warning, it is my decision to wage the loss of time and feeling stressed due to this against the potential risk in the WiFi here.
Is it just me or someone else also face with this ?I can do screenshot from ODH, but not Record Video and Cast Device.Here is the screen shot of error when I try to cast device using ODH, although casting over the web via https://www.oculus.com/casting still work normally. An Error Occurred... Check to see if your headset and computer are using the same network. VPN’s have been known to cause casting errors. Try switching to the same network to allow casting. Firmware build ID / build flavor in headset can cause instability in casting. This information can be found in the tooltip if you hover over the device image on the device page. Check to see if the account on the headset is the same as the logged in account in ODH. There is a known issue with secondary accounts logged into the headset that would conflict with the account that is logged into ODH. This is a rare occurrence. Please try logging out and back in from the Settings Page to refresh your session.&
Hello,Enabling the GPU metrics recording on Perfetto via MQDH doesn't seem to work anymore. Nor does enabling render stage traces.I've tried running perfetto from adb with track_event as data source on a custom text config (while ovrgpuprofiler -r runs on another shell session), which used to work, but that also not working as well.I'm under the impression that those trace sources stopped working a few weeks ago. By the way, my device is on firmware version 50163300257300150 (incremental number).Is this a known issue?Cheers,
Hello,I'm trying to use the RenderDoc python API with the RenderDoc Meta fork to automate some profiling tasks. However, even though I'm able to connect to the RenderDoc Meta fork remote server (profiling mode), if I call `ReplayController.EnumerateCounters()` I don't get the Meta counters back.Is there a way to access those counters via python?Cheers
I keep getting these warnings when trying to connect my HMD to RenderDoc. Sometimes after awhile it seems to start working but only for a few minutes before crashing.
Everything goes fine, it connects, even gets to the last screen where you plug in the headset, I click ok on the Mac and ok on the headset to allow the connections, and then nothing. The headset doesn't connect or show up and I have to do the connection all over again in an endless loop. Uninstall, factory reset etc etc. Does anyone have any idea how to resolve this?The last version of Meta Quest Dev Hub was working just fine for me, same Mac, same headset.
I noticed this problem, when I watch movies in full screen mode in the browser, when I turn my head to the left, flashing white stripes appear, and when I try to center the screen in 3D mode, the screen disappears completely. Thank you.
Hi, I found a bug/issue with the added passthrough recording for the Quest Pro local device. When ever I disable the guardian system, why does recording passthrough on the Quest Pro no longer pick up the passthrough background when recorded locally?Meta, Please fix this bug as it makes recording passthrough a lot more difficult In large open areas. I have to rely on Wifi to capture a good recording while the guardian is disabled.The meta hub casting and recording has a lot of bugs and it would be why faster to allow the Quest Pro's passthrough recording to be done locally when disabling the guardian. Thanks
Is there a tool or code or anything where I can put a movie on a TV in a world I made in the Meat horizon app on oculus I see from the venue I can go into rooms and a movie is playing is it a code or a way I can put something like that in my world I creat
Can you turn on developer mode on someone else's phone who doesn't have an organization?
The Renderdoc version right after the one your fork is based on has significant changes to enable source-debugging for Vulkan shaders. That sounds like a big productivity win for us and presumably many other developers. Do you have a timeline for the next release from your fork? Or perhaps a work-in-progress version? I couldn't see if the fork was publicly available somewhere.
Hi,I work in the research industry and, to conduct VR experiments it is important to log the device's input systems position/orientation. This helps to study user behavior and possible correlations between these data and device metrics (CPU,GPU, etc)Your profile tool is quiet advance, but they do not include that info. The only way I found to get this data out would be to develop an app/run it and log the information. This is not practical when the goal is to research about user experience vs third party application.Please consider these as a feature that will help us academics to study VR and push this technology forward!Thanks.
Hola, me ha desaparecido de la barra del menú el icono de trasmitir, que salía una flecha, ¿como hago para recuperarlo?
At the moment "Oculus Platform Command Line Utility" is only provided for Mac and Windows.Any chance of providing a linux build?I am trying to setup CI instance in AWS, and this ( being able to upload builds ) is one of the last things to get working.
Hi,ODH can't find my headset..Works with the OculusClient without any problems and detects the headset instantly..Latest ADB is installedDeveoper mode is enabled..In the docs, it says when connected to PC, you should get a message in headset to connect to PC..I only get the Oculus Link (beta) message..Anyone got a clue..
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