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i am still trying to verify my buisness for my game so that i can finnaly update it but im stuck at the phone verification part. there is simply no way that i can think of to be able to link my phone number to my buisness and with the meta support team seemingly being completely replaced by bots i cant really ask them for support.
What is the official name for PC-VR for the use of expansion-files-config.json?
Hi There,Yesterday Meta released two new APIs in the form of Unity and Unreal plugins for accessing depth map and scene mesh data from the Quest 3, however yet again I feel native developers have been left in the dark. I also know WebXR has these features given the talk at connect this year. However, what about people developing their own engines or games natively for VR/MR on Quest ? I'm not sure if it's possible to access the scene mesh via XR_FB_triangle_mesh in OpenXR ? But certainly it doesn't look like any depth extension is present. Please can we have feature parity for OpenXR, or at least release the APIs for native developers. I'm not sure if any devs at Meta read these posts ? Thank you.
We have 3 purchased apps that do not show up in our library. They have been gone for months and we get no response when sending in a request. They are listed in our purchase history.
Hi,What is the norm for DLC version control?As in, I want to be able to check if a DLC is updated and then re-download the file if applicable.I can think of two solutions, but I think both are quite crude and don't like them.1. Save the current version locally on the device using PlayerPrefs and use the meta data field and in the add-on to compare versions, but there must be a better way.2. Keep a DlcManifest in the streaming assets folder that keeps track of skus and assetIds and then compare if the current assetId from the IAP api matches the assetId in the DlcManifest.Both mean some manual labor, which I don't like because that can easily introduce mistakes. So, what other options are there?
Hi, I have been messing around a big with creating an MR app with passthrough and the Scene API in Unity. One thing I have noticed is that even though the scene has been set up the user is still prompted to make a guardian when stepping outside the zone.This however makes no sense as "First Encounter" works fine and has no guardian system in place.How can we disable the guardian system for our MR application?Regards,A few developers.
We are also using Macs for UE development, and would like to know if there are any plans of releasing an OSX version of the Meta XR plugin. As it is now developing for Quest 2/3 is restricted to Windows and PC, right?Thanks.
Hi there,I cannot access the scene model which I previously captured using Scene Capture. For my test, I have added the table of my PC workstation.Following the documentation I have added an OculusXRScene actor and configured it.This has definitely worked, as I can see the box shape representing the table when I hit "play in VR". Also, I can see the SceneMesh which I recorded with the depth scanner on the Quest3.When I call GetActorsBySemanticLabel and specify "TABLE" as per the semantic label list on the documentation page, I get zero actors.I am wondering if this is because I use link (for fast testing) but it would surprise me since I can access the scene mesh. Thanks for any hint!!
Hi, I have been messing around a big with creating an MR app with passthrough and the Scene API in UE5.2.1. One thing I have noticed is that even though the scene has been set up the user is still prompted to make a guardian when stepping outside the zone.This however makes no sense as "First Encounter" works fine and has no guardian system in place.How can we disable the guardian system for our MR application?Regards,A few developers.
Hi, I'm looking in to how to handle the association for SKU to assetId.The AssetFile.GetList() objects supports assetId, but not skuand IAP.GetProductsBySKU() supports sku, but not assetId.One way would be to only send in a single SKU as argument to IAP.GetProductsBySKU and then handle and the How can I pair them in safe way?
Hi! I had a few people on my applab so they could upload their games to applab since I verified but then today everyone was removed and I was wondering if I could contact Meta to get access back. If I can then please could you reply with the contact email and stuff? Thank You!
Hey community,So I followed a couple tutorials to make sure I was setting this up right. However, everytime I try to grab the GetProductList it seems to be a null reference "NullReferenceException: Object reference not set to an instance of an object". The app is on App Lab, has 3 products, one not published, and the other two published and all three have every section filled out (Images, name, descriptions, etc). I have some images below of how the system is setup, if anyone knows why this is happening and a fix I would love to hear it! The error is where it says Debug.Log(msg.GetProductList().Count);
Context: I recently upgraded to Unity (2020.3.30f1). I am using Oculus XR Plugin (1.11.2) and XR Plugin Management (4.2.1). I am using OpenGLES3 Graphics API, Multi Pass Stereo Rendering Mode, using the Default Render Pipeline. Issue: My build appears to render the right eye correctly. However, the left eye appears to show a single color sampled from somewhere on the display. As I turn my head I can see various colors from the scene in my left eye. It's as if my left eye were magnified down onto a single pixel. This issue even occurs during Unity's initial loading splash screen, before the scene's OVR Camera is even enabled. It also occurs in my custom made splash scene before the main scene loads. If I walk to the edge of my chaperone guardian I can see the boundaries with both eyes. If I open the Oculus menu I see it with both eyes. No errors in the editor. No errors in the build. I've removed Post Processing V2 from my Plugin Manager and anything dependent on it
I'm using InteractionRigOVR-FullSynthetic. I want hands to show even when using controllers. So under LeftControllerHand I have added LocomotionControllerInteractorGroup. I got almost everything working except the Teleport Arc wont update with my controllers position. Thank you so much for anyone who can tell me whether it is possible or not! Thank you!
I recently received a Meta Quest Pro through my work with the expectation to be able to develop for it. So, I went through the setup process including enable Developer Mode through the Meta Quest app. Unfortunately, I am unable to use certain features with the headset connected by USB. The device shows up when checking `adb devices`, however, "ADB over Wi-Fi" cannot be enabled. Checking it off results in a message "Failed to connect, ensure device is reachable". Meta Quest Link also doesn't work, I simply get the yellow light and a warning message "Make sure the Oculus PC app is working". OVR Metrics Tool - I'm also unable to install this. It shows a yellow warning with "Device will reboot after installation". Clicking install results in a message "Removing....." in the button that never changes or goes away. Cast Device - also does not work, results in a generic error message that displays on the Quest Pro and the Developer Hub application. &
Please allow items that were unsynced to be deleted from the gallery in the app. There are hundreds of requests for this over the past years and no solution has been offered. You are holding media that the users wanted to delete without their consent, that is a big issue.
Pls how can l sumount this difficulty to connect my work email to my organisation?
Old how can l summount this difficulty to connect my work email to my organisation?
Hello all,I am trying to do eye-tracking research with Unreal Engine 5.3.1 + Quest Pro with OpenXR plugin running PCVR but ran into an issue that UE does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. I have "eye tracking over Oculus Link" enabled in Oculus App and have enabled eye-tracking in Quest Pro, and the following blueprint is attached to the VRPawn Event Graph, and I am using Air Link while development the app. The output is using LabStreamingLayer (if someone has experience with it also love to get your input) but I think the issue is at the connecting to the eye-tracker side.I tried to use the following nodes to check if the eye-tracker is connected and it gave me false.Thanks so much!! It is really hard to find Quest Pro eye-tracker resources......
Hello. I am asking about the license regarding Oculus Controller Art. The Oculus Controller Art contains images and 3D models of Meta's VR products. I would like to use the 3D models of the controllers included in it when explaining the controls to users in my own VR game. The purpose of displaying the controller is to enhance the gaming experience for novice users who are not familiar with the use of VR. The license describes how to use the images, but I feel there is not much in the license regarding the 3D models of the controllers. How should this license be interpreted? I have done the following two things to understand this license. Please answer me. 【I have tried】 1. Checked Meta's Q&A and FAQ for questions about the license.2.I checked the license page of Oculus Controller Art.
So I was doing some thinking and I know that the quest 3 has upper body tracking, and I might have some form of a solution for camera based lower body tacking using the headset itself (for future headsets). So what I was thinking was that the front of the headset could have a small camera angled downwards in the front and the headset would have some form of elite strap with a camera tilting down on the back. With Meta getting into AI and all they could use AI to simulate the blind spots and to stitch the 2 camera's together. I have made an example here using the quest 3's proportions. Just the feet would be tracked and the rest would be AI IK. and as you can see the blind spots realy arent an issue execpt for under the hips, and if one where to sit it would a form of advanced AI IK that was shown off before. This mostly means the advanced AI IK that they showed of would be mostly runing the show but the cameras would heavly aid it.
I have been having trouble turning on "Developer Mode" in the Meta mobile App. When I try, it sends me to a help page, which sends me to secondary authentication.I have been verified in the past and already completed secondary authentication with Duo mobile and, again, with Google authenticator, so I am at a loss how to move forward since the required steps are completed but it's still acting as though they haven't beenNo matter what I try, how often I reset my headset/app/phone/etc and how often I've gone through the "Get Started" article, I am met with this:This has been especially frustrating because my headset was working perfectly until the update and now it's just a useless perpetual loop to an article where it should just be a simple on/off toggle. How completely unnecessary! I literally already used Secondary Authentication to Log-in. I just want to be able to work on my Unity games and Meta has gotten increasingly convoluted and bogged down with updated and out-dated nons
Hi!Been trying for several days now, but the documentation is constantly unvailable to me (see screenshot). Any ideas on how to access it? Thanks!
Hello meta team I was wondering if you would be able to add discord to the quest store any time soon as I want to talk to my friends who aren’t on vr while I play vr, I also want to steam to discord so my friends can see what I’m doing. Thanks
Basically, i tried to use this Gamepad:https://gembird.com/item.aspx?id=8763That used to work on my old Quest 2 and other android devices, but on Quest 3, only the buttons and triggers works, the D-Pads and Joysticks doesn't, attempted to play android games and emulators but i couldn't use said gamepad as i used to.
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