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Please let us use passthrough while guardian is disabled.Make us sign any document you want but at least give us the option.Instead of trying to restrict us, give us more options.Thank you
I've been trying to get a developer account for my app but I need to verify my account. In order to verify my account I need to get a 6 digit code number through text but your system is failing to give me a code. There is no error message or anything when I resend a SMS code. I've tried multiple phone numbers, and waited hours before my last attempt and now I'm getting a message that my account my get restricted for spam?! I wouldn't be spamming if I got a code. Please Help!!MetaStoreHelp
Hi,I am trying to verify my developer account from developer.oculus.com. It gives me 2 options, 1 add credit card, which I can do, and it very briefly changes the Add button to Verified, then changes back to Add again. Second option is to add 2FA, this takes me to auth.meta.com, where I have already added 2FA (and it is working). I think this is some sort of account linking snafu, between oculus and meta. How can I resolve this?TIA
Is there anywhere where official Meta Quest 3 controller artwork is available for download?The current controller art package available from the downloads section does not include Quest 3.Thanks in advance!
For several days now we've been unable to create new Add-ons. We've filled out the details, pricing and metadata, but the publish button never becomes clickable.We've successfully added new add-ons as recently as Nov 25th, but now it has stopped working. Anyone else?
Hello Meta,I am facing a data protection issue that remains unresolved despite repeated requests to support. The support responses seem automated, which reinforces the impression that they have no direct contact with the development team. This problem has existed for years and not only violates data protection laws, but has also been widely reported without any change on the matter. Despite my direct report to support, the suggestion was to share my issue here so that the developers would be aware.To explain the situation: I copied private media files to my glasses and deleted them after a few days because I also want to share my glasses with friends when they come to visit. However, I noticed that these files are automatically uploaded to the Meta Cloud if you don't turn off the corresponding option. I wasn't aware of this before and it would make more sense to leave the option off by default and turn it on when needed.While researching community posts with the same problem, I learned
hello, i've recently taken some hits against https://github.com/Another-Axiom/GorillaLocomotion/tree/main. I've been tweaking it a little and have been wanting to test something. I've been wondering if there's a setting and/or a throttling behaivor somewhat like valve index's motion smoothing in the SteamVR Beta. i've been wanting to test for some anti cheat reasons and for other's that'd be too much to type and explain.
Hello. I'm using the Oculus Interaction SDK to create some puzzle solving game. How to hide the hand that's currently grabbing an object? For now I can only create grabbing pose with HandGrabInteractable component, but what I need is to hide the hand when I grab on certain objects.Also, can a object know which hand it is being grabbed with?
When my project was suddenly unable to install successfully, MQDH had no hints for me as to what the problem could be. I've been working on this project for some time, so it came as quite a surprise that it would suddenly not install, and all I got from MQDH was "Installation Failed!" and then it got stuck in this mode where the install progress bar was going forever.I solved the problem using SideQuest instead.SideQuest failed too, but it provided me with a useful error message that there wasn't enough space available for the updated apk to install. That was a frustrating waste of time. Basic error reporting like this is something I would expect from a first-party developer tool.
We were getting a lot of crashes so I uploaded our debug symbols on the last update to try and get a bit more data about what might be going on. It would seem that our latest update drastically decreased the crashes because they went from a couple hundred a day to 2-3. However 2 days after that crash reporting seems to have stopped updating. Other stats like FPS are updating still but the last crash report is from November 21st so that's almost two weeks ago.
Hi,QA has flagged a Render Scale output of 83, failing Meta's 85% requirement.Our set-up:Our device profiles have mobile render Scale set to 0.85.On BeginPlay at runtime, we set vr.PixelDensity to 0.85.We do not have dynamic resolution enabled or any other relevant settings we're aware of that could influence the Render Scale.We're using Vulkan.Screen percentage is always 100%.Strange clues:If we set pixel density to something low like 0.25, the Render Scale shows 45% in the metrics HUD. If we set it to 1.0, the Render Scale shows 96%.At least one other dev in the Oculus Start Discord server has reported similar discrepancies with the Render Scale (in one case, they saw the same difference: they set their PD to 1.25 but the RS showed 123%)Has anyone else encountered this? Is the metrics HUD wrong? Is this a hardware level issue? Engine bug?
Hello, i am trying to grab the (world placed) Canvas with Laser from UI Helpers. I have managed to grab it when i am touching it with controllers but i am trying to grab it with lase (which at the same time i am using it for canvas buttons) I am not using hands but controllers. I am trying to use Distance grab script but i am not sure if this is the right way and furthermore i am not using "laser" to any parameter. Any ideas? Even a tutorial? I have only found only with XR and i am using oculus integration (i know this is now deprecated but i can not go to the newest Meta solution)
I'm developing a music visualizer and have been seeing some odd behavior when accessing the spectrum data from a playing audio source on a Quest3. As a test, I have some cubes reacting to each of the audio bands coming in from GetSpectrumData (in this case, 512). In the unity editor on PC it works great and matches the framerate perfectly. On-Device though, the application seems to be running at a smooth 90hz, however the spectrum data is only updating at what looks like 5-10hz, possibly less. I have manually set the audio sample rate of the application to 48000hz but that doesn't seem to help. Has anyone else run into this or have any advice on what I can try to address this issue? EDIT: Doubling the rate to 96000hz helps a bit but it's still choppier than i'd like, and i'm a little worried that the onboard DSP isn't going to be too happy running running at that rate for a long time. EDIT2: I set the application's framerate to 120hz as a test and i am
Hallo Meta,ich stehe vor einem Datenschutzproblem, das trotz wiederholter Anfragen beim Support ungelöst bleibt. Die Antworten des Supports wirken automatisiert, was den Eindruck verstärkt, dass sie keinen direkten Kontakt zum Entwicklerteam haben. Dieses Problem besteht seit Jahren und verstößt nicht nur gegen Datenschutzgesetze, sondern wurde auch bereits zahlreich gemeldet, ohne dass sich in dieser Angelegenheit etwas geändert hat. Trotz meiner direkten Meldung an den Support war der Vorschlag, mein Problem hier zu teilen, damit die Entwickler darauf aufmerksam werden.Um die Situation zu erklären: Ich habe private Mediendateien auf meine Brille kopiert und sie nach einigen Tagen gelöscht, da ich meine Brille auch Freunden zugänglich machen möchte, wenn sie zu Besuch kommen. Jedoch habe ich festgestellt, dass diese Dateien automatisch in die Meta Cloud hochgeladen werden, wenn man die entsprechende Option nicht ausschaltet. Dies war mir zuvor nicht bekannt, und es wäre sinnvoller, di
Hello,following this tutorial :https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/i am blocked because i have to extract one prefab from a scene, but i can't find it (sorry for my bad english): locomotionExamples.So impossible to do this step :"Adding Locomotion Interactors for Controllers"I have the last version ofmeta XR All-in-one sdk andmeta XR interaction sdk Ovr integrationif someone can help me please ?
Hi, I have tried to set up my quest developer account and have entered my card details and 2FA, it says it complete and then when I try to click on organisation name it takes my back to the verification page.
Dear,I'm using the oculus quest 2 with glasses spacer otherwise my wipers touches the lenses. I have absolutely no problem sharpness clarity and FOV in this setting. But my gpu is suffering to push all the pixels which are mostly not visible to my eyes. With ODT I can comfortably lower the FOV tangent multiplier to 0.75 both for horizontal and vertical without seeing any black bars. Which gives me enough headroom to render all games at 1.0X at 72Hz without needing ASW and not compromising the resolution. Since I mostly play flight sims ASW is not working well there so I turn it off. Every time I need to link my HMD I have to run the ODT and make these settings again and again which is cumbersome. Can you please make these settings also available and parement in Oculus PC app so that we can set it up once and never need to do it again. Thanks in advance and.Kindest regards,
My idea is to close Quest business completely as this siilly company is not able to build foundamental processes.I just have my second account suspended, month after suspension of the first one. For the second account I even bought new, second device (directly from Meta). Once again the suspension has been confirmed by an email saying that I been permanently violating T&Cs which is not true and for real reason, as for the first time I need to persistently ask for a real answear. This is joke, both aqccounts suspended without any help from support besides this "kind" emails saying bs about how they love my patience.I strongly reccomend and will be persistant on recommending people to get away from this retard and inmoral company. I decided to return the second device back to MEta and waiting for serious company's product - Steam VR headset.
IBAN is correct, i checked many times. I tried manually typing IBAN aswell
I can't find where to put my App ID. I've seen another post where the user downloads the Oculus Integration Asset, but that has since been deprecated. Any help appreciated!
I made an Unity VR project using the Oculus Integration plugin and the OVR Avatar2 sdk.Sometimes, in build, the hands/arms of the avatar puppet don't follow the controllers pose.The controller still work, because it's possible pointing, teleporting, but the hands remain dandling, down, aside the body. Only the hands are affected by that, the head still works fine.I am not using the hand tracking, but only the controllers. Anyone had same issue?
I'm trying to build an application on the oculus quest 2 using the Meta Avatar SDK. I want to use my personal avatar during the game. It seems to work correctly in the editor but when I try to build the apk, I see the default white avatar in game.The same error occurs when i build with the "Zip" option. How can I solve it?
I am trying to launch an Unreal project on Quest 3, but I always get the error PackagingResults: Error: Launch failed! Unknown Cook Failure. I have tried in two separate projects, one is empty and one made with the Unreal VR sample project. I am using Unreal 5.3.1, and I followed the meta quick start guide to make sure I have all the prerequisites. I have uploaded my log file. Any help on this would be great.
This is the request for support: if we develop a build for Oculus Quest 2, if I want to use the same build for Oculus Quest 3, does it support the build?. I want to know if the SDKs for Oculus Quest 2 and Oculus Quest 3 are the same or different.
I can't figure why the oculus button make the view to be recentered despite of the fact the OVRCameraRig tracking mode is set to Stage and the Allow recenter isn't checked. I did erase the Guardian setup, restart the headset, restart Unity, clean Build, but nothing works. Everything was fine till today, I didn't changed anything about those settings, it's a pity to experience so much unconsistencies.In the same order of weird bahaviors, till now the local world axis was aligned perpendicular with one of the guardian boundaries. Now it is aligned depending on the direction you're looking at with the headset.... How can I work seriously when I can't manage critical behaviors like these??? I'm angry...grrrrr maybe I should have bet on the HTC environment... And this topic will not have any answer from meta enginers, of course. They sell quest pro but don't care if you're doing something with it. It is not acceptable to have to fight with essential features like that.Why the hell there is
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