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same problem from 3 years ago with seemingly no solution. I already have an organization with 2FA and a payment method added. I already deleted and redownloaded horizon app. Would love to be able to access developer mode. Maybe this is why there isn't a sufficient amount of apps and utilities in the meta verse. Very discouraging for developers.
Hi all, I am trying to register as meta developer, according to this guide:https://developers.facebook.com/docs/development/registerHowever, I never receive the verification SMS, no matter what I try. Here's what I've already done:Tried multiple phone numbers with Czech +420 prefix, from different mobile operatorsAdded and removed phone numbers across all my Meta, Instagram, and Facebook accountsNothing worked so far. If anyone has any suggestions or has faced the same issue, I’d really appreciate your help.Thanks in advance!
Meta Quest Developer Hub says to "Log in with a Meta account"I click the button, it opens a window in my browser with a login form saying "Continue as *my name*"I click that button and it does nothing. MQDH just says "Continue in your Browser"I've tried the following:Different browserIncognito modeWaiting a few seconds before logging inRestarting PCInstalling older versions Nothing is working. I just want to log in. I'll gladly type in my username and password.I know for sure I'm not the only one with this issue. Has anybody figured out a solution?
Affected Versions: Using these versions causes this:
Hello, What about to be able to map the businesses that you are following in Instagram to google map. Right now if I want to do that, I need to bookmark the business manually in Google maps. It will be nice to dynamically see places that you are following in a map.
Hi everyoneI had a new innovative idea that can boost or generate double income from the existing regular WhatsApp , where the user can also benefits either by money
Unity 6000.041fOpenXR 1.14.0Hi there, I'm currently working on a Unity VR project (Android, Vulkan, IL2CPP). I've noticed that my standalone builds have a resolution of 1344 x 1408. This makes fonts hard to read. I tried to increase the resolution with things like: void Start() { XRSettings.eyeTextureResolutionScale = 1.25f; }But that does not work, even when I wait until XRSettings has loaded everything.I can't find any settings for this in Unity, either. Is there someone who has faced a similar problem or knows the answer to this?
TL;DR: Is there an efficient way to have a DLC setup where you can select between multiple levels and the first level selected and completed is free, and upon the first level completed, the other levels become purchasable as DLC. Hi all, I'm currently using Meta Horizon Developer Dashboard to manage In app purchases and DLC. Looking to get some We have the following work-flow, and we're not sure if this would be supported/plausible in some capacity: I have 3 levels that are all DLC, however the first time you play the game, we want the first level you select is free to play/test/try etc and then once you complete that level, all the DLC is available for purchase, but now you have to purchase levels since we've completed the first level. However, the constraint is that since we've selected a level for the first time, we always want to have that level available to us to play. There's also the potential we might want to scale this to 10+ levels, or some arb
When using the unreal engine 5 integrations plugin, downloaded from the developer app, my VR hands in unreal are no longer rotated to track the controller correctly. Both hands are offset and rotated from where they should be. Project was working yesterday and broke overnight. Has anyone experienced this issue before?
Hi,I am a beginner in oculus and unity development.I am trying to live preview the project and want to see the visuals I see in oculus in the game window of unity also.But I am not able to, every time I have to build to the oculus and test or debug(which is very hard for minor calibrations stuffs). When I see the basic tutorials on how to set up, they just add the SDK and put the cameraRig prefab to the project and that's it. Then when they click the play button in unity, they are able to view the visuals in the game window of unity and oculus also. When I try to press the play button, in oculus nothing happens, and in unity, the view stays where the camera rig is placed(no movement, no nothing).Please can anyone help me with this? Is there anything that I need to enable in order to use this feature? Thank You.
Hello. I am very happy with the dissolving of app lab and our games being moved to the store. However, even though my apps have been updated and key words added, they still can only be found by entering the full name of the game. What's going on?
Unity 6000.0.42f1Meta Quest 3SDK v72.0I've built a local multiplayer application where up to 3 people share the same physical space. The application relies purely on hand tracking, no controllers.The problem arises when I stand near another player, and the other player's hand(s) are in better view of my headset than my own hands. For example when my hands are down and the other player is pointing at something near our faces. My headset will start tracking their hand(s) thinking they are my own. I've tested this in the Quest's main menu as well as in my own game with the same results, if someone else's hands are near my headset, their hands will get picked up instead of mine.This obviously makes total sense - I can see why it happens - but surely I'm not the first person to have to solve this problem. Other than switching to controllers, which is a no go for this project, I'm very grateful to hear any suggestions.
I recently ran into a situation where my Quest 3’s display stayed black after boot. The device vibrated and powered on normally, but no image was shown. After extensive troubleshooting, I discovered that the proximity sensor was slightly blocked after cleaning the device – and that alone prevented the headset from displaying anything. This behavior seems problematic. The headset gives no indication that the sensor is the issue, and the display is completely disabled. Even after a factory reset, the issue persists until the sensor is fully cleared – which is not obvious to the user. In forums, multiple users have been affected, and support has reportedly advised some of them to buy a new device, which is clearly not a sustainable solution. My suggestion: Add an option to disable or override the proximity sensor during boot or in developer settings. This would prevent unnecessary confusion and device returns due to such a minor issue. Thank you for considering this!
My Meta Horizon app has been restricted because of some data use policy issue. The thing is that I don't use any data that Meta may collect using my app, and I stated that when I created my privacy page a long time ago.So I don't know what to do. Meta's correspondence on this has been very vague so I don't even know what they want me to do.For reference this is my current privacy policy page:https://gruze.org/starship/privacy_policy.html
This seems pretty straightforward but it's not... I have a grabbable cube with an attached script that I'm using to throw a string to a text object to troubleshoot different controller (button) states... on a grab and on a release, I get a good sound effect and text display, these are working fine... but while I'm grabbing the cube and pressing the Index Trigger, I cannot get that event to fire; it will not return anything nor will a released Index Trigger event fire. I know for these events, the script has to be attached to the object I'm grabbing (which is the case). Am I missing something? Is something possibly interfering with the Index Trigger (same with the Button1 and Button2 events)? Thanks in advance! 🤓[Updated] I just realized that when I preview my world in the desktop editor, the left mouse button DOES fire this event, but in VR, the index triggers do not. Is there a VR controller preference somewhere that is overriding the event or something to that effect?[Updated A
Hello guys, I am not sure if that is the right place to ask or to get guidance, I am a fresh meat here with Oculus. I was wondering if there are any codebases or examples for using WEB technology for VR (React) + Raspberry Pi (Node (JavaScript) + Python Back-End) for Meta Quest 2. I saw a lot of code for C# and other native languages. Maybe there is some sort of wrapper with it e.g like Cordova is for hybrid mobile apps? I am a bit in a limbo now where to start (started checking UnityEngine etc., but I want very optimal solution). I work with A.I. technology where visual is limited and only reason it is used is to show camera view with addons on top like with AR. Maybe anyone can guide me or interested to know more what we are doing and can help? P.S. I would be happy to open public REPO for collaborators where we can work on that if more people want to make it. Possible to make mini-framework for it. Key features focus on roadmap:- Initial setup- Coding standards, confi
[Please take no offence from anything in this message that seems 'snarky', I love you all - just treat it as coming from someone with poor social skills, thank you 😉]As a developer, I frequently need to access the quest 3 file system for my deployed app, to view logs, etc.Every time I wish to do so, I am currently forced to have to put the headset on, and DISCONNECT & RECONNECT the USB cable, (because the USB notification message only appears for a tiny amount of time and is not subsequently accessible anywhere, such as the notification list) and then click the message - which is also often difficult, because when you initially put the headset on and pick up the controllers, it takes several seconds for the controllers to be correctly initialized and allow correct selection.PLEASE, PLEASE, PLEASE, Provide one of the following:- A method so I can click a 'allow USB connection' ONCE and tick a checkbox or something to say 'ALWAYS ALLOW USB MTP'- A 'File Manager' inside MQDH whi
I have been asking this question for over a year. My client has a VR App that is a music platform where in one scene is where they host the show and the other room is a lounge like experience. I need for people to go back and forth between those rooms in the same instance using the Multiplayer building blocks. Each time I change a room they don't go to the instances for that room and their network avatar doesn't show up when they appear in that room when they change from room to room. It needs to be similar to VRChat. I am using the Photon Fusion Multiplayer building block. Here is the script I created I have been trying to use but it hasn't worked. Can somebody please give me a straight answer or at least some help? using UnityEngine;using UnityEngine.SceneManagement;using Fusion;using System.Collections; public class ChangeScenes : MonoBehaviour{ public NetworkRunner networkRunner; public NetworkObject networkedAvatarPrefab; priva
Hello! I am developing a tool that can help me prototype my modular funiture system using VR, it consists of a sandbox where i can snap multiple parts together to make a whole object, but i am running into an issue i cannot overcome, it seems that the parts loose their interactor capabilities when they are snapped into another part, and they only maintain their interactable properties (so i can snap other parts to their slots, but i cannot use their pins).Above are the slots being connected as i intendedbut when i try to use the pin of this "master" piece, or any other that is attached to it doesnt snap.I have tried finding solutions on the internet but found nothing quite useful. Could someone point me to the right direction about how can i achieve the funcionality i am looking for?I am still new to unity and vr, any help will be appreciated!
I’ve been setting up a new project using the Meta XR SDK v76 and v77, but I’m running into a major issue: neither version is able to stream over Meta Quest Link. The headset just stays in the Link environment and never launches the app.However, everything works perfectly when using:Meta XR SDK v71, orUnity’s XR Interaction ToolkitSo the issue seems specific to the newer Meta XR SDK versions.System Details:Headset: Meta Quest 3Cable: Official Meta Link CableProcessor: Intel i7-13700KGPU: NVIDIA RTX 3070 Ti (8GB)Unity Version: 6000.0.31f1Has anyone else experienced this? Any known workarounds for v76/v77?
I have been testing the Free VR PC Demo Project called "Barney's Basement".Using Unreal Engine 5.3Link to download the project:https://github.com/SentientArt/TheBasement?tab=readme-ov-fileVideo:https://www.youtube.com/watch?v=ckjSzwDe6bQIssue:I am getting extreme distortions on the edges, a so called unwanted "mirage" artifact effect when using the Meta Quest 3 via PCVR, using Windows 11 and an Nvidia A6000. That unwanted effect makes the edges "wobbly", distorted and the artefacts make you dizzy.How can I fix this?Thx a bunch for any ideas,appreciate it!
We have some addons that we use for testing that we no longer use. The Meta Dashboard doesn't allow us to remove them, only allows us to set them as unavailable. But when we can IAP.GetProductsBySKU, the items that are set to unavailable are still listed, and the products do not have any property mentioning their state so that we can check if they are unavailable.Am I missing something, or what's the point of this option?
There's no link to download the meta quest developer hub for Windows , when we follow the link on Meta website, it download the mac (.dmg) package.
Hi there!We are experiencing a critical issue with accessing our Business Manager account. Our business ID is 584753818697935, When attempting to access the Business Manager, we are prompted to verify the account via an SMS code sent to our phone number. The number is correct, but the SMS is not being delivered despite multiple attempts.We are unable to contact Meta Support directly, as access to Business Manager is required to do so — which, due to the issue described above, we currently do not have. We have submitted multiple bug reports, but have received no response so far.Please advise how we can regain access to our Business Manager.Thank you in advance for your assistance!
Hello,Imagine how much more accessible the meta quest 3 could be if there was a way we could stream VR games kinda like the Xbox play anywhere concept. A lot of the people who want to get into VR don’t have a beefy PC to play some really awesome games. I was wondering if meta could look into this possibility so we can enjoy a lot more games at a better quality.
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