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My card was just charge for $538.74….. I only started an account to make this post?! I need some assistance right now
As subject, I lost my developer account and can't verify again. Once I logout from app Meta Quest, I found that I lost my developer account when I login.I tried to setup two-factor authentication but I can't recieve SMS although waited for few minutes.Even I tried different phone number. Can anyone help me but I wouldn't like to add credit card.Thanks a lot!!
I recently got a new Oculus Quest 2, and I want to create a developer account, but I can't because I don't have a credit card, or a PayPal account. How can I verify?
HelloI experience an app crash when trying to execute Oculus.Platform.Core.Initialize(); on device.App is configured, uploaded to ALPHA release channel and configured, deployed.The app is working well when launched tethered via Quest Link (with a test account) but fail on device when launched standalone.The reason reported in logs is a java.lang.ClassNotFoundException while libovrplatformloader is looking up for com.unity3d.player.UnityPlayer.tried without no success :- added com.unity3d.player.UnityPlayer to proguard-user.txt- reduced stripping at min level- tried a NEW minimalistic project, same results- tried with Oculus SDK 65 and 66 Unity version : 2023.2.20f1 any hints ? crashlog :runtime.cc:669] Pending exception java.lang.ClassNotFoundException: com.unity3d.player.UnityPlayerCRASH pid: 15771, tid: 15792, name: UnityMain >>> com.noor.ApiTest <<<#07 pc 000000000008e3b0 /data/app/~~H44prAjbDWvKby6Otkq6oQ==/com.noor.ApiTest-y01jQaTuXA
Hello, I want to use controllers as tracker. Unfortunately, currently I can only track 2 objects. One with left controller and one with right controller.But I was thinking that maybe it's possible to pair more controller ? Maybe not quest 2 controllers because they have the same button layout. But maybe quest pro controller for example which are different. Thanks in advance for your response.
Hi everyone, I'm a PhD student working on a Meta Quest app for accessibility. My current pipeline intends to run a Quest app native on-headset, stream a live feed to a PC (which processes some data from the app), then route some data from the PC back to the headset.Ideally, I'd like to run an application on-device in the background on my Quest that processes the I/O and can run simultaneously with X other app on the device (e.g. send information from Beat Saber to the PC and back).Due to performance restrictions I cannot just run everything on PC. I'm fine with having a tethered connection to the PC to send information from the headset to the PC, but I still need the ability to run Native apps on Quest and display audio/visual data back to the headset.I'm familiar with the Oculus Performance HUD that's able to show a live performance graph on top of Native apps, so there's definitely a way to do this. But it seems like that app may have privileged access to do so (unless I'm mistaken,
It seems that no matter what I do AppLab is saying that the APK AndroidManifest contains unapproved permission, but it doesn't. Those permission are specifically disabled in the manifest. I have tried upload over a dozen times now trying various things. I have seen this question asked a lot without any kind solid resolution. I am using Unity and developing for Quest 3. Is there not some kind of standard and time tested solution to this issue? Thank you.
I use the PTC. Whenever I finish a game (for example) I get a feedback message. I appreciate this, but sadly we're expected to use the terrible in headset keyboard that lacks even for and back arrows so offering feedback is both infuriating and laborious. Can I suggest that they include a link to the Meta App so we can offer feedback from the PC app. It would be far easier.God knows how much feedback you lose out on by people simply not being bothered with the annoyingly slow typing process. It takes a couple of minutes to type a sentence. It's terrible.Imagine trying to convey a complex concept, but using your hand to point a line at a keyboard one key at a time. It does not encourage user contributions.A hyperlink to the user's Meta App where it would open a feedback tab would be a great idea.
We need an option asap to disable or enable microphone noise suppression, most cannot be heared and are regressing to quest 2 as a result, other mic settings would be great too, volume output and other things able to be toggled or altered.
Please add me to the early access program to help develop horizon worlds. I have many new 3d assets I'd like to experiment with as well as ideas to revolutionize horizon worlds and make it much more enjoyable and productive for all users. I will contribute endless value to Meta and am unable to do so without being given special access. Please go through the proper channels and add me to the program. (*REDACT)
Hello - this is an idea more than anything, a request for a feature for smart glasses - it would be really cool to enable live captioning for the deaf for conversations. Given all that the VR and smart glasses for Ray Ban /meta can do already this doesn’t seem like it would be difficult at all but could be a huge win for those who are deaf or hard of hearing talking with people and understanding conversations.
Hello,I am a college student and I am doing a research project in app testing on Quest. Is it possible to request the source of Horizon OS, so that I can access lower-level or kernel info of the device and set up a testing sandbox directly at the system level?Thanks.
I have used multiple cables(old and new), I've factory rest, I've deleted and redownloaded MQDH and sidequest, I've restarted my Quest3 and computer multiple times,I've used a different computer and I've verified my account. Nothing is working
I've tried almost everything I could do to get this message to pop up. I would list them out, but my post won't send, so I'm not going to keep trying that out. Please help. Nothing is working
I've tried almost everything I could do to get this message to pop up. I would list them out, but my post won't send, so I'm not going to keep trying that out. Please help nothing is working
When Quest 2 loses Wi-Fi connection upon starting Steam Link, it could be due to several reasons, including network interference, bandwidth issues, or software conflicts. Here are some steps to troubleshoot and potentially resolve the issue:Check Wi-Fi Network:Ensure your Wi-Fi network is stable and has sufficient bandwidth.Restart your router and modem.Make sure your Quest 2 and PC are connected to the same Wi-Fi network, preferably on the 5GHz band for better performance.Update Software:Ensure that both your Quest 2 and Steam Link app are up to date.Update your router firmware if an update is available.Reduce Network Congestion:Disconnect other devices that might be using the Wi-Fi network to free up bandwidth.Avoid using the internet for other high-bandwidth activities while using Steam Link.Adjust Wi-Fi Settings:Change the Wi-Fi channel on your router to a less congested one.Ensure the router's Quality of Service (QoS) settings prioritize gaming or streaming.Check for Interference:
Do you have any options?
I am developing a MDM app where I need take device ownership for making features of MDM app. That's why I am trying to get device ownership via adb commands just after reset my device but it shows me I have some other accounts on the device while with help of same process I am able to get device ownership on the PICO and other devices. So I want a solution how can I get device ownership in meta oculus devices.I think MetaStoreHelp will help me on this.
Hi,I am currently implementing leaderboards (in a Unity project).When displaying all data, I can use the "GetEntriesAfterRank" function to allow the user to 'page up' and 'page down' through the scores. However, when displaying "Friends only" there does not appear to be an equivalent function.In my game, I have a "go to top", "page up", page down" and "go to bottom" button. I am not sure how to implement this functionality with the available functions.How have other devs handled this?It seems to me that the "GetEntries" function should allow a specific "StartAt" position.Is there a limit to how many friends a player can have? I am guessing that I just have to request all friends and then just handle it myself?Thanks,
Hi everyone, I'm developing a mixed reality game for Quest 3 with Unity 2022.3.13, but when the app is launched for the first time on the device, after the user has approved the permission request pop-ups (for accessing the scanned room, or the pop-up for scanning the room itself), the app seems to freeze, leaving the user in an empty space.
I am developing an Oculus Quest app for release on the App Lab. Previously, I was able to get the player's user name just fine via Oculus.Platform.Users.GetLoggedInUser().OnComplete(getLoggedInUserComplete); but recently that stopped working and now the user name is just an empty/null string. Essentially, I can't display a user name above players' heads anymore. Below is the code I am using to retrieve the user name: void getLoggedInUserComplete(Message msg) { if (msg.IsError) { Debug.LogError("Could not get Oculus user name!"); } else { Debug.Log("GetLoggedInUser success! " + msg + "; message type: " + msg.Type); if (msg.Type == Message.MessageType.User_GetLoggedInUser) { Debug.Log("Oculus GetLoggedInUser success! Setting user name in game manager: " + msg.GetUser().OculusID); GameManager.Instanc
I try to get my ID with GetOculusIdentity node but it fails and prints out LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.Also tried Get Oculus ID and it also returns No logged in userI run Verify Entitlement before and it succeeds, I have the correct appid of my game in my DefaultEngine.ini and the account passes authentication
I'm not allowed to change my payment from FREE to PAID for another 3 weeks so I want to stop people "purchasing" it now, and not having to pay later when I amend the correct price
I'm an experienced C++ and Android developer, but new to graphics programming. But that should be OK as my UI needs are minimal.So, if I want to do development for the Meta headsets without the big game engines, it seems that the 'OpenXR Mobile SDK' is now the way to go. But I read here that the SDK is "unable to provide access to Meta Native Mobile APIs". Yikes, wait, so then these native apps built with this SDK will be second class citizens on meta headsets. And even more worrying, I see that the OpenXR forum is pretty dead.So, unless I really need cross-platform then maybe OpenXR is not the way to go, and realistically I have to use Unity or Unreal? Any guidance is appreciated.
I am implementing Passthrough with UE5.3.2 and MetaXR Plugin 1.95.0.Passthrough works fine if I add the OculusXRPassthroughLayerComponent to Pawn in UnrealEditor and change the following parts.Supports Depth:CheckStereo Layer Shape: User Defined Passthrough LayerPriority: -1I created the following C++ code to dynamically create a UOculusXRPassthroughLayerComponent.However, when I create the Component with this, Passthrough does not work properly.What do I need to make Passthrough work?UCLASS() class PASSTHROUGHTEST_API UMyPassthroughComponent : public UOculusXRPassthroughLayerComponent { GENERATED_BODY() public: UMyPassthroughComponent(const FObjectInitializer& OI) : Super(OI) { UOculusXRStereoLayerShapeUserDefined* Subobject = OI.CreateDefaultSubobject<UOculusXRStereoLayerShapeUserDefined>(this, FName("OculusXRStereoLayerShapeUserDefined")); Shape = Subobject; MarkPassthroughStyleForUpdate(); } }; UOculusXRPassthroughLayerComponent* UMetaPluginUtils::AddPasst
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