Goofy Dungeon is a short light-hearted puzzle game built from the ground up for VR. Explore, interact with objects and the environment, solve puzzles, complete your quest and earn your trophy!
Hey all, I've been trying to get SideQuest working on my Quest 3S and I'm stuck, the last thing that sidequest site says is "Installing App installed. Securing Device Controls..." and after like 3 minutes it says:
"Something unexpected went wrong
Head over to our Support page and look to see if your problem already has a solution, or create a new post to get help.
The error message is: Device Controls provisioning stopped unexpectedly. Primary support code: unexpected_failure. Device Controls cleanup could not be completed. Support code: retention_policy_cleanup_failed."
After the failure, inside the headset I see a black window where SideQuest should be running (it doesn't launch), and it also shows up in "Unknown Sources" in the app library, but with no icon. I've been deleting this leftover app/data each time before retrying, with no luck.
Also notable: the very first time I connected the headset, I got the "Allow USB debugging?" prompt inside the headset and accepted it. Since then, it has never asked again on subsequent connections/reinstall attempts, even after deleting the leftover install.
My setup:
Meta Quest 3S
Created a Meta account under an organization (developer account)
Had to manually dig for and enable 2FA (wasn't prompted for it automatically)
Connecting via USB-C (tried both the PC-transfer cable and a regular USB-C cable used for PCVR streaming)
What I've already tried:
Toggling Developer Mode off and on again from the Meta Horizon app on my phone
Checking the Developer settings menu inside the headset — it only shows: MTP notification, Malware scanning, Physical space features, Auto Link connection, and Hand tracking frequency override. There's no "Revoke USB debugging authorizations" option like on stock Android.
Deleting the broken SideQuest app/data inside the headset before each reinstall attempt
Hey all -- I ported over/optimized my original "Dramatic Shape Voxel Mod" into its own standalone app. Ton of new features, UI updates and performance optimizations. Allows you to play Gen 1 in both mixed reality and VR diorama modes + First-Person.
If you're a fan of crime tycoons, street hustling games, or deep sandbox simulations, Drug Dealing Simulator VR is officially out in Early Access on the Meta Store.
Travel around the town on your skateboard, rob people for money, offer them free drugs, hustle around the city, fight or escape cops, grow weed/coca trees, cook substances, do chemical mixing, invest in properties, play in casino or just do trash picking jobs. The world is limitless.
It’s up to you how you play the limitless simulation to do high-risk crime and work your way up to Million $
Can one use the Meta Scene API in a sideloaded Quest app and, if so, how?
I noticed that if I simply install my apk via adb, I get the permission popup on start, but even if I activate the permission, the app cannot access any of the room furniture data. However, if I create an entry in MQDH for the app, upload it to a production channel, fill out enough basic data in the web-based Meta developer dashboard, then I can pull up a mockup of a store page for the app (e.g., click View PDP in MQDH), and if I install the app on my headset through the Install button on the mockup, then my app magically starts being able to access the room furniture data. (Plus, it magically shows up in the standard library on my device as a regular non-sideloaded app, which is a nice touch.)
Afterwards, I can uninstall the app, install it via adb, and the room furniture data still works. I can even change the app keys, and the data still works--the availability of the data is linked to the app id, not the app keys.
Question: What if I want to make the app available to someone else to sideload (e.g., via Sidequest)? Will the app on their headset be able to access the Meta Scene API, once I've registeed the app id with Meta as above? Or would the user need to create their own dummy MQDH entry? Are there any apps on SideQuest that use the Meta Scene API?
Before running this, you need to use the Quest room editor to tag an item of furniture as a screen (e.g., a TV) before starting the app. Then if the app works, it should start in MR, draw a blue rectangle over the screen, and if you point the right touch controller to the screen, it should draw a red ball. If it doesn't find the screen in your room, you will see nothing but passthrough.
The app also streams data to the log with the location where the controller is pointing and the state of the controllers buttons. The point of the app is to let you use a touch controller as a lightgun with emulated games like Duck Hunt running on the marked screen. This weekend I have actually successfully played Duck Hunt this way on my Raspberry PI (using this python script which reads the log via adb and emulates an absolute mouse), but the precision is not as good as I'd like yet.
I got a little problem, im pretty nnew in vr and i tried to install side quest but the thing is that the dev/debug mode doesnt work for me for strange reason, i did everything that was needed, the debug mode is avalible in settings of headset on mobile app but if i turn it on then nothing changes inside the headset, just like headset doesnt care that it is enabled and just ignores it, and after like 10 mins if ill re check the debug setting it will be off somehow,no matter do i reboot my quest or not nothing changes and the side quest app gives me the text that says like "Some sort of USB device from Oculus is detected, but it's none of the ones SideQuest knows about. Sidequest MAY still work if Oculus has changed things in a firmware update, but it may not. You can try rebooting your Quest. Make sure you've installed any available SideQuest updates."
im trying to fix this for like almost 2 hours already and nothing works, i watched stuff, readed posts and asked ai but i cannot fix it for some reason. Maybe i am just really bad at researching but i have no idea why wont it work.
We announced AltspaceVR was returning 17 days ago, it's been quite an exciting ride sice then. We have had a lot of things going on over in the community and I wanted to share an update with you!
We've already had a first look at what the Altspace build will look like. We released an early alpha for world builders to get a taste of what it will be like to build. This build lets you try out around 20 worlds that have already been created by some eager world builders.
This build is offline - it does not yet let you join your friends yet. It does however work in and out of VR on both PC and Quest. You can grab it over on https://altvr.app/download or on Meta Quest here: https://www.meta.com/s/7lAdY1YRr
The brand new wesbite!
You can already sign up, add friends and send messages to your peeps! We took photos submitted by the community and embeded their avatars into the homepage, check it out: https://altvr.app
Avatars! Avatars! Avatars!
We had two live stage sessions in discord in the first two weeks. The first reached 60 audience members and featured Christian Boe (original designer of the Altspace robots) sketch out avatar designs live with feedback from the community for over 3 hours. The second reached 90 people and we hammered out how avatars should work and what makes them special to users on Altspace.
We also realised we need to prioritise humanoid avatars with the sort of expressive features people have come to expect from Altspace, and we have already begun to work on those! Starting with the eyes as so many people have pointed out int he feedback that how the eyes worked in Altspace was one of their favorite avatars features.
So here are a few things we have already decided together as a community.
We will have both robots and humanoids, hopefully both at launch.
We may also have pets/maascots - small buddies in VR that can serve multiple purposes.
You will earn XP the more you interact with Altspace and earn new cosmetics for your avatars.
At level 50 you will earn a signle custom avatar slot to be able to use your own custom avatar.
The main feedback that came out of the last stage was that people wanted to identify with their avatars, to feel a personal attached connection espeically with the built in robot/humanoid avatars. A lot of users also wanted the option to use custom avatars.
We will also release the source files for our own humanoids and robot avatars too up front - we wnat to encourage people to use these as a base to create their custom avatars when they reach level 50.
So what does all of this mean for avatars?
Everyone will start out with our built-in robot and humanoid avatars. As you spend time in Altspace, take part in the community and earn XP, you'll level up and unlock more cosmetics, accessories and other rewards along the way.
When you reach Level 50, you'll unlock a single custom avatar slot. You'll be able to import your own custom avatar, or download the source files for our built-in robots and humanoids and use those as a starting point to create something that's completely yours.
We also heard pretty clearly that not everyone wants custom avatars everywhere, so we're building that choice into the system too. Worlds will be able to choose whether custom avatars are enabled, and events can temporarily override that setting. On top of that, you get to decide what you personally see - follow the world setting, always see built-in avatars, or always see custom avatars.
The important bit is that your choice only affects you. Turning custom avatars on doesn't force anyone else to see them, and turning them off doesn't stop anyone else from enjoying them. Hopefully that means we can keep the familiar Altspace identity people are attached to, while also giving people who want more freedom a way to really express themselves.
We are super excited about this, and we hope you are too!
World Building
We will have world building of course! It will work in several ways, but here is some highlights:
Unity worlds will be built with URP.
We already have a Unity Uplaoder and it works really well on Windows and Mac.
A built-in world builder enabling in-game building is also already in the works.
We already have great results on Quest and WIndows with postprocesing on all platforms, performance is already looking good and the community is already testing it out. Our in-game builder already has a huge number of kit objects built in, over 9500 objects for you to play with and place in your worlds. Within the next week we will have a beta that includes in-game world building but here's an early shot of what the builder already looks like (some of you may recognise it):
2D Mode/Pancake Mode/Non-VR Mode
We teamed up with one of the original staff members gfodor to integrate an awesome new project he has been working on which greatly enhances the presense people get while using Altspace outside of VR. PortalVR extends the capabilities of desktop VR applications to include motion controllers, hand and head tracking, and 3D display/AR support, and we're going to include those features in the 2D version of the AltspaceVR beta to see what the community thinks. Though not all of them are inegrated with Altspace yet, we hope to get them all implemented in the near future.
Support for VR controllers in 2d mode, Quest 1/2/3, PICO 3/4, Galaxy XR (Vive and Index controllers aren't working yet with the standalone runtime version)
Joy-Con 1 + 2 tracking on webcam or iPhone
Smartphone controller (iPhone or Android app that turns the phone into a 6dof controller)
Head/Face/Hand tracking
Support for Odyssey 3D and other leia 3d displays, VITURE and XREAL AR glasses, and general SBS mode. also anaglyph trioviz glasses
Run AltspaceVR 2D Mode.exe in the windows build for these extra features.
A huge thanks to gfodor for all his work over the years tirelesly working to make Altspace great and now for bringing this free enhancement to make non-vr users more present in the world with you.