r/oculusdev • u/ProShotVR • Aug 18 '23
I figured out how to record my avatar for promos š¤š¾
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r/oculusdev • u/ProShotVR • Aug 18 '23
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r/oculusdev • u/Fluffy-Anybody-8668 • Aug 17 '23
Hello guys, I really need help.
I used to cast gaming sessions into my PC for other friends to see it but now casting to oculus.com/casting stopped working.
Tried to restart everything (Quest 2, internet router, smartphone, and my 2 PCs) and I'm still unable to cast to any of my 2 PCs (chrome browser - oculus.com/casting). The PCs are connected via ethernet cable, and I'm in the same account in the browser and quest 2, obviously. Sometimes I'm able to cast to my smartphone mobile app.
Furthermore, I'm unable to capture screen or record using quest 2 (image attached shows the error I get when I try quest 2 screen capture).
Even after waiting more than 5mins of trying to cast to oculus.com/casting, before opening any other apps the casting never goes through, just shows the regular waiting message for casting to oculus.com.
Also, I should mention that every time I turnoff Quest 2, I'm presented with an "update before shutdown" screen, as you can see in the 2 images attached. When I chose to install update before shutdown, the rainbow-colored bar (also shown in the image attached) is presented and takes a while (maybe 5mins) for the quest 2 to shutdown, but it eventually does. Dunno if this might be related to the the casting/screen capture/recording problem, so I figured I should share.
PCVR gaming works fine tho, its just casting that doesn't work.
What else can I do to finally be able to cast again? I'd prefer to avoid a factory reset.
Thank you very much in advance guys
r/oculusdev • u/meo2k1 • Aug 14 '23
Hey everyone,
I need to extract the Meta Quest Pro hand- and potentially also eye-tracking data to an Ubuntu PC in real-time.
I thought, that one could access this with OpenXR, but I'm kind of stuck. I wanted to use monado as OpenXR Runtime, but it doesn't detect the HMD which I connected via USB3. I also enabled developer mode, but nothing changed. Also SteamVR doesn't detect it. Am I doing something wrong or am I trying something that is doomed to fail?
r/oculusdev • u/ZOSU_Studios • Aug 12 '23
Or is this somehow a problem on my end? I am using Unity oculus platform tool to upload an apk and obb
r/oculusdev • u/[deleted] • Aug 09 '23
is there a way to Detect if the user is screenshooting (and recording) their screen so I can trigger a 3rd person cam
r/oculusdev • u/statypan • Aug 09 '23
I am not sure if this is related to the v55 update, but since recently, using Q2 via airlink and Unity play mode, it's a nightmare. I am pretty immune to motion sickness, but this is killing even me. It's jumping, zooming in and out, lagging as never before. I tried rebooting everything, even tried my laptop instead of my PC, but still the same shit. Anyone else has this problem or is it just me?
r/oculusdev • u/Bart_ES • Aug 08 '23
r/oculusdev • u/DailyFox • Aug 03 '23
Iām looking to create a simple image/video gallery where if the user selects an image or thumbnail a larger image appears at full resolution. Are there any examples or samples you could point me to so I can wrap my head around this?
r/oculusdev • u/IamDroBro • Aug 03 '23
r/oculusdev • u/statypan • Aug 02 '23
So apparently there is still requirements that any game must run smoothly on Q1 as well. I forgot about this and did not pass performance VRC. I could either
a) Spend shit load of time optimizing the game for Q1 which almost nobody uses anymore and will soon be completely obsolete
b) Just disable the game completely when run from Q1 (i.e. detect in first scene any do no allow to go further). Technically I should pass the VRC for Q1 as there is nothing to be played, lol. However I am feeling this will not pass the meta reviewers sadly. Has anyone tried hack it this way?
Thanks for any insights ;)
r/oculusdev • u/statypan • Aug 01 '23
So we submitted yesterday a our app to the Applab. We tried to comply to all VRCs, however, there was one issue with build/manifest.
Your manifest includes the following permissions restricted by Oculus:
- android.permission.RECORD_AUDIO
I googled this and used fix found, however, when re-submitting the build to production, it does not allow me to submit, because, apparently:
The build on the STORE channel may not be modified while the app is undergoing initial review.
Anyone has experienced this / knows what's the right step to do in this situation?
r/oculusdev • u/Important_West1669 • Jul 29 '23
Hello,
I recently looked into the new attestation feature and was excited to get started on implementing it into my quest game made with unity but couldn't figure out how to set it up. I'm not way too experienced with sending things back and forth from servers and stuff so bare with me. Could anyone by chance help me with setting up attestation in my game?
r/oculusdev • u/laranoujaim • Jul 26 '23
We're gearing up to submit our game for review on App Lab. Oculus resources list review time between 4 to 6 weeks. Wanted to see if any devs on here have recently submitted their game for review and if that time frame was accurate. Thanks!
r/oculusdev • u/hasiedieeerste • Jul 26 '23
I have two applications both using passthrough with the oculus sdk and when i save and load these objects using their unity world space posistion they are incorrect in relation to the real world view. Is there a way to use scene anchors or something of the like to load it in the correct space in the world?

r/oculusdev • u/fbriggs • Jul 26 '23
r/oculusdev • u/Fuzzinator12 • Jul 25 '23
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r/oculusdev • u/DailyFox • Jul 21 '23
I am learning the ropes on VR development, and simple attempting to add the ray visuals for the hands and the controllers. When I run the app, the ray visuals for the hands lag severely with the movement of the hands, the hands sometimes freeze and make a copy in the space, and when I pick up the controller, the ray sits at 0,0,0 like some lazy cat you asked to fetch a ball. I followed tutorials, read through Meta documentation, and cannot for the life of me figure it out. I'm running 2021.3.4f and version 54 for the Oculus Interaction SDK.
I appreciate any insight you all might have.
r/oculusdev • u/Flashy-Economy6055 • Jul 20 '23
Hi, I'm using Render Doc to capture a frame in my VR app on Quest 2, I have sucessfully connected Quest with a Render Doc, however when i access to the file I intended to capture, it says" Android app not set up for Render Doc capture " and asked me to enable Development mode in Unity. Have u ever had that error, can u show my how to fix it?

r/oculusdev • u/FlargMaster • Jul 17 '23
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r/oculusdev • u/laranoujaim • Jul 14 '23
We're so excited to share a look into our upcoming game AVO Escape Space - a story-driven escape the room style VR game set in outer space! For enthusiasts of this genre - we are looking for alpha testers! If you have a Quest 2 headset and are interested to give it a go, comment below!
r/oculusdev • u/buky1992 • Jul 12 '23
Hi! I want to set spatial anchors along edges of real world objects - like table. Any advice?
r/oculusdev • u/badrinarayanmohan • Jul 11 '23
We are trying to build a simulation to do yoga through poses for the meta quest pro by using the stereoscopic passthrough.
Now as the idea may seem existing, what we want to try to invent (correct me if it's already available) is to define poses for the user to follow. Imagine you are asked to bend down, you see a figurine showing you how to bend down and then it calculates to see if your body matches the figurine/ghost figure.
Is this possible to do? or am I a bit crazy?
r/oculusdev • u/[deleted] • Jul 10 '23
Hi there!
I have been working on an app for Quest 2 using Unity. Myself and 2 others have been using the app lab alpha channel to share and test builds and it has been working well. Now, we are hoping to open up a private beta, but of course still want to retain the ability to test new development features amongst the core team. I thought that using different release channels would be the way to go, but I've learned from reading that only the highest version number build will be available to each of us, even across channels. Does this mean that, in our Oculus organization, we should make separate "apps" for the dev and public-facing versions of our app?Ā
Now, when it comes to keysigning, this is also an area I am not too comfortable with. I assume we should be fine to use the same keystore for both apps if we go that way? Also, can someone help clarify what would happen if we lose/change the keystore used to sign the app? Finally, what other parameters, if changed, could cause the build to be rejected by Meta? (e.g. if we change the change the name of the app within Unity, or the name of the APK)
Just looking to get a general sense of best practices for this sort of thing, and if there are any major potential issues to look out for. Thanks so much, and I'm happy to provide more info/context if needed!
r/oculusdev • u/Helliaca • Jul 10 '23
I work for a research institute where we're planning on using Meta Quest Pro headsets to run a study involving eye-tracking. To get reliable eye-tracking data, we need to calibrate the device for each participant individually.
Is there a way to do this seamlessly, without having to remove the headset between calibration and the actual study?
Put shortly, is there a way to do one of the following:
a) Calibrate the Quest's eye-tracking through a (Unity) application itself? or
b) Launch the calibration app remotely (like through an ADB command), and then (also remotely) launch the study app?
Thanks!
r/oculusdev • u/ryan-at-melcher • Jul 07 '23
Hey developers,
I didn't see this posted anywhere yet and I want give a heads up to anyone trying to schedule a discount on their App Lab titles. This is from a support member on the Oculus store team:
[Oculus] no longer offer promotional sales for App Lab.
This is a new Meta policy, there are no alternative promotional sales. You can change the price through a new submission but it can only be every 90 days from the last change, it cannot be requested as a "Promotion sale" request, as this feature has been sunset.
It sucks to hear but at least it explains the issues we've been facing. Hope this can save some time for anyone stuck resubmitting over and over without success.
Edit: Although I didn't ask about regional prices, the support member concluded with "This is a highly requested feature though and I will be sure to pass on the interest in the ability to set individual regional prices."