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If there is a major error discovered in our Release channel app, we need to be able to quickly roll back to an older working build with ovr-platform-util.exeTo do this we're looking for a way around errors like: "ERROR: You are trying to add an APK with version code 66 to a release channel, but the previous APK on this channel has version code 80. The version code must be higher than the previous version code.""An APK has already been uploaded with version code 66. Please update the application manifest's version code to 81 or higher and try again." Currently we have to completely re-build an older version of our app with a higher version code. That can take hours. A couple possible solutions:Determine latest build by upload order instead of version code.a cli to list builds and a cli to delete builds. This might be enough for me to write a script that deletes builds with version code >66 when rolling back from 81 to 66.
When trying to cast my Oculus Quest 2 to my pc/laptop, I connect via the official; Oculus Link cable, however, pressing "cast " in ODH , I get a new screen where it just says connecting. In the headset, I confirm all the check boxes asking if I want to allow file sharing. Looking back at the Cast on my PC, it still says connecting, I ended up waiting for a while and the screen never changes. The ODH tool and my Quest 2 are both updated to the latest version. I prefer to use this method of casting as the private link to cast to a chrome browser doesn't work properly. ODH casting worked for me in the past on later versions of ODH and Quest 2 software, but for some reason it does not work now. Anyone have the same issue?Any work-arounds?
So yesterday I unpacked (havent used it in a while because i wasnt feeling playing vr) my rift s cause some friend wanted to play phasmo and vrchat again and when I tried to start it up I wasnt getting anything in the headset (not sound or display. Updated my drivers and all still not working and even tried unplugging the headset and re plugging and still not working.
Hi, I've set up the 15 visemes for my character, and on play mode, I can't use the blendshape 'vrchat_blink' because the script 'OVR Lip Sync Context Morph Target' is reserving blendshapes from 0 to 15 instead of 0 to 14 when I set 'Viseme to Blend Targets' array to 15.
Did the Release Channel drop-down selection for a particular application get removed with this update or is it tucked away somewhere I am missing?
Hi, We're working on a new app for Quest devices and have had no issues so far pushing alpha releases out to our test users however over the last few days our updates don't appear to become available even after 24 hours.After logging onto the developer console I can see both recent updates we've pushed still show "Malware Review Test Running". Usually this takes a matter of minutes but for some reason our recent updates won't go through. I'm assume this is why the updates aren't becoming available to our test users.Can someone please advise what we have to do?
Hello - My app was created several years ago and I need to update the name of the application but it doesn't seem like there is any way for me to do that. Can someone get in touch with me or point me in the right direction? Thanks!
I'm trying to update my store title to the latest release and the platform utility keeps throwing an error saying I'm not providing enough parameters for --launch_params (or -p). In the past I've only ever used the same single parameter (-p "-vr") and not had issues.I managed to eventually find a workaround with the browser uploader, but even there I ran into an issue where it wouldn't accept zero parameters for 2D mode (the game was designed for 2D so no parameters should be necessary). I had to input "" before it would let me upload anything.
Could we get a runtime switcher? Steam VR has one but it seems to break things. Or just a way to reset the registry keys related... Thanks!
Could we get a button to enable Oculus Link from within ODH? Would be nice not to put on the headset for that.
Using the OVR-Platform-Util.exe (version 1.58.0.000001) for uploading a mobile build requires a software update because of the 2 factor authentication. Can't find any update for the ovr-platform-util, so I updated the Oculus Software (now Oculus-App-Version 26.1.0.41.502).How can we deploy for Quest when the build is too big for the Dashboard and the recommended ovr-platform-util is not working, either? Enabling the 2 factor authentication was mandatory for logging in into my Oculus developer account on the Dashboard.
I'm getting an error attempting to open ODH On MacOS Big Sur 11.0.1. The error, "“Oculus Developer Hub.app” can’t be opened because Apple cannot check it for malicious software. This software needs to be updated. Contact the developer for more information."I did not see this with the previous version, so it looks like something is missing. Did the ODH team correctly sign the app?I've worked around the problem by allowing ODH to open from the System Preferences > Security & Privacy > General... Allow...
FYI - The new Feb 25 blog post has the correct info for Unreal 4.26 release, but the link to the "Unreal Engine 4 Integration" is the old 4.25 release notes....
How is this tool supposed to be installed? I download ovr-platform-util.dms file - it is not a known extension and no application will open it. Targeting the file for execution in the terminal does nothing. What are the instructions for this file?
I am a user who wants to make 3d printed Beat Saber handle. But I can never get Quest 2 controller's 3d model. The ones provided in Controller art, is weird. They stuck two controllers (L/R) and I can never separate them. People says I need Fusion 360 to open and separate .fbx files, but I don't want to spend that much money just to open .fbx file and separate them. (What the heck, the free personal Fusion 360 does not support .fbx files.) Any ideas?
When you have activated your quest 2,How to get the 5-digit machine code of quest2
Following the instructions from Oculus's documentation regarding Logcat (unfortunately I'm not allowed to post links until I've been around longer).When I try running dumpstate I see this:mike@michaels-mbp SpatialUnity % adb shell dumpstate > dumpstate.log/system/bin/sh: dumpstate: not found
Hi there, I am currently developing a hand tracking application using the Quest and the Oculus Branch of UE4 with some custom code. I recently acquired a Surface Book 3 to help and, although it says the 1660 Ti in my SB3 is compatible with the Link, I cannot get it to work and make a connection. Side Quest works however, but I would love to be able to debug hand tracking directly in Unreal. I've attempted to also for the OculusServer_X64 to be forced to run on the dGPU, but no such luck. Is there any such hope for support for this in the near future? IE having Link work properly on a Surface Book 3? That would be exceptionally helpful for my development.Thanks! Dylan H
In unity, HMDUnmounted and HMDMounted event not called when using Oculus Quest with Oculus Link
Hi allGetting no responses in other forums, no seems like this might be my last shot - I'm looking to create an overlay app like the OVRMetric tool. I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop on the GO and Quest. Would be great to have an app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done? Where would one start?
When I run the validator, all of the tests except the SDK check fail with a "Failed to create a session" error. I've searched all over and found a few references to this but no answers. Anyone know what's going on here?
Would it be possible to add a device time metric, this would be a very powerful tool especially for multiplayer games allowing for easy syncing of metricsI looked around and couldn't find a dedicated feature request area so if this isn't the right place, my apologies.
make controllers for virtual reality in the form of gloves for each finger 1 buttonmake a belt for virtual reality 3-5 buttons is the basics of all RPGshow to move I have not yet figured out maybe move to point like in the game lineage2 or other mmorpgmake a normal MMORPG with monsters when things drop between playerspvpdungeonclassesbuff healersmore item more RMT free RMT trading space for real money with in-game items you can create an opportunity for everyone to survive on this planetI'm tired of looking at all this trash that they are doing now
When a user cancels purchasing an in-app product, the error message returned to my app is "Oculus.Platform.Models.Error" from this code: private void LaunchCheckoutFlowCallback(Message<Purchase> msg) { if(msg.IsError) { Debug.LogFormat("An error occured while purchasing: {0}", msg.GetError()); return; } // ... // non-error code }The error returned when the product SKU is missing from the developer portal is "Oculus.Platform.Models.Error"As does, apparently, every other error that I've come across.I've also tried .ToString() and .GetString() (both of which return the same thing as .GetError()).How bloodly useless, not only can I not tell what happened, but I can't display a message to the user!
Hi, I have previously submitted an app to the store successfully, and had it approved for keys only which satisfies my purpose at the moment. I have another version of the app which I am trying to also submit for keys only approval, it is an alternative language of the app. I have been attempting to upload the APK file in the same method (OVR Utility) as previously used in order to submit this new app for review. Though it has been failing to upload and I am having trouble resolving the reason. I need urgent assistance please.RegardsYoussef Bouz
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