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flipping through the developer sections for a second now and I see that there is a quick section detailing UI and what the developers have found best to work. what I don't see within the 'User Interface Components' of the 'Immersive VR Apps' is a design system. For example Google's material.io. Is there any documentation that someone can follow to mimic the best practices that you guys have started to create?
Hi there!When I open Oculus Developer Hub, it ask me to login with a Facebook or an Oculus account. I select "Continue with Facebook", it opens a new browser window where I'm asked if I want to continue with my Facebook account.I click "Continue as <name>", then it redirects to an error page:Any idea of what is wrong?Thanks!
I tried to use the Oculus mirror tool in order to capture gaming video using Nvidia Shadow play (which will record the uppermost open desk-top window easily) and Oculus Link (of which I have had no problems with, so far).I had no problem recording the mirror window. The problem was with the Oculus Mirror Window itself, which instead of showing me one image - showed me multiples (see image attached).Anyone able to help, please?
I just updated ODH 2.1.1 and after connecting my Oculus device, the Performance analyzer is not able to collect performance data. The device is connected normally Using perfetto can be collected normally, but the frame per second index of the app cannot be collected How should I investigate the cause?
Can you add a built-in Chinese input method? I haven't received a response yet. really inconvenient
I cannot get my quest pro to cast with it. I can get it to install the diagnostic tool and I can get it to do link and air link from the hub and for some reason it will even record two eyes but it will not cast someone from support please help me? is there a number I can call if I have to? thank you so much I really hope I can get this figured out asap because I would like to make some vr content with my 4090 but side quest isnt cutting it with that strange slant. thanks!
I am using RenderDoc Meta Fork 44.1 and firmware version of my quest 2 os is 46.0.0.261.0I have tried to capture my game which uses Vulkan. Although the final RT can be displayed correctly, every drawcall output always shows a black image.It worked well on previous RenderDoc for Oculus 40.1 and firmware version v43.
Comprei um complemento de um jogo q eu não jogo, achando q ami ha filha poderia usar na conta dela. Gostaria de tranferir esse complemento para conta dela. Como transferir esse complemento para conta dela?
Hi, I previously uploaded an app on App Lab. It got flagged on one of the tests. Essentially, the test assumes I'm making a certain type of app. The app I uploaded is not of that type. The approval team and I spoke and got it resolved. It took over a month but we got there.I uploaded another app. Got flagged the same way. It is the exact same issue we resolved last time but with a new app. I intend to upload more apps which will most likely go through the same process. Reached out to the approval team. It's been a month and a half and no response. Can someone help?Thanks
Hi there!I really enjoy using the Developer Hub and have a few requests for features which would be beneficial to us developers. I am currently using these as custom commands, but it would be much more convenient to have dedicated controls in "Device Actions" for them.The features are as follows:Change Dynamic FFR to Static and explicitly control its levelChange Dynamic CPU & GPU level to Static and explicitly control their levelChange headset refresh rate between 72, 90 and 120 HzThese settings would me the MQDH an ultimate developers tool, so in advance thanks for considering these ideas.Cheers,Filip
It seems like That Meta has gotten to other software companys such as Unity or Unreal reliance for people to create a game that Meta should create their own software to make an easy-to-use way to become a developer in the Metaverse. Meta could make a software that's easy to understand and attracts new developers that don't know how to use things like C++ or how to model. The key of making a software like that would be to put it on an alternative device like Windows or MacOS, this could be one of the major moves to development. This could in theory make it accessible to people of all ages to develop.
Hello, When I try to upload a build through Oculus Developer Hub it just stays uploading infinitely. The upload loading bar starts and animates, but it doesn't go past that. Has anybody had a similar issue, and have any advice?Thanks,Bernard
The dev hub seems to be bugged in that it cannot detect my quest 2 device in any way. The oculus PC client detects it just fine while the MQDH program can't see it at all. When I click the Set Up New Device button it just shows a pop up with how to get it to detect it, I have tried and check all that multiple times over all to no effect. I can even for example use the Link (either kind) to manipulate the MQDH with the very Quest 2 it claims it cannot detect!
Meta needs a good fusion to connect vr users and facebook users. Focusing on this entirely to expanding the ecosystem, 2d or 3d. This would fix this disconnect. Additionally help users understand how powerful, to have a chats call while in game. And them see your avatar playing in game, so they get a glimpse of why Meta is Meta!!!
I have been using the Metrics tool as my #1 tool for in-app profiling and testing, but now the one feature I needed no longer works. I need to the frag/vert/frag%/vert% to guide me when I'm optimizing and all of those all show 0 now. Is this maybe an OS regression issue? I wasn't having this issue a few days ago. I have tried downloading all the older versions to see if it's the OVR metrics tool, all of them behaved the same. I have tried multiple headsets and they behave the same.
This error occurs whenever I try to do an build upload. I've tried uploading from ODH, Unity and the ovr-platform-util. All generate the same error. I even just tried using ovr-platform-util with no arguments and also get the same error. For reference,- I don't have a D:/ drive (shouldn't matter) - The app was installed and run on my M:/ drive (SSD)Details below:node:fs:585 handleErrorFromBinding(ctx); ^ Error: UNKNOWN: unknown error, open 'D:\full-fbsource\arvr\js\node_modules\yargs\locales\en.json' at Object.openSync (node:fs:585:3) at Object.openSync (pkg/prelude/bootstrap.js:739:32) at Object.readFileSync (node:fs:453:35) at Object.readFileSync (pkg/prelude/bootstrap.js:1025:36) at o._readLocaleFile (C:\snapshot\D_Zfull-fbsource\edenfs\redirections\arvr\js\temp\build-ovr-platform-util\lib\ovr_platform_util.js) at o.__ (C:\snapshot\D_Zfull-fbs
Hello, I just recently updated the oculus developer hub to version 2.1, and when I went to relaunch the software, it just shows a white screen. I uninstalled and reinstalled the software, and rebooted my computer with no success. I just went into the Mac system logger and it seems to be reporting a crash, of the Oculus Developer Hub helper. I have a copy of the crash report, the crux of the crash seems to be: Time Awake Since Boot: 200 secondsSystem Integrity Protection: enabledCrashed Thread: 0 CrRendererMain Dispatch queue: com.apple.main-threadException Type: EXC_BAD_INSTRUCTION (SIGILL)Exception Codes: 0x0000000000000001, 0x0000000000000000Exception Note: EXC_CORPSE_NOTIFYTermination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4Terminating Process: exc handler [1123]Kernel Triage:VM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource shortageVM - pmap_enter failed with resource sh
Hi everyone! I need some help over here. I upgrade ODH to 2.7 version a few days ago and the software show me both controllers as 'not connected' even though Oculus app and Oculus software detects both headset and controllers. I use Meta Quest 2 for Unity videogame development and I'm stuck with this weird issue. I'll really apreciate any help.
Attempt to "View Insights" selection in https://creator.oculus.com/manage/mediastudio/library/, simply redirects to the standard iframe containing the Oculus video player and content details. Steps to reproduce:1- Navigate to https://creator.oculus.com/manage/mediastudio/library/2- Authenticate with a Organization recognized account containing Editor+ permissions3- From Media Studio, open Library and left click on "..." on the content 4- Select "View Insights" 5- Notice the iframe opens instead of the AnalyticsInsights selection from options on a video in the library. iframe with Oculus videoplayer and content details.
We've been using ovr-platform-util.exe to upload our builds via our Jenkins pipeline.We were using version 1.67.0.000001 up until 9/1/22 when we updated to 1.76.0.000001.We updated because we were getting a warning that it was outdated AND because we were getting the following errors (that as far as we were concerned - were benign): We updated to 1.76.0.000001 because we thought it might help solve a different issue we were having (It was a stretch but we were desperate and it should have been updated anyway). However, after updating to 1.76.0.000001 our builds have been failing to upload and failing our Jenkins jobs with the following errors:Thoughts?Thanks in advance.
Cross-post from here. Hello, It appears the global API token used for multiple projects stopped working after migrating our Oculus Developer + Facebook account to a Meta Account. Attempting to generate a token from the command-line results with the following error. ovr-platform-util get-access-token Logs are written to: C:\Users\<USER>\AppData\Local\Temp\<FILENAME>.log Enter Oculus user credentials Email: <EMAIL> Password <hidden>: Logging in ERROR: You're using a version of this app that's no longer supported. Download the latest version to continue. The utility is on the latest version. ovr-platform-util self-update Logs are written to: C:\Users\<USER>\AppData\Local\Temp\<FILENAME>.log Checking for the latest version Already running the latest version 1.76.0.000001 It doesn't matter what password is used, either. The correct or incorrect password results in the same error. I used cred
I am trying to get the best results recording both native Quest 2 games as well as PCVR games, which are recorded on the device. I tried out the recently added recording features using ODH, but none of those do seem useable in my opinion. They can record at 16:9 aspect ratio in 36 or 60fps, but the game footage even at 60fps is very choppy, which is caused by the in game render fps drop down to 30fps. That looks okay if you turn your head, but every object just stutters through the screen. So i don't think those options are suitable of doing a decent and smooth recording at all. Of course it needs to be considered that in some games there is not enough headroom left to do a high framerate/resolution recording, but it's possible to record at native refresh rate of 72Hz and tweak ADB recording commands to fit almost every game. Especially for VR you definitely need real 60Hz. But this should not be 60fps in game, since you can do a decent conversion of 72 to 60fps in a proper
The only log record that appears is[info][OculusDeveloperHub][2021-08-02T14:38:07.276Z] [[{"found":false,"key":"sandbox","path":"C:\\Users\\myusername\\AppData\\Roaming\\odh\\odh-config.json","type":"odh_read_config"}]] I checked the odh-config.json just out of curiosity and the file is empty. The system is Win 8.1
So basically this image shows what happened. Meta Quest Browser and some other official applications are missing and only 4 remain. It occasionally returns back to normal, but most of the time when my quest is powered on, they are missing. However, if I use ODH to 'Open URL in Device', the browser will be there. Any ideas about what happened? It is so inconvenient.
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