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Hi,If a user attempts to review a version of an app that is newer than the one in the LIVE channel, it silently fails, and they're stuck with a spinner that never finishes. If they're on a release channel that's the same version code or older than LIVE, they are allowed to submit the review.Looking at the browser developer console, it seems that the call to : https://graph.oculus.com/graphqlreturns something like:{"data":{"rate_application":null},"errors":[{"message":"A server error field_exception occured. Check server logs for details.","severity":"CRITICAL","code":1357006,"api_error_code":200,"summary":"Something went wrong","description":"We're having trouble completing your request. Please try again.","description_raw":"We're having trouble completing your request. Please try again.","is_silent":false,"is_transient":false,"requires_reauth":false,"allow_user_retry":false,"debug_info":null,"query_path":null,"fbtrace_id":"Bgc5F7pKVBJ","www_request_id":"A4jnGG0zVbXSKT4PkPTC6hi","path"
I have an imported 3D model with its own material. However, after adding the Affordance system and customising the hover settings to change colour on hover, the material disappears, anyone else faced the same issue?
Is there any official support provided by meta engineers or are we really supposed to debunk everything on our own ? Any premium support offer?
Hi Team,Recently Meta Horizon Office has been released in India. I have tried it.I have been working on a VR application. In that application we need to implement a feature that view our desktop in our VR application like Meta Horizon Office.Is it possible to use the Meta Horizon Remote Desktop integration with our application? We would be grateful If you help us with this.Regards,Mahanth K
Does anyone else have an issue with resolution scaling in Unity 2021.3.16f1 and Oculus URP? We're using Vulkan, OculusXR Feature, single pass instanced render mode, late latching, subsampled layout, and ASW. So with the current requirements, we need the resolution scale to be at the lowest at 85% for most of the time, but it's impossible to get 85% by setting either the min/max render scale in OVRManager (does dynamic resolution even work?), nor by setting the URP asset Quality/Render Scale to 0.85. What confuses us even more is how the resolution scale value in the OVR Metrics tool behaves when we change this value. For anything from 0.85 to 0.9, the result we get in OVR Metrics is 83%, and when we set it to 0.91, we get 90% on most of the Quest 2s and 87% for a single one of our Quest 2 units. We didn't have this issue with a very similar setup on our previous project with Unity 2019.
I submitted for metadata approval for my app in App Lab more than 2 weeks ago. It still sitting in Submitted state which is hurting my apps sales. How long do such approvals take? It used to be a few days but seems like it has become much worse after Meta Layoffs. There is talk about efficiency from Meta but looking at this things seem to be becoming worse. They collect 30% commission so I don't understand why they take so long to approve things like updated screen shots from the app which are meant to improve sales. They aren't promoting the apps in App Lab and also say that the apps may not have been reviewed. So why is review taking several weeks? I feel they should relax the review requirements for App Lab Apps since they already say they may not have been fully review. I don't have an issue if they take longer to approve Main Store apps but its odd to say we don't review on one hand and take so long to review on the other.
Dear Meta, I am one of developers using multiple Meta Quest Pros and 2s.Is there a way for us to configure the headset such that Meta's OS updates do NOT happen automatically (e.g. Meta's recent v54 update disabled controllers and suddenly broke our AR software in development).Meta has been "forcing" these updates without our consent. And, in rare cases when this update happens, it disables functionality or even bricks the headset (problems with Quest 2 last summer where we had to factory reset for particular updates). We are not trying to ignore your updates, but merely trying to stop the updates during our critical software development period. We understand the importance and benefits of these updates. However, it's not a risk that we can take during this time.These types of forced updates are increasingly making us, developers, difficult to rely on Meta Quest Pros and 2s for development.Let us know if there is a functionality to to disable these forced updates, or if not, could you
Even after being certified as a developer, one still cannot upload software packages.
After turning on two-factor authentication, I'm still not allowed to activate the developer account, I turned on two-factor authentication using a token generation app, I didn't use the phone number, I'd rather not use it.I am always redirected to the "Verify Your Oculus Developer Account" page with the "Configure two-factor authentication" section where the "set up" button is still present despite having already activated it.
HELLO Meta I'm Jameel Perkins asking why nobody never test out Meta quest 2 on XBOX consoles series please try it out it don't hurt to do please?
after latest updates - headset is not seen on PC as a usb drive (hardly limitiing its use)- there are new pop ups about piracy apps (i see 3-4 pops ups before i open the app we are developing)- worse performace of the headset and message about low ram (also reported by our users)- PC link is not working on first attempt (takes 10 attempts on average)and ofcourse this is not new but sums up to just being in the way and slowing down:- need to dismiss 2 pops ups at least each time pluging the headset to pc all in all the ux of the headset really is a painful one. Please advise, if there is any way to not see these redundant pop ups . (think about seeing them 30-100 times a day) Plesae think of the devs and testers using your product.
Still looking for the correct way to keep my VR game correctly oriented with the real world area with consistency across sessions. Are Spatial anchors only for mixed reality or can I use them as consistent references for a non-mixed reality project but full VR game?
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I want to make a multiplayer expirience in VR with unity and I want to use de meta avatars SDK but I can't find a guide on how to do it, and I think is because I don't have to much expirience in networking but the documentation doesn't help me. I can use them locally very easily but for multiplayer I have no idea on how to implement this.Just to add that is no like I don't know anything about multiplayer, I actually have a VR multiplayer proyect and it works perfect, is just that I want to have the meta avatars instead of custom made avatars because is so much work to do my own avatar system. Hope sombody can help me with a guide or something to study how to do it! :c
So we noticed today when we updated to Android 12L with OpenXR 1.7 & 1.8 for Unity it wont render anything with URP. It works without OpenXR plugin and only OVR plugin tho. Anyone here knows a workaround to get this to work?
It seems many people got the avatar mirror feature in January, but I only got the update this month. I absolutely can't stand the mirror ruining the virtual environment. It feels less like a peaceful space to myself and more.... Tacky. I'm hoping that the Quest team will see the complaints and make an option to turn the mirror and avatar feature OFF. If anyone has the any knowledge on how to turn it off, I'd love to hear it. I dislike this feature pretty badly!
Hi there,Using bloom post processing effect, I did set the volume as local and a box collider is attached to it. I can't figure out why the bloom effect applies to the whole scene.
How do I delete my organization
Hi all,I am trying to have a native application launch the TV app to play a 3D 360 video (I know this may sound unusual, but I really need it to work this way!). For this, I need to be able to trigger an Android Intent with all the information necessary to play the video.Using adb commands and some information found online, I managed to trigger a view intent to play a specific video like this:adb shell am start -a android.intent.action.VIEW -d com.oculus.tv -e uri file:///storage/emulated/0/<path_to_video> com.oculus.vrshell/.MainActivityHowever this starts the video in 2D mode, requiring the user to manually change the projection mode to 3D 360.I have looked everywhere online but cannot seem to find a documentation with the supported extras for intents aimed at Meta Quest TV. I also tried looking at the app's logcat output to try to find any clues but nothing I tried seemed to have any effect.Would anyone happen to know a list of supported options when starting the TV app t
I'd like to experiment with the Movement SDK. The readme indicates Oculus Integration is a prerequisite.and that package uses the new input system (UnityEngine.InputSystem). The Movement SDK, however, is uses the old input system (UnityEngine.Input). Which system should I use?
I’m following the user verification flow from meta here: https://developer.oculus.com/documentation/native/ps-ownership/#integrate-user-verification… in order to validate the identity (user id) of a user that I got through invoking the user proof sdk method ovr_User_GetUserProof().90% of the time, invoking the meta nonce validation endpoint results in a successful validation, when I call this: https://graph.oculus.com/user_nonce_validate using the user id and nonce from ovr_User_GetUserProof(). But for 10% of my users, I get a invalid_request from the service!I'm invoking this endpoint in a nodejs service like this: const verifyRequestPayload = { access_token: `OC|${appId}|${appSecret}`, nonce, user_id: `${userId}`, } const response = await axios.post(`${oculusServerHost}/user_nonce_validate`, verifyRequestPayload) Calling with a string or number `user_id` makes no difference; some users always end up with
I have working Unity app using Meta avatars. Lipsync works well - other network players see my face moving. So data is receiving correctly. But! When I introduced face tracking, it only works locally. Nobody see my facetracking except me.I'm using the pair of Sample avatar entities (local and remote) on my network player prefab. Everything works except sending facetracking.Can you help me?
Issue: While using both Meta Avatars and Hand Interaction SDK, my fingers don't align in certain positions.Pressing a button on a canvas with only the Meta Avatars hands visible is inaccurate and leads to misses or accidental button clicks. I understand I can pass custom data to the Interaction SDK hands but seems like a lot of trouble.Here are examples. Certain angles are worse than others. Certain angles seem to be aligned well.
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