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So I have a backend for my game and I want to call some S2S requests to get user's data, purchaes and verify purchases. I am using the end point https://graph.oculus.com/${APP_ID}/viewer_purchases to get user's purchases. I provide access_token, user_id, and fields. Just like it mentions in the documention for IAP here https://developers.meta.com/horizon/documentation/native/ps-iap-s2s. The requests are working just fine with some users, but sometimes i enter a user id and get this error:here is an example of it working:if i just enter a random user id: (translation: it says thats an invalid user id)This is not just for this user, it happens for many users. Also it is happing for other requests like https://graph.oculus.com/${USER_ID} to get verified org_id and in consuming and verifying requests. I know that some of these requests dont work for meta test users (users that meta itself uses to test the game) but these users are real players. If anyone has any idea why this is happening
It seems I'm now required to add a payment method to set Oculus Quest 2 to Developer Mode. Is there any way for educators and students to bypass this? I shouldn't require students to add credit card numbers to learn how to develop for Oculus Quest 2 ...
Hi y'all,has anyone ever figured out how to make shared anchors in the XR-Simulator work, meaning two Unity-Version running at the same time with Parrelsync?Everything else works, if you have one Version running as Client, the other as Host, but the Anchors can not be shared, probably because the "localsharing_mock_server" is not actually connected to Meta's servers and of course it would be way tot easy to have a way of local sharing this valuable data without Meta in between.I've tried several different ways, currently having Usersettings with testusers and "Standalone Platform" but, the loading (and probably sharing) the Shared anchors has failed everytime.Host and Client can see each other, so Unity Netcode runs fine in the Simulator.Best RegardsFlorian Buchholz
I have an rtx 3060 ti graphics card and when I try to connect google to my computer, an error pops up that it has an incompatible graphics card
please suggest the method to start foreground services
I want to develop an OpenXR project in VRED 2026 and need to use a MetaQuest 3 headset. I checked the official VRED documentation, and it says that enabling OpenXR on Quest 3 requires Meta support. Please tell me how to do this. Thank you!
Good day everyone, i have a really great idea for a game. It will be a crowd pleaser for all ages, guaranteed! with plenty of upgrade/addons! More of a beginners game aimed at people who are starting on oculus so they can get used to the controls I guess How do I get someone onboard to develop a protype of what I’m thinking? I don’t want any revenue, but hey it it makes it to the top and your feeling generous 💆♀️🙋♀️
I still can't figure this out. I'm trying to use addressables and store them in my OBB expansion file for my quest game. Everything should be downloaded at install time, not worried about updates or DLC right now.Everything works perfectly in the editor, but when I use Split Application Binary and make a build, it can't find my files. My addressables definitely build, I can see that my OBB file is 3x the size of my APK, and when I convert it to a zip and open it, I can see the files are there. I made sure to name the OBB file correctly and put it into the correct folder in the quest's file directory.The error I get when trying to load a scene is RemoteProviderException : TextDataProvider: unable to load from url : jar:file:///data/app/com... etc I'm using Unity 2019.4.32 and Addressables 1.18.19Any help would be extremely appreciated!
it seems that once i connect my headset to the PCVR link cable i can no longer yse hand tracking or navigate to anything on the virtual desktop. just to make sure we are on the same page. when i say virtual desktop i mean the gray grid world with the meta quest menu bar .i'd like to navigate to open or start application wihtou my controller since i don't use them in flight sims.is it even possible?
Beginner developer here, creating my own input actions where I have to press the Left trigger and the Right Primary Button (A) together to do something.In my Input Actions Editor, under the custom action SwitchMode, I added a binding with one modifier. Left trigger for binding and RightPrimaryButtonPressed for modifier. For testing, my function is as follows:void OnSwitchMode(){ print("Mode Switched");}I do not get an output on the Console. However when I had both binding and modifier on the same controller (Left trigger, Left primarybutton or the right equivalent), an input is registered and I get a message on the Console.Why is that? And is there any way to get around this?
I have noticed for quite a while that PCVR lacks the ability to do hand tracking/finger tracking even though some 3rd party software allows for it (Virtual Desktop/Steam Link). The oculus Rift S is way in the past now, at least in comparison to the quest 2 and 3. I would love to see some real updates happen to the software used; the interface has been the same since the Rift S was launched and I haven't really seen meta mess with it much let alone update it's look/features. Some people have been talking about getting hand tracking with a developer account, but that's so out of the way for a consumer who has already paid for hand tracking and just wishes to use it on a better platform that's easily accessible to them (pcvr). I frequent VRChat which allows for hand tracking; and while I use steam link it can vary with performance and video quality. I know I can't do much in the way of making change here but I hope some developer will see this and try making something out of it. I would l
Marble Mechanics (UE based) runs both as PCVR (Rift) and stand-alone (Quest). Both are accepted and listed on their respective Meta Store. They share an App Group.Is that sufficient to cause cross-buy to be active (i.e. one buys Quest then Rift is free or vice versa)? Is there some other switch/place that needs to be turned on? Documentation link would be fine too.
I followed the instructions about how to add custom hand meshes within the Interaction SDK. So i tried it with the Unreal XR hand meshes, since I have many grab animations and other hand meshes that use its skeleton.Hand and finger tracking is working fine, but there is a strange distortion with the hand mesh. It seem to be caused by skin weighting, but I couldn't find any issue so far. In addition, the Unreal XR hand has the pose of the Oculus hand.Here is the my modified left UnrealXR hand, with the renamed bones and the bones added for finger tips, according to the documentation.If anyone has an idea what is causing that issue or has a solution, please let me know.I've been trying for days to use the UnrealXR hand meshes with finger tracking and I'm about to go crazy.
I have glasses go and I had to reset it. I configured it on my cell phone on both Android and iOS and the configuration stops in the health and safety item because the video doesn't play. It's wonderful to have glasses that aren't being used because of a video.
Just doing a sanity check here to see if other developers are experiencing any issues with the oculus doing weird things recently in regard to using hand interactions and the Meta reorientation button. After around July this year I've been experiencing an undesired automatic system recenter whenever the hands are palm up facing the camera. At first, I thought it was a random thing or due to testing the device with PCVR link, because this "auto" recentering is not 100% consistent - seemed random until recently. I ignored it up till now because I was too busy to address it. Recently though, I've seen a few others posting about it, but not enough to confirm if it's just our implementations or a Meta OS thing.But the more I test, the more I realize it is some fundamental change in one of the many recent Meta OS updates. On top of all this it doesn't recenter properly - at least not in my case.I am making a training app where I transition the user through
I'm trying to implement networked avatars.I've done the following, besides using the building blocks:Verified Meta developer accountAdded the Data Use Checkup: Avatars (it shows "active")However, when I enter the app, I usually get assigned a random avatar and sometimes I still get the purple default test avatar. With the same headset and the same meta account.What is going on??I am expecting to see my own avatar from the Meta/Oculus home screen in my app. But instead I get a random avatar.Is there something else to set/implement? And why do I sometimes still get the purple naked avatar?
How to check Wi-Fi internet connection on Standalone Quest 3 app?
Not sure if there is a hardware or software limitation, but even at its lowest dim settings the device is way to bright for me. If we could make the display way dimmer my eyes will thank you. Please and thank you.
With this privacy policy, https://sites.google.com/view/monke-abyss-privacy-policy/home It says the two following errors: The Privacy Policy you submitted states that your app both does and does not collect user data. Please resubmit a revised policy that clearly explains whether or not your app collects user data. If it does, the policy must also include details on what specific data is collected and how that data is used by your app, as well as a mechanism for users to request deletion of their data.The Privacy Policy you submitted doesn't clearly state how the data is collected or processed (used) by your app. Please resubmit with a revised policy that clearly explains what specific data is collected and how that data is used by your app, and provide a mechanism for users to request deletion of their data.I don't know what to do about these. I tried 5 different times and none of them worked. So if you could modify it and send one that works, that would be a huge help.
Hello,I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view.It either:1. Does not react at all2. Turns black for a second and turns the app off3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes.I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked.Among things I have tried:1. Changing SDKs and NDKs.2. Disabling OpenXR.3. Deploying with different settings (development/shipping/others ASTC/
I run a VR facility in a business environment. When I set up a non-admin user with the META Quest Link app, I get an error message when trying to set the VR downloads location [ovr88948175]. After some google searching we learned that if we add this registry [HKEY_CURRENT_USER\Software\Oculus VR, LLC\Oculus\Libraries], we the user no longer gets the error on the VR downloads screen and can successfully complete setup of the app. This being a business environment, the META Quest Link tool needs to function as an enterprise grade application during setup, because each user needs to run it in order to be able to use the headset. My IT is suspicious that META Quest Link was not written for corporate use, rather for home use and assumes that the user has full administrator privileges. That is not the case in a corporate use type setting. Generally, our experience has been that enterprise grade applications are written so that the user does not need to be a full adminis
Why is the Meta Oculus software a virus basically? it's not shown in "Startup" on task manager so I can't disable it from automatically starting when I turn on my PC . theres no way to disable it from Startup in the oculus App either.. just some virus software basically huh meta? 🙂
I am a developer and i can´t login with my developer account because I am not receiving the SMS verification code on my phone.
Hello Team, My Facebook account was recently locked and I've been having trouble retrieving it. This is because I don't have the "Learn More" and "Get Started" Button. To prove ownership of my account, here are the details of my account and attached are the copies of the ID and screenshots of my account. Account Name:MD Anamul Huq National ID Nam:MD ANAMUL HUQ ContackGmail.hk3629230@gmail.com
Dear Oculus Store Review Team, My name is Anil solanki, and I am the developer of the VR app "Wonders," which has recently been approved by Oculus App Lab. I am writing to express my interest in transitioning "Wonders" from App Lab to the official Oculus Store. I believe the app is ready for a wider audience, and I am committed to meeting all the requirements for Oculus Store distribution. App Details:- App Name: Wonders- App Lab Link: https://www.oculus.com/deeplink/?action=view&path=/app/5496219117168702&ref=oculus_desktop I kindly request guidance on the next steps and any specific requirements for transitioning "Wonders" to the Oculus Store. I am excited about the opportunity to share this VR experience with a broader audience and appreciate your assistance in making this transition possible. Thank you for your time and consideration. I look forward to hearing from you soon. Best regards,Anil SolankiPhibonacci
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