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Has anyone had any luck implementing TikTok Pixel into a Meta Quest build so that marketing conversion attribution can be tracked?Is this even possible?About TikTok Pixel | TikTok Ads ManagerGet Started with Events API | TikTok Ads Manager
We have discovered an issue where some of our users are pressing the Oculus home button right after they enter the pin when purchasing our subscription service. This results in the IAP.LaunchCheckoutFlow().OnComplete() never being called. Any additional attempts from the user to purchase and our app gets an immediate user_canceled error. It seems that the purchase does process on the Oculus side, but because our application does not receive the OnComplete callback, we are not made aware about this. What is the resolution to this issue?
Is there anyway i can download the Meta Quest Link app on a different drive thats not C:?
I've set up a webhook to listen for in-app purchases, but it does not seem to work with test users. Is this by design, or some kind of error? If by design, it would be incredibly useful to have test user purchases also trigger the webhook. I couldn't find any documentation on the topic.
I've been trying to get up and running with Gear VR development on the Unreal Engine, but when I follow the docs, they lead me to a missing GitHub repo - https://github.com/oculus-vr/unrealengineI am a member of the Epic Games organization, and I can see Epic's Unreal repositories no problem. I can even see Google's VR fork. But not Oculus's. What happened to it?
I am trying to create a similar hand and controller model, similar to the one on the Meta home screen, where the hand is holding the controller, and not replacing it. I tried many things, I have an animated hand next to the controller that registers button clicks and animates the hand. However, the default position is not holding the controller, but rather being next to it. Can some please please help on how to get the hand "holding" the controller by default?
Hi!I'm developing an app for Quest 2 and with recent system updates, app is starting with passthrough, even when it is disabled on developer options.I've been trying to track this issue, but whenever I connect adb for a log, passthrough stays disabled, so I can't reproduce and log that issue.Hope you guys can help with this issue.
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Hello 👋I have an issue with scaling! When I grab and scale up an object, the hands do not follow with the scaling but are stuck - in the middle of now bigger object - until the grab is released. This happens when I am using HandGrabInteractable with HandPoses.The only way to get around this, currently, is to use TouchHandGrabInteracable but then the hands are not visually holding on to the object, and the object is kind of free-floating, when the scale reaches its max limit, but the user is still trying to make it bigger. I would love to be able to use HandPose for specifying how the hand should grab onto the object but then the hands are, again, stuck in the start position of the scaling. To be clear; I do not want the hands to scale! I just want them to move with the scaling. I am usingUnity 6000.0.43f1Meta XR Core SDKMeta XR Interaction SDKMeta XR Interaction SDK EssentialsMeta XR Platform SDK Let me know if I need to elaborate on someth
WHAT HAS BEEN GOING WITH META QUEST LINKLately, Meta Quest Link often fails to properly connect my heads. This has been ongoing for weeks and much like others I only started noticing the problem after updating the Quest Link app. Solutions I tried:open Task Manager and end the process, or restart Meta Quest Link multiple times just to get it to launch (if I'm lucky).I’ve uninstalled and reinstalled the software, but that hasn’t solved it. I even bought a new cable.It’s already taken hours away from my development /testing time. Has anyone else come across this issue? What were your solutions?
Hello allMy 12 year old son and I are building a game in Unity. We don't seem to be able to authenticate our dev account however. We get an error that says the photo of my ID is blurry (it's not), which I assume is just some generic catch-all error handling.Any ideas? Anyone we can actually contact to help set us on the right path? Thanks in advance.
Hi everyone,I'm developing a Unity multiplayer game. My avatar is loaded when playing the game(press the start button first, then load the avatar). I want to use OVR Face and OVR Face Expressions, but my avatars don't have SkinnedMeshRenderer. I failed to add facial expression to the avatar. Can anyone give some suggestions? Thank you very much!!! Some info:Meta Avatar SDK 24.1.1Meta XR All-in-one 65.0.0Oculus XR Plugin 4.2.0Photon Fusion 2.0.2Unity 2023.2.2011
Title. Has anyone had this error before or is anyone aware of a fix? User ID and User Profile is active on my data use checkup. I am running tests on a Quest 3 and it is using my main quest profile which is connected to the organization which my app is registered to.Thanks.
with XRHands and OpenXR Plugin,Unity.Debug:Couldn't enable Meta aim retrieval in plugin - please ensure you enabled the Hand Tracking Subsystem feature in the OpenXR project settings.but i had done:
Hi, this is my first time trying to set up a VR Unity project, and I'm currently trying to run the project on my Meta Quest 2 via link.My Unity version is 6000.35.1fMy Meta Quest version is v74I'm using the latest version of the XR interaction toolkit.When I enable link on my Quest 2, it enters a loading screen with 3 dots until I run the game and when I run the game, it just shows a black screen both on the HMD and on editor's game display.I've also tried swapping from OpenXR to Oculus, and now I can see the game on the editor's game display, but the HMD is still a black screen.Any advice or help you could give me on this would be greatly appreciated! Thank you!
Can someone tell me how I can change the data from the payout account info? , I can't change all the data, only the address and phone number can be changed. I want to change the business type from individual to company. I'll also leave you an image of how it looks when I want to edit the data. Please help because I need to urgently change the data and then the data from the "payment method".
After entering my organizations EIN and other details and hitting next I am greeted with this pop up. Sadly selecting either TODO givesI thus cannot proceed with verify my org.
access my bootloader user 65rbi905 / Michael Wiegand ***@gmail.com [Mod edit: protecting your privacy, we removed your email address.] headset serial : 2G0YC1ZFC602HL Controller right serial : 2G0YZM6FC602F Controller left serial : 2G0YYM6FC30213
I have connected to the internet. I can see recent news articles on the browser so I know it’s not a cached version. However I can’t access my games. I click on them, it tries to load then tells me it can’t connect. I try to update the account and it can’t find the accounts. Also can’t connect to the Store. How do I fix this? I’m about ready to firm reboot
When i add "MetaXRInteraction" to basic Unreal 5.5.3 everything is ok.But when i add "MetaXRInteraction" to Oculus Fork 5.5.0 (UE demands recompile plugin) my virtual hands has:1. Fine hand recognition (fingers)2. Wrong hand (wrist) rotation ( left hand +30 degrees, right hand -40 degrees)3. Wrong wrist position (different levels left hand +10 cm top right hand -5 cm bottom)How to fix it?
Hi everyone,I recently released my first VR game on the Meta Horizon store in early access. At the time of writing, my developer dashboard funnel page is displaying 51 unique conversions (53 in the marketing attribution page), 15 wishlists, 832 clicks, and a reach of 9,264. The funnel page has shown consistent conversions daily for the past two weeks. I have also received 4 reviews at a 4.3 average rating on the game.However, my daily financial reports only show 3 total sales across August and my TBYB analytics report 33 trials started but only 1 conversion, along with 2 conversions from the control group. I have also given out 8 free keys.Has anyone experienced these discrepancies in reported sales? I am concerned that the trials are going poorly but even accounting for trials, keys, and sales in the reports, there are still conversions unaccounted for.Thank you for any clarifications!
Hi for last hour we cannot upload any build and it always says API error 2025-02-05T00:41:28.842Z [DEBUG] Run args: {"appId":"28354413414173428","apkPath":"C:\\Projects\\QuestCam-Studios\\Libraries\\LMNL\\Android\\app\\release\\app-release.aab","channel":"store:quest2only|questproonly|quest3+","draft":true,"excludeAddons":false,"inheritAssetFiles":false,"isODH":true,"uploadFromEngine":false,"token":"(removed)","uploadConcurrency":null,"platform":"ANDROID_6DOF","disableProgressBar":true} 2025-02-05T00:41:28.987Z [DEBUG] Server log: {"app_id":"28354413414173428","client":"ODH","log_level":"DEBUG","event_name":"COMMAND_PARAMS","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.debug (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\te
So, I can get the local player's IAP entitlements via Oculus.Platform.IAP.GetViewerPurchases() , but how can I get the IAP entitlements for another player?My use case is that I'm working on a PVP game with cosmetic IAP. If player A reports to player B that he's wearing a specific IAP cosmetic, I want player B to be able to verify that player A actually owns that IAP. This is to prevent player A from hacking and showing opponents that he has IAP that he doesn't actually have.Maybe I could use the https://graph.oculus.com/12345/verify_entitlement server call, but I've been having trouble getting it to work, and I'm wondering if there's a more straightforward way to do it in Unity.
Hi, i want make Location Based multiplayer game, i want make local multiplayer. Can you give any tips on how best to do this? Do I need a subsystem, what plugins are needed and what do you find useful.
Hi,I'm using Oculus.LipSync library in Android Unity Project.Please note the following background information:https://developer.android.com/about/versions/15/behavior-changes-all#16-kbBeginning with Android 15, the platform supports devices configured to use a 16 KB page size (“16 KB devices”). If your app uses any NDK libraries, either directly or indirectly through an SDK, you will need to rebuild your app to ensure it works on these 16 KB devices.https://android-developers.googleblog.com/2025/05/prepare-play-apps-for-devices-with-16kb-page-size.htmlStarting November 1, 2025, all new apps and updates to existing apps submitted to Google Play that target Android 15+ devices must support 16 KB page sizes.With that in mind, could you please let me know from which version of steam-audio library support for 16 KB page-size devices was introduced? In other words, which library release should I upgrade to in order to guarantee compatibility with 16 KB page-size devices?
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