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I am trying to publish my first game on to app lab, and it says my organization needs to be verified. However, I've tried to verify my account by uploading proof of ID several times, and each one gets denied, saying "There's a problem with the photo you submitted. Try submitting it again, avoiding glare on the ID and ensuring all the edges are visible against a solid dark background." When the photo is super clear, and everything is fine. Can anyone help me? Thanks!
Hi, I am working on a game that will implement smart contract call from the ethereum blockchain. The idea is that users can log in with their crypto wallet, download 3d assets that they own in their account, and use it as items in the game. I am NOT going to execute any payments within the game, will only be handling asset downloads. Just want to ask if this is possible? Would this be 'blocked' by Meta's privacy policy? I couldn't find any specific description anywhere.
I've been seeing wall_face objects sometimes not have any of their children, with the mesh and colliders on generated, and a lot of warnings thrown when that happens. seeing it in both editor and builds I'm using Living room with multiple spaces from the environment server
when i try to upload my game apk it gives me Invalid or unsupported zip format. No END header found and i need help fixing it can someone teach me i will paste the logs in this is if you how to fix it please tell me 2023-07-05T01:30:10.866Z [DEBUG] Run args: {"appId":6571128659574894,"apkPath":"C:\\Users\\mds32\\Music\\project rushhhh.apk","channel":"store","draft":false,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF"}2023-07-05T01:30:10.980Z [DEBUG] Server log: {"app_id":6571128659574894,"client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat C:\\snapshot\\D_Zfu
Why on earth everytime i want to verify my business i get stuck waiting for email confirmation? Also, is there any real Meta support for us develpers to chat? i need to verify my business, and always end waiting for the confirmation code mail. So sad to see Meta keeps making our work almost imposible, draining our productivity time with things like these.Please avoid blaming Outlook or email settings, we already been there. We are urgently seeking to resolve this issue, given your deadline and the threat to remove the app from the store.It has already been 4 months that we have been in this situation.Thanks in advance
When testing the game with Scene Anchors and MRUK it all works perfectly in-engine when we test with VR Preview. But when we build the game and launch it via quest link the space and anchors are completely wrong in positions, and they're never in the same place. This is only in the BUILD, it works in engine.
Hello people, I am creating an application that uses HandTracking and Controllers at the same time. To do this, I used the OVRCameraRig from the "ConcurrentHandControllersExample" scene. Everything works fine BUT I would like the controller to always be active. That is to say that currently, the controller ONLY activates when I pick it up. Whereas since I want to use it as a tracker, I would like it to always be active. I've seen that the ‘Controller Visual’ script allows the helmet to disable the controllers when they're not being held, and to enable them when they are. However, we can't modify the oculus code for our own use (thank you...), and there doesn't seem to be ANY option to modify the settings of this code, and ensure that the controllers are ALWAYS active. I hope I'm wrong, and that someone can enlighten me :). Thanks in advance for your answers.
I've tried multiple times day after day to verify my business profile. However, there's no code at all in my website domain email inbox (I've done all the guided like adding facebookmail.com domain in allowed list). Yet I couldn't find any support channel from Meta to solve this. Anyone facing the same issue?
Hello,I'm interested to know if there is a way to retrieve the value of the eyes openness or at least to detect if the eyes are opened or closed is there documentation of the SDK where I can look for such functionalitythanks,nir
This is my setup:Unreal Engine 5.4.2Meta Quest 3 (up to date)Voice SDK / Wit.ai app (latest)I followed the guide for transcripton here: https://developer.oculus.com/documentation/unreal/vsdk-transcriptionEverything works if I test on Windows. But wenn I package the app for the quest and activate voice/transcription the app closes immedatly if I start speaking. There are no errors. the last lines in the log file are:[2024.06.08-16.03.50:036][795]LogWit: Display: ActivateVoiceInput: activated voice input[2024.06.08-16.03.51:048][867]LogWit: Display: BeginStreamRequest: starting stream requestWhat am I doing wrong?
Hi.Iam a teacher on a school, and wil use a lot of quest....Only whe wil have a mdm to manage all the glases... Some experience?Or is the new ODH also a option to manage the devices.Or are there new options for a MDM
Hello everyone,I was getting into building a demo using MRUK and its EffectMesh building blocks in URP but the effectmesh material wont render anything in URP but same thing works in default RPSharing screenshots First one is from URP and other is from Default RPI wanna have my demo in URP Any work around would be appreciated! URP sceneDefault RP scene
We are using standard UE 5.3.2 with MetaXR plugin 65, using predominantly Blueprint. In trying to show the loading screen, we have the camera fade to black and then show the loading screen. The problem is that once "Show Load Screen" is called, a flash of the passthrough occurs for 1 frame (at the same time the splash is shown).After much troubleshooting, we isolated the issue to the "Show Load Screen" node. If we don't use the "Add Loading Screen Splash" or "Set Loading Screen" (just have a black loading screen) and call "Show Load Screen," then it's fine. The image we use has alpha, but have also tried with images that don't use alpha. Our app uses VR and MR modes, so we can't turn off passthrough in settings. We have tried removing the XRPassthrough Layer Component before showing the load screen, but the passthrough flash still occurs.Has anyone else seen this issue? Any suggestions?
I'm testing a game using the default browser with my Meta Quest 3. I want use https://developer.mozilla.org/en-US/docs/Web/API/XRBoundedReferenceSpace/boundsGeometry to determine the size and shape of the user's play area so I can adjust the game to fit that space. However, if I trysession .requestReferenceSpace('bounded-floor') .then((refSpace) => { console.log(refSpace.boundsGeometry); });then it prints an empty array to the console (viewed remotely with Chrome devtools). If I call console.log(refSpace.boundsGeometry) a second time after session.requestAnimationFrame has been called a few times then an array with 4 points is printed to the console. These 4 points form a square that is much smaller than my place space and are partially outside of the play space too.I tested out this example https://ivnnv.github.io/webxr-samples/room-scale.html and it seems to have the same issue.Does anyone know what I might be doing wrong? Or is this an issue with the Meta Quest 3 browser?
I write a program by the toolbox Psychtoolbox of Matlab, and I want to run this program in quest 3. So I download the Meta quest developer hub in my PC. Now I am wondering whether developer hub can drive quest 3 to run Matlab codes. Or it can only drive quest 1 and 2?
Hello, using Unreal Engine to make a VR project and in the VR Preview everything is working as expected, but my RTF RGBA16f render target which I am using to encode local position data in the pixels (which can be negative or greater than 1.0) are being clamped when sampled on the package build to 0-1; but not in the VR Preview or PIE modes. It seems like there's some subtle difference between Directx12 and Vulkan regarding the texture formats? What can be done to resolve the issue? It's pretty important and would be a massive inconvenience to refactor things to be normalized in a 0-1 range. It is preferable to be able to preserve and sample the raw values as originally encoded.
Hello, Since 2 weeks, I have a very annoying problem with soft occlusion.I think that the hand removal system is interfering in a non desired way with the soft collision system: I've opened the OcclusionSample with UE 5.4.1 Meta Fork - v66 MetaXR plugin as it is the last version available and v67 OS on Quest Headsets. No collision and Hard collision seems to behave as planned. When enabling soft collision, I have part of my meshes/sprites that are hidden in a weird way.If I move my hand in the bottom half of my passthrough fov, it behaves like my hand is masking the 3D object. I've managed doing so to have a sort of "masking shadow" the form of my hand masking the 3D object.Enabling or disabling the "remove hand" feature does have an impact but doesn't solve the weird masking issue. How I put my hands: An example of the result. In this one, my hand is about 1 m ahead of the HMD, I'm not masking directly the depth camera.Plus, my hands is below the hidden sprite, so it should not be
With the current Quest 3 firmware v66/v67 passthrough is broken in VRPreview, it is drawn on top and occludes all 3D content (passthrough layer "underlay"). Even the Meta PTSamples project isn't working anymore. Unreal Engine version and Meta plugin version do not seem to matter, the problem appeared with both setups: UE 5.3.2 and Meta v62UE 5.4.2 and Meta v66 Is it just me?Is it possible to revert to an old Quest firmware? Thank you
We are unable to link a bank account to our Developer dashboard.At first it was asking for bank info but never worked. Now it doesn't even ask for any bank info, it just fails. Tried setting a new account which does the same thing. Clicking the "Get payout support" goes to a dead link.We need to add payout information before we can setup IAP assets, etc. We are in Canada if that makes a difference.
Hola, hace ya un tiempo que adquirí las meta quest 3, son un gran dispositivo, pero no lo adquirí por que las quest 1 funcionaran mal, las adquirí para el juego de alien que va a salir en exclusiva y el de batman, la cosa es que desde que tengo las quest 3 me salen varios errores recurrentes en las quest 1 (y tengo constancia que también sucede en ocasiones con las quest 2), errores que no hacía horas antes de vincular el nuevo dispositivo a mi cuenta. mi petición es bien simple, que saquen un parche que dejen el visor sin esos errores molestos:"servicios moviles principales siguen sin funcionar" o el peor de todos que te obliga a reiniciar, que que dice "SistemUX". por que no deben dejar esto así, por que yo a dia de hoy enciendo la super nintendo y va como el primer día, por que a dia de hoy enciendo la gameboy y funciona perfectamente, si pasamos a consolas más "recientes" (que requieren updates) la wii, la psp, pa ps3, la ps4, la wii u, la xbox 360 funcionan perfect
Yesterday, I still could work and test with my connected quest via link cable inside of Unreal 5.1.1, but today, the headset is no longer usable. I am side-linked, and all from a Windows point of view is ok ... but it's unreal how often I restart it .. it doesn't allow me to test and view in VR any longer. What yesterday worked well? I hope someone will react it is quite important that i go on with my tests .. greetings Martn
Hi, I've got this issue multiple times but mostly because I create a VRGame and I have to install/uninstall often...It seems that most of the files are removed when we uninstall a game but not all, which leads to errors when trying to install an APK, some issues are from versions, if we try to downgrade even after uninstalling we have some errors.The solution would be to remove all references to the game when uninstalling a game. (it seems Meta Quest Developper Hub's uninstallation process remove more things because i have less issues)PS : Also, another thing, being able to remove uninstalled games from the library. If we installed a great number of free games for testing, I don't want these games to haunt my library forever...
Hi,I am trying to build a cross platform project for both Meta Quest and MagicLeap. Thing is, my app works perfectly on Meta Quest 3 before trying to add magicleap package. But as soon as I add the com.magicleap.unitysdk package, without changing anything to the scene, player settings, or manifest, the app crashes on startup (right after passthrough loads up) with the following logs : Spoiler (Highlight to read)0001/01/01 00:00:00.000 -1 -1 Info --------- beginning of crash2024/07/05 11:03:02.313 20896 20948 Fatal libc Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1 in tid 20948 (Thread-2), pid 20896 (////////)2024/07/05 11:03:02.619 20896 20948 Error CRASH *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***2024/07/05 11:03:02.619 20896 20948 Error CRASH Version '2022.3.12f1 (4fe6e059c7ef)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'2024/07/05 11:03:02.619 20896 20948 Error CRASH Build fingerprint: 'oculus/eureka/eureka:12/SQ
When I try to generate any Add On Keys they just never appear, The txt file with all the keys successfully downloads, but none of the keys work.Does anyone know why this is happening?
I'm using Unity 2022.3.2, OpenXR Plugin 1.10.0, XR Interaction Toolkit 2.5.4. I'm trying to use the XR Simple Interactable component's 'Select Entered' event, so that when I press the trigger on the Quest Controller, something happens. Right now I'm just trying to see a debug message. But it seems like this functionality is broken in the XR Interaction Toolkit Starter Asset Sample Scene as well as my scene.. Whether it is in the Editor using the XR Device Simulator, or building the sample scene to my Quest 3 device, when I tap hover the ray from the controller over the buttons and then press the trigger or the X/Y buttons, nothing happens. I saw something about needing to add a Rigidbody to the game objects and I tried that, but still nothing. Can anyone else replicate this? Or is there something that I am missing?
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