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Hey guys,I'm at China. my phone number is : +86 189 1757 8636I can't get the phone call or receive a message code through verification pipeline.How to do next step?anyone can help me. appreciated.
I would like to input my opinion on app sharing on quest 2! I think it would be great to adjust it to where the secondary and admin account libraries are joined and to prevent any user from having to factory reset their quest just to remove a admin account!!! I suggest adjustment to app sharing allowing both admin and secondary accounts to share their games so that anyone can play their own games two and share them as well to prevent factory resetting their quest 2. I really think it would be a great adjustment to app sharing feature because it would keep a lot of your customers from having issues and having to factory reset their quest 2 just to change admin account when they could access their own game library too!!!! Please adjust the app sharing so no has to factory reset their quest 2 again!!!!!
I'm part of a research effort investigating using the Quest Pro. We need access to the passthrough layer to manipulate it. This is not possible in the default SDK in e.g. Unity and wondered if any one have any contact we could reach out to at Oculus/Meta to move forward with this research?
I upload with difficulty an APK for update my app. Needed 3 times to send APK. Now i see the app in dashboard but the code change alone to 200016 but i put 16 in Unity 3D. (version 2021.3.21f1)This is screenshot for see the code ! Please whats going on here ?
If anyone has a UE5.1+ template that works for multiplayer player on app Labs via Photon or similar id pay for a copy to work with at this point. I cant spend anymore time troubleshooting this.
Hello,The last version of the plugin renders the right eye black.Oculus OpenXR backendUE 5.2.1Mobile-Multiview
The SDK was imported into Unity2021.3.19 and can be used as a control handle, but there is no voice recognition. When the project is closed and reopened, the DLL cannot be found
unity2021.3.19中导入了SDK,可以使用控制手柄,但是没有语音识别,关闭项目重新打开时找不到DLL
I'm using this code to attach a game object to hand_thumb3: _rightHandSkeleton = _rightHand.GetComponent<OVRSkeleton>(); _rightBoneToTrack = _rightHandSkeleton.Bones .Where(b => b.Id == OVRSkeleton.BoneId.Hand_Thumb3) .SingleOrDefault(); _myGameObject.transform.SetParent(_rightBoneToTrack.Transform);However, _myGameObject's position ends up being way off from where my hands are supposed to be. This is making me think that hands aren't tracking properly with children attached. This method worked before I upgraded to v55. Any suggestions?
So I made a few applab games and I cant really verify. I don't have a libery card, and idk where all of my school ids are, the ones i could find were from when i was like 6. So are you able to use someone elses id, or what?
I am unable to complete meta Ureal5 clone download from GitHub due to unstable internet connection, any other method to download with resume options like original Epic downloads will be great .
Hello, so I'm developing a VR game with unity engine using oculus integration 46 and an oculus quest 2, I need to integrate the body tracking but I am stuck with that error and i could not figure it out.Anyone has a clue? and thank you
Presently, if a Subscribed User is in more than one Release Channel, they are prompted to download the latest build from any channel that they are subscribed to. We have the need to be able to test staging builds that target a staging database, and release builds that target a production database, and allow testers to switch between those builds. As far as I can tell, there is really no way to do this with the current Release Channels without creating an entirely separate app.
How can I use Unity editor view without having to deploy my project in the Quest 2 device? I saw various solutions for Oculus Quest but they don't seem to work for Quest 2.
Hey Oculus Dev's,I'm looking at setting up Oculus sessions using C++. I'm basically trying to get the same functionality as the blueprint nodes but in C++, I want to do this because I want to add custom properties to the session settings, which you cannot do via blueprints.The oculus documentation is very vague on how to create/find oculus sessions. I have managed to create a session but it is not listed when I try to find sessions. With the OVR blueprint nodes you can use find matchmaking sessions and you have to provide the pool names, I'm assuming this is where the problem lies when creating the C++ sessions?So my questions are:1. Is there a special way that you need to create/find sessions when using the Oculus Sub System? Is there a particular create session function that needs to be used via C++?In comparison to the steps taken here: https://wiki.unrealengine.com/How_To_Use_Sessions_In_C%2B%2B2. How do you provide the pool name when Creating/Finding sessions via C++?Do I need to
Hello,I am working on an Unreal Engine 4.13.1 project and I am trying to get Oculus Multiplayer integrated. In OnlineSessionInterfaceOculus.cpp Oculus has a comment that says "// For now, finding sessions will only work with moderated rooms".I was using "SEARCH_PRESENCE" for presence sessions, but I got a warning from Oculus' code that said: "LogOnline:Warning: Oculus: Only Moderated Room searches supported. Set(FName(TEXT("OCULUSMODERATEDROOMSONLY"), true, EOnlineComparisonOp::Equals) to your QuerySettings".What are moderated rooms exactly and how do they differ from presence rooms? Is there anything special I need to do when creating rooms to make sure the sessions are visible when they are "moderated rooms"? I am curious to see if anyone else out there is working on multiplayer Oculus games and what their results have been thus far.Thanks, Jacob S
Hello,I am looking into ways to possibly use a vendor platform (oculus/steam) to help me make and possibly run a lobby but then after matchmaking have the two players of the game connect directly to each other for the gameplay, with one player running as Unreal listen-server.Would this be possible with the Oculus platform?CheersFred
I have built a WebRTC live video streaming application using Unity. The video is currently playing on a Canvas Asset on Unity Android. Now I want to allow the meta quest pro to be able to watch video played on live. What are some things I can try?? I am lost... Any thoughts?
is there going to be a ques 3 refer a friend? just asking
Here's my use case:I need to test unreleased changes for a live app, so I sideload an APK using MQDH.I launch the APK on the Quest.My headset seemingly begins updating the APK to the current live build while the APK is running.The APK closes without reporting an error. My APK disappears from MQDH, and the test build listed in my library is replaced with the current live build.This happens roughly 1/5 of the time I try to run a sideloaded APK. There doesn't appear to be an option to prevent the Quest from auto-updating builds, so I'm not sure how to resolve this.
hi, is there any API to get IAP refund, charge back and charge back reversal information of players?
Hello developers, I wanted to know if anyone else has had this happen lately and if you know of a solution
I have read somewhere that meta quest developer only admits apk of 1Gb maximum accompanied by an OBB of up to 4GB, my case is that I have an apk of 50MB and an OBB of 4.20GB, do you know a way to generate 2 obbs or some other method which allows me to upload more than 4GB in additional files
My apk-build myself- size in 910mbis there limit of apk size for publishing or upload?
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