Developer Forum [Archived]
Recently active
Hi Support, For IAP S2S requests in this doc: https://developer.oculus.com/documentation/native/ps-iap-s2s/ 1. Verify Item OwnerShip: there is no user id in the request, is this intended? if yes, how will oculus identify the user?curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/verify_entitlement 2. Consume an IAP Item: the same quest as no.1curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "sku=$SKU" https://graph.oculus.com/$APP_ID/consume_entitlement 3. Retrieve Items Owned: what is the user id? app scoped id or org scoped id?curl -G -d "access_token=OC|$APP_ID|$APP_SECRET" -d "user_id=$USER_ID" -d "fields=id,grant_time,expiration_time,item{sku}" https://graph.oculus.com/$APP_ID/viewer_purchases Thanks
This content has been moved.
Hello there 🙂I'm implementing social notifications for our app, so we send a notification when users share in-app creations with their oculus friends. Problem: the oculus API is returning success responses, but users are not receiving anything.Dashboard setup:we've created an Event-Based notification in the dashboard, using the category "Social"it's been reviewed and approved, and has the id "123123123123"App setup:authenticate in-app using the SDK with Users.GetLoggedInUser()retrieve Friends with Users.GetLoggedInUserFriends()get the current user access token with Users.GetAccessToken()send a request to https://graph.oculus.com/123123123123/triggered_notifs_with_text_map?recipient_ids=[987654897465]&access_token=FRLA...FkNsQT0aCbxoymIoZDon our logs, we can see the response from the api is { success: true }...but nothing is ever received by usersThe only way I managed to receive a notification was to curl the graph.oculus.com endpoint directly with my own OculusId as the recipient
I would like to create a shared coordinate frame between my headset and an external system. I want to avoid manually setting up transforms. Is it possible to export the spatial data itself? i.e. extract the point cloud from a shared spatial anchor and pass it to the other device to localize off of.
Hello!We are adding a few achievements to our game, but this implies modifying an existing one (mostly the icon). Is there a way to modify a published achievement? I did not find a way on the Developer Dashboard.Thanks!
Hello there!I am very new to this so please bear with my if I am asking sonething silly.I am currently studing a 2 years programming course, and I am in the process of designing a final project for the course. I want this project to be a desktop app that can launch 360 video on the oculus googles. I have asked some of my teachers but they could not help me. I am planning to develope the desktop app in c#. My question is, does anyone know if I can somehow program a button in my desktop app, that launches a video in oculus?? Could someone at least point me in the right direction? Thank you very much!!
Does anyone know how to determine where the meta avatar is facing? Not the head (eg centerEyeAnchor from the rig), but the body/torso from the meta avatar, which maintains its correct orientation even when the head is turning.
I'm seeing the Metrics HUD crashing the quest 2 device.I install the apk from the MQDH, it restarts the headset, and then I get stuck a the "objects detected in area" visual with no UI to continue past it.Looking at ADB, my logs are filled with this:"Warn VrRuntimeClient perfmgr: GetSystemPerformanceData(): unexpected version: 0 (vs. 3)" If I restart the headset, it gets stuck at the same place. If I uninstall the metrics hud, it eventually recovers and I can get to the home ui again.
I wish to submit an app for my company though when I click on 'create an organisation' it tells me that 'that organisation is already in existence'. Someone else from my organisation has already created a developer account with it which is presumably connected to their Facebook account. Is there anyway I access it and develop for that organisation without logging into their Facebook account? Thanks
I am trying to use the app 2 app travel api for my apps, but I am not sure how to enable Group Launch receiving app. I have created a destination for each app. but is failing when I call this "type":"OAuthException","code":100,"error_subcode":1891474,"is_transient":false,"error_user_title":"Destination API Name Does Not Exist","error_user_msg":"The API Name you have specified for the Destination does not exist for this Application Grouping."Do i have to upload the app to oculus for the both apps or is all functionality done in unity, bit lost on all this any help would be appreciated.
Hi everyone,I am using Unity 2021.3.30f and just updating the SDK integration v56. I am currently using Meta Quest 1 for development but I can't find the Quest 1 in the target devices anymore.Does SDK integration stop support for quest 1? Should I downgrade the version or should it still be used normally, just not show up?
I hate to say it but releasing the Quest 3 for $500 with only 128gb of non-upgradable storage is going to make me take a pass. There is no reason in 2023 not to have a microsd port aside from a cash grab. Unlike the stupid cell phone excuse of not including an upgrade option in order to make the phone water proof, what excuse does Quest have? Now when I can buy 256gb of microsd storage for $20, selling me a 256gb version of the Quest 3 for $100 more is just a cash grab. It does NOT cost them $100 to put in 256gb of storage vs 128gb! This is pure profit and I think you are making a huge error. People are going to just keep buying the cheaper $299 Quest 2 and then the devs are going to see no reason to add Quest 3 features if the majority of the market owns a Quest 2. Most people don't care about twice the speed until you show them a AAA title that requires this. These same AAA titles are going to fill up the storage space very fast.So why is the Quest 2 $300 and the Quest 3 $500? What d
Search privacy which i mean to searching privancy, i want to know can we built a software which shows us who searching apps and who making think about apps.For example, a person A is searching about meta now by search privacy we can see what the person is searching for us, which thing he want to know about us.
OVRManager is a singleton that checks its instance field on Awake, and destroys itself if its not null. This happens in the InitOVRManager method. And this is fine.But OnDestroy also sets the static OVRManagerinitialized field to false. So whenever a duplicate OVRManager destroys itself as part of the singleton check, the static OVRManagerinitialized is false, causing the original OVRManager's Update loop to run InitOVRManager (which has the singleton check). But now the static instance is not null so the original instance destroys itself as part of the singleton check.I realize this is possibly a bug and a fix would be to set OVRManagerinitialized back to true after the DestroyImmediate line. I was wondering if there's something I'm missing or if there's another workaround without having to modify the source.
When I experience webxr content, webxr content will exit once I take off the helmet, but sometimes I just want others to experience webxr content without directly exiting. Is there any way to prevent the content of webxr from exiting as soon as I take off quest 2?
As VR developer for Meta Quest, I cannot move forward with any text to speech or speech to text because there is no language pack in Meta system. Meta should provide a generic multilingual text to speech like Google / Samsung. As retired French language teacher interested in using VR for a better French learning, I feel like having a wonderful tool in the world but I cannot use this tool as good as it should be...
The Quest 3 beta SDK, in theory, would give higher level access to the cameras in support of effects like chroma key. We've been trying to use ARFoundation and the Quest3 beta SDK to get this working on Quest Pro in preparation for Quest 3 but its been failing on the camera features.Could someone at Meta please let us know if this is possible with the Quest Pro?Thank you.
my rpw account has been locked since 10 of November 2021 and i cant unlock it myself plz help me to unlock using my new mobile number.
I am having a problem uploading the latest build for my game to the Alpha channel. I've found several similar posts, but in each of those there's at least some sort of error information. Here's what I get...Not a lot to go on there. In case it's something to do with the version numbering, I am attempting to update from build version "0.3asw.153" to "0.3b.160" --I tried rebuilding as version "0.4.160" but that fails exactly the same way. I'm reduced to shots in the dark with no error information at all.I'd be grateful for any suggestions how to resolve this issue.
Hi,I'm just curious if you have player data like database internally so that I can store in-game player info like player progress, player in-game avatar, player in-game currency/rewards (not actual currency but a reward for continuously playing the game), etc. I would like to keep those info inside Oculus/Meta instead of having my own database server. Thanks in advance
I'm struggling to get canned lipsync to work in Unity and would welcome any thoughts.I have a character model, with animator, audio source, etc. Its audio source has an OVRLipsyncContextMorphTarget, and the scene has an OVRLipSync helper object.If I add an OVRLipSyncContext component, it works fine. So the morph target etc is set up ok.The problem is that I need to use canned visemes for performance reasons. So, I...create a viseme file from an audio clipreplace the OVRLipSyncContext component with OVRLipSyncContextCanned, and assign the viseme file from 1 to its currentSequence field.But when I play the audio clip, I get no lip movement at all.A couple of things I've tried:I've checked the viseme file: it's the right length and has viseme values which are large enough to produce visible movement.I've added logging to OVRLipSyncContextCanned to verify that it is indeed running and copying the frame info in the Update loop (it is).This all appears to be set up the sa
When generating a precomputed viseme asset, in Unity, from an audio clip, there are two menu items under "Oculus/Lip Sync":"Generate Lip Sync Assets""Generate Lip Sync Assets With Offline Model"The documentation only mentions the first of these. https://developer.oculus.com/documentation/unity/audio-ovrlipsync-precomputed-unity/So, what does the "With Offline Model" part mean? When might (or should) one use it?
Hi all,How can I call the method ForceSelect/ForceRelease.
I face issue while uploading my apk. First build is already uploaded now after updating app while i am going to upload received this error.2022-09-05T10:50:42.284Z [DEBUG] A server error occurred. The request will be retried.2022-09-05T10:50:42.284Z [ERROR] Server log: {"app_id":5480786012038792,"log_level":"ERROR","event_name":"API_ERROR","stack_trace":"at Object._log ,"extra":"{\"response\":{\"error\":{\"message\":\"Invalid parameter\",\"type\":\"OCApiException\",\"code\":100,\"fbtrace_id\":\"AER2_lfzbse7ypCVnTpvEPt\"}},\"options\":{\"method\":\"POST\",\"url\":\"https://graph.oculus.com/binary_upload_start\",\"qs\":{},\"formData\":{\"app_id\":5480786012038792,\"file_size\":\"0\",\"file_name\":\"motovrx.bike.racing.game.apk\",\"mime_type\":\"application/vnd.android.package-archive\"},\"json\":true,\"disableRetries\":false},\"os\":\"{\\\"platform\\\":\\\"win32\\\",\\\"arch\\\":\\\"x64\\\",\\\"type\\\":\\\"Windows_NT\\\"}\",\"cli_version\":\"1.76.0.000001\",\"compatibility_version\
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.