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Hi! I am physically disabled and just purchased a Meta quest 2. After using it for a while, it became clear that I had trouble pushing the A button (note: it worked for everyone else). I suggest that meta develops a setting that allows users to hover the cursor over a button for a certain amount of time to select it. Since ability varies from user to user, I would like to make that time adjustable as well. Approximately 1.3 billion people are disabled (source: WHO), adding this feature would make the metaverse a more inclusive place.
Our Oculus submission has a flag to verify our organization, however, within 1-2 hours, any documents we submit change the verification status to "Needs more information". All documents we submitted have our organization name, address, and phone number, and are on the list of accepted documents. We've read on the forums that someone had luck with submitting their documents via Safari, but our team doesn't currently have access to that browser. We've tried submitting using Chrome and Edge.Unfortunately, since the verification pop up came up, we've not been able to cancel our submission and make changes to our build since the buttons are greyed out. We're stuck here (unverified and unable to add a build/resubmit) and we're not sure how to proceedAny support, tips, or advice are appreciated. Thank you
Hey folks,Seeing people getting their verification at last so I thought I'd give it a shot again after 2 days since I got told "to prevent misuse we have limited your submissions" etc when I only tried to resubmit ONCE since the change to the system 2 days ago. Meta team, I'm human, and I just want to submit my verification!
Greetings everyone, I'm looking for a way to know which hand is holding an object (either the lef or the right)I'm using Oculus Integation v48 in Unity.Does anybody know if Oculus has a ready to go variable for this purpose?thanks for the time
Hi there,We were told to make the windows network firewall no display on the first time of the app setup, as a unity vr app , how can we realize this ? it seems that it's the behavior of the windows setting.
Can’t switch users at login screen. The button below the pattern is missing. It defaults to the admin account. How do I login?
Our app is free but we do not want it to be distributed to everyone publicly. We only want it to be released to anyone who is going to join our event. Since we can set private testers in the RC channel, this is suitable for us to control which users can use our app. Then the question is, if we use the channel like that, does it count as an abuse? Since we are not using it for testing?
As it says in the subject line, if you need somehting for your rift s, go to amazon.https://www.amazon.com/Headset-Cable-Oculus-Rift-5m/dp/B081H8MPZM/ref=sr_1_20?keywords=oculus+rift+cable&qid=1682031845&sr=8-20
My company is looking forward to using the Meta Quest Pro for design review purposes.Is the Magic Room feature of Meta Quest Pro a free to use feature?If not, what is its pricing?Also is there some package that I can use to build an application based on Unity to access features of Magic Room like importing models in runtime?Thank you.
Meta rejected all my admin verification requests because they couldn't read the docs I sent them (multiple times with different lighting conditions (artificial and natural) and resolutions).They also suggest trying to verify as an organisation or with another admin account. But I'm the only admin, and I'm the only person that works on the project. Is it possible to release an app on AppLab without being an organisation? Like in the way you release apps on Apple's AppStore. Because right now, it seems like you have to have an organisation to be able to drop something on the AppLab (which is, I guess, supposed to be a little bit more friendly for indie devs and experimental projects).
Is there an API method to determine if the Meta user has already purchased the game? We do have API calls to determine if the user has purchased Addons (IAP), but I have not found any method regarding the game itself.We are changing our game price to free, and want users that have previously purchased it to have special benefits ingame.
I have a wrist UI right now connected to LeftHandAnchor.Unfortunately with this, I have to give fixed offsets and sizes.How can I connect this to the Meta Avatar in a way, that I can put it above the skin of the wrist, like a smart watch and even size it according to the wrist diameter?
The application "Population One" has started collecting real names in the non-English reporting function. Not so with the English version of the text. So this app is starting to collect real names as an unintended bug. In other words, it collects unnecessary personal information. Does this state allow the Developer Policy for Oculus Developer?The app seems to use the text "INSERT REAL NAME HERE" as a standard error message. This text appears in various UIs. The English reporting function shows "ADDITIOLNAL DETAILS (OPTION)", and "INSERT REAL NAME HERE" for non-English.This is not mentioned in the developer's privacy policy. https://www.bigboxvr.com/privacy-policy.html and ArchiveDeveloper Data Use Policy Section 2 says : It must be indicated in the privacy policy and must comply with the law.
When I tap on create organization it keeps telling me that I have to turn it on even though it is on
A few members on our team are failing the entitlement check in our app even though they are subscribed to the release channel they have installed. Any ideas on what to try to fix this?
Is there a linux version of the OVR Platform Utility Command Line Tool?Or maybe source code so we can build it ourselves? https://developer.oculus.com/resources/publish-reference-platform-command-line-utility/ This would be super useful to run the tool in a CI/CD context
Hello,I'm trying to use the RenderDoc python API with the RenderDoc Meta fork to automate some profiling tasks. However, even though I'm able to connect to the RenderDoc Meta fork remote server (profiling mode), if I call `ReplayController.EnumerateCounters()` I don't get the Meta counters back.Is there a way to access those counters via python?Cheers
I have an Oculus developer account admin@chatclick.ruI'm trying to log into this account through a server in Germany, I specify a username and password, a six-digit code comes to the mail, but the letter does not come. What should I do?My Oculus ID: click_devdate of registration 10.05.2017How can I change e-malil?
Hi Team, Thank for you for hard work! Meta Quest Browser has been awesome to develop with. I'd like to report a bug, or at least an oddity.. I've noticed that the Meta Quest Browser enforces sandboxed IFrames to have "allow-same-origin" be toggled, or else VR content cannot load and with threejs (webxr) specifically, it will crash the browser! This behavior does not happen on Chrome, though I am using a chrome plugin to use "VR" on my local workstation, so its not exactly a 1-to-1 test. To reproduce this issue, create a simple Iframe with threejs/babylonjs webxr content in the srcDoc attribute: This below example WILL work. <iframe scrolling={'no'} style={{ display: 'block', border: 'none', margin: '0px', height: '100vh', width: '100vw' }} sandbox="allow-scripts allow-same-origin" title={scene_uuid} srcDoc={sceneJsData} hidd
Hi, I´m Using the custom Renderpipeline by oculus in order to enable and use the ASW, but when I try to download the avatar using the URL, I got the error with the ready player me shader. When I try to open the material with the shadergrahp it can not open . so there is a way to fix this shader ? Thanks
I got the error message on PC when I tried to get user entitlements. I've already created a test app on your Meta developer dash, added myself as a user, and inserted app id in oculus platform settings. However, it still didn't work. Does anyone know what might be the problem?DllNotFoundException: LibOVRPlatform64_1 assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Platform.WindowsPlatform.AsyncInitialize (System.String appId) (at Assets/Oculus/Platform/Scripts/WindowsPlatform.cs:43) Oculus.Platform.Core.AsyncInitialize (System.String appId) (at Assets/Oculus/Platform/Scripts/Platform.cs:74) OculusStuff.Awake () (at Assets/Scripts/OculusStuff.cs:18)
Hey,Basically, i whanted to turn on developer mode on quest and i tryed to turn developer mode on account (like the page where you need to verify first) i chose two factor authentication. After that i added autheficator app and well it didnt work, i still cant create organisation or app.Any ideas how to fix that? I litterally cant start any project because of this error...
I want to use ovrp_GetLayerAndroidSurfaceObject function in UE? I built a StereoLayer, and then call this function, but it return -1003 ovrpFailure_InvalidOperation. Is this function not supported in UE?
I keep getting these warnings when trying to connect my HMD to RenderDoc. Sometimes after awhile it seems to start working but only for a few minutes before crashing.
I am not able to launch multiple unity games in VR on my Oculus Rift S. those games are Pistol Whip, Open Brush, Premium Bowling. Error reads "Failed to detect VR" I am able to launch all of these games from Steam version no problem, but not from Oculus store. I can play other games with no problem. Any help would greatly appreciate it.Thank you,
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