I've been posting videos along with my app updates, but only see a
thumbnail of them on the web Quest Store. They do play in the Meta Quest
phone app, but the "audio toggle" does nothing so they're always silent.
For instance Pro Feature Swap and Mor...
One of our customers is seeing this kind of freeze, where the VR image
stops updating but you can still look around and past the edges of the
last render. The app itself isn't reporting a crash, so I'm wondering
how to begin to debug this. Could the ...
For about two months our Quest users have been reporting rare "blue
blobs" appearing over their screen. An example image is below, where the
blobs are fixed size squares that move with the user's head. We
determined it was related to a mid-frame z-bu...
The release notes for 1.41 describe a "low overhead mode" for Player
Settings, but after importing I don't see that in Unity 2019.1. It's
been in the release notes of Unity 2019.2 so I'm confused is this a
Unity or Oculus Integration feature?
Others have asked how to detect when the Go is about to shutdown due to
low battery or overheating, so that accumulated game state can be saved
then.We know OnApplicationQuit() and OnDestroy() aren't called, and
didn't see related events sent by OVRM...
We've been able to upload with "supportedDevices=quest2|questpro" to our
release channel, that did not download to Quest 1. But the reverse did
not work... A build uploaded with "supportedDevices=quest" also
downloaded to Quest 2 & Pro, which was bad...
Neither we nor customers who originally reported have seen it since the
Unity upgrade to 2020.3.47f. But that was just a hopeful workaround, if
you have a repro it would be good to report as a Unity bug
We finally caught it in Android Studio...So it's a job thread that's
barfing on a particle system, which somehow is killing the renderer
while the main thread continues to run. Btw this crash has only been
reported and reproed on the new firmware v55...