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The server-to-server subscription check API documented here has the following response field when specified as:FieldDefinitionTypeowner{id}Unique user identifierstringskuSKU of subscriptionstringperiod_start_timeThe date when the most recent subscription period startedtimestampperiod_end_timeThe date when the most recent subscription will endtimestampcancellation_timeThe date when the user last canceled the subscription. Does not affect period_end_time.timestampis_trialSet to true when the most recent subscription period is a free trial (7d, 14d, 30d). Does not indicate that the subscription itself is active.boolis_activeSet to true when a subscription is active.boolnext_renewal_timeThe date when the subscription will next be billed. This date includes any extended time granted to the subscription Please add a field called something like "enrollment_time", which would be defined as the timestamp of the owner's original subscription purchase/signup, or the
I am working on an application that uses handtracking in combination with buttons. I am using the OculusInteractionSampleRig in combination with my own version of the BigRedButton (but the problem also occurs when I use the BigRedButton itself), as shown in this video:https://www.youtube.com/watch?v=BYS2NN1bWS4&ab_channel=DilmerValecillosThe application consists of a selection scene and a couple of functional scenes. After finishing one of the functional scenes the user returns to the selection scene.When I start the application everything work fine. My hands are tracked and I can 'click' the buttons by pressing them with my hand. The functional scene also works fine. But when I return to the selection scene the hands are still tracked, but the button interaction does not work anymore. In the Android Logcat window I see a lot of nullreference exceptions:The errors appear right away when the scene is loaded, without me even touching one of the buttons. It seems to be related to the
Hi there, I've encountered an issue where a non-developer user account is getting Invalid OAuth2 Token when trying to call the Platform.Users.GetUserProof API to generate a nonce on the client application (local development build).I wonder if the user has to be part of our oculus developer organization in order to consume this API? I don't see any relevant doc explaining it or similar issues from other developers yet. But I've attached the stacktrace for your reference. Note: The GetUserProof API would work fine with developer account under our scoped organization. Thanks for your help in advance! 🙂
Hello.I'm trying to use the Interaction SDK. I have a quite simple scene with a Canvas and a Plane (floor). Thanks to the Interaction SDK, I can use my hands to interact with the Canvas. That part is working fine.But now, I would like to be able to point somewhere on the floor and get the position when I pinch my fingers.To do so, I put a Ray Interactable component and a Pointable Plane component on my floor. Right now, I can point the floor, I can see the cursor moving on the floor as expected.My question is : How can I get (in script) the position on the floor of the cursor when I click (by pinching) ? Seems pretty simple but the documentation does not help me.Thanks
Hi everyone, i have met some problem, i want to edit the finger position like photo1, but is a old version, in the new version, i cannot use the "hand grab point script" any more, instand it tolds me to use "hand grab pose script", but in this script i cannot edit my finger and joint anymore, didi any one knows some way to help me? old version
I have an C app based on the Native/vrapi SDK (using the open source engine LOVR.ORG). It has been working more or less fine for a couple years. In the last month, I have stared seeing an unusual behavior. Sometimes, unpredictably, when I start the app, the app runs rotated. The rotation is always a clean multiple of 90 degrees. The app content is either directly to my left, directly to my right, or 180 degrees behind me. Used to, if the app was not directly in front of me, I could get it to recenter by holding down the Oculus button. Now I cannot do this, the little spinny-line-around-oculus-logo icon appears but when it completes, nothing happens. My code has not changed. This appears to have triggered based on something like an OS update. Sometimes redrawing the roomscale Boundary and then returning to the program fixes this problem and sometimes it does not. I see this problem on both Quest and Quest 2. What could be happening? Has something changed?
I can't find any info on this online.
How do I get an invite to test developers apps? I’m looking to LIV for iPhone among others. I use my quest for boxing workouts mainly but I would like to see what else is out there!
Hi,we use In App Purchases for our game and want to show our players, when someone purchased something. We also want to show who spend the most money in our game. We ran into the problem that not all people pay with the same currency. Is there a way to convert the spended money into USD so that we can rank our players?
Hi There has been a problem that guardian would not permanently turn off the guardian(disable boundary) system in Oculus Rift S. I have been trying to turn off the guardian system in all the time,but guardian will be active again although in the settings its still set at disabled. So I had to reset the protection system and disable it again. Recently I have found many reasons for his appearance, because we really want to find a solution .For example: 1)Change the intensity of the light. 2)Change your surroundings (more people is possible). 3)Restart the pc,and so on. There are too many uncontrollable factors, I want to achieve a fully automatic system, instead of manually setting it up again and again. Because there are security protections in reality, I am not worried about the harm caused by shutting down the protection system. I believe we have done a good job.However, the guardian
Hi there,I am putting together a startup based on Oculus in India.Developers and Co Founders needed. Request responses!
Hello, I'm building URP MR app with Q2, Qpro,when I use Directional Light + Ray Interactable prefab(canvas) from Oculus Integration in URP,my app down with 'not enough memory error' after some framedrops.using unity: 2022.2.20 and Built-in or other Interactable prefab has no problems at all.
When developing a WebXR app for the quest 2, I host it using LiveServer Extension of VS Code and connect to the headset using Android Debug Bridge. I then open the locally hosted (LiveServer) app in the browser of the headset and encounter this issue very frequently. When I press "Enter VR" I get these errors in the console:"Could not create a session because: Something went wrong initializing the session in the runtime""Uncaught (in promise) DOMException: The specified session configuration is not supported.Promise.then (async)n.onclick @ VRButton.js:72"These errors happen when I press "Enter VR" at the bottom of the webpage. It only errors out intermittently, but when it does happen, it keeps happening until I restart the headset. Closing the webpage / browser doesn't help. Maybe it there was a way to force quit the browser and restart it, it would solve the issue.Happy to provide any more information. Thank you.
Hi.I found a weird issue on the Quest 2: Game pages don’t open inside headset in Quest internet browser. Attached is a picture of Bonelab Oculus page.Several other developers on Discord Oculus Start channel have the same issue.This is not so good as our company is about launch our game Deceptive Reality’s Early Access 2.0 thisweek:https://www.oculus.com/experiences/quest/4988840444521838/This will make it harder for people to purchase games.
So I know, that this question was asked multiple times now, but everything I did didn't work.I reinstalled Oculus completely and tried the one to change the register from OpenXRHas someone finally found a solution to this?Thanks
Previously we could just call `ovrp_SetReorientHMDOnControllerRecenter(false);`, and set the tracking level to stage, but using the XR Plugin workflow, it looks like even though this method returns true, it's not honored, and the recenter will still teleport you manually.The comments layout why you would want to disable it:> /// If true, the Reset View in the universal menu will cause the pose to be reset. This should generally be> /// enabled for applications with a stationary position in the virtual world and will allow the View Reset> /// command to place the person back to a predefined location (such as a cockpit seat).> /// Set this 
Hi everyone, i saw on other post a lot of tries on alinging the virtual room with the wold position, and i think I almost got it. I coudld do it on the last version of oculus integration, but i cant do it with the new one.My way to aling the room was using the "OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)"wich gives you an array of points according to the guardian boundary that you did. This worked perfect, and i could get the position of the first point and then saving the position of he virtual room acordding to this point (and saving it on the player prefs) then to get the rotation i just took 2 points of the boundaries and getting the angle between those. BUT... the outerboundary got deprecated on the last version and doesnt seems to work anymore. (Wich is so bad case i need the Application Spacewarp)So, I should find another way to get the guardian boundary points or anything that gives me some real world points.It would be so helpful 
Hey!I'm trying to use RenderDoc to capture GPU timings that are as accurate as possible and represent what I'm seeing when running the application without any instrumentation.If I capture frames using the RenderDoc Meta fork and generate RenderPass times using the "Time durations for the actions" button in the event browser, I usually get considerably lower frame times than I see when just running the app (around 10-30% lower).If I switch RenderDoc to profile DrawCall timings, the times are completely off, sometimes being ~98% lower.I am assuming that I can't really rely on the DrawCall timings for the whole frame times due to the tile render architecture. The RenderPass times however I would expect to match more closely.Is this explained only due to variation in temperature and thus SOC clock speed changes? Does the "Oculus Quest 2 Profiling Mode" boost the clocks? I have seen ~10% higher numbers in the non-profiling mode, which would match the real-world times a bit better, but I did
Hi Guys first greetings to all!So i wonder what the Q2 "real Maximum" is , Drawcalls Triangles..And more important what you Guys expect the Quest 3 will allow?
IF THERE IS NOT AT LEAST A 512 GB OPTION FOR QUEST 3 IM NOT BUYING IT! THE 256 IS NOT ENOUGH AND GAMES ARE GETTING BIGGER SO BEEF UP THE STORAGE PLEASE!!! THIS IS A MUST! FINISH PRODUCTION WITH HIGHER STORAGE! FUTURE PROOF THIS DEVICE PLEASE OR YOU GIVE NO INCENTIVE TO UPGRADE FROM QUEST 2!!!
Looks like a recent update has added a notification popup that asks the user whether they want to quit the current app when they try to enter a destination to another app via:Oculus.Platform.Application.LaunchOtherApp(appId, applicationOptions); I see how that could be useful, but for my usecase it doesn't make sense and is disruptive to the UX flow. Can we make this modal optional?
In Unity I'm receiving the warning below. I understand what it wants but I don't know where the feature was set or how to set it to MetaQuestFeature. Any ideas what I need to change?UnityEngine.XR.OpenXR.Features.OculusQuestSupport.OculusQuestFeature is marked obsolete. OpenXR.Features.OculusQuestSupport.OculusQuestFeature is deprecated. Please use OpenXR.Features.MetaQuestSupport.MetaQuestFeature instead.
Since upgrading to v54 when I use airlink I see a flickering X and it is blinking continuously. You can see the oculus home, and it works, but this flashing X keeps appearing and disappearing. I can't work Please Help me
Hi.The Oculus Quest/Rift software allows the setting of a Guardian space, which has a defined width, length, and center in any given room. The Guardian does not change when resetting the view or taking off the glasses, waiting for them to go to standby, and turning it on again. However, when resetting ("centering") the view or taking off/putting on the glasses, the center point and orientation of the user changes. In particular, the current center of the user changes to 0,0,0 in Unity, but this is no longer the center of the Guardian. My question: Is there any way to keep the Guardian center at 0,0,0 in all cases, even if the user resets their view? Thank you.
New to meta quest development. Downloaded the Oculus integration package and attempted to access the boundary geometry via OVRBoundary.GetGeometry(), but it keeps throwing the error "This functionality is not supported in your current version of Unity".I've tracked the problem to the OVRPLUGIN_UNSUPPORTED_PLATFORM preprocessor directive, which is apparently being set at some point by the unity engine, but I don't know how or by what. I'm building and deploying directly to a meta quest 2 with OS SQ3A.220605.009.A1, runtime version 53.0.0.137.132.472990674, version 53.0.0.137.132.472990659. The quest device gives me no options to update the firmware.Reinstalling the Oculus Integration package made no difference. Upgrading to Unity version 2022.2.21f1 made no difference. Oculus is selected as the XR Plugin in project settings. Meta Quest Support and Meta XR Features are both selected in OpenXR. Working in Windows 10 Pro. Oculus Integration version 53.1.The specific script in question is:&
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