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Hey all,Since the official Meta/Oculus ticket support team seems to offer no help what so ever (copy pastes auto responses, links to incorrect documentation), I've been directed here by their support (Joshua) to ask a question about account/administrative issues (which in his own words claims his own team is for: "Our team handles developer focused issues with our app administration and review process.") before he closed the ticket immediately. The rep claims there is a dedicated support team here that can help me, but looking at other posts it seems almost no one gets any help here. That said, I would like to get some clarification on when a userID's relating to a specific app are supposed to be created if anyone has any ideas. My examples are as follows:- 2 users exist in an organization, a new app is created, both users (with identical setups/roles/permissions) are given userID's right away in the API tab. Add a new user/s and also give them identical per
https://developer.oculus.com/documentation/unreal/unreal-scene-overview/I'm reading these docs. I imagine the normal usecase is to scan a static unmoving room to build a scene model to find and interact with unmoving scene entities. If my table is a plane, my user places it then moves the table, how long does it take for the quest to correct the underlying scene model. Imagine this usecase as an example. I balance a small city on a platter in my hands infront of me. I tip the platter to interact with the city, will the underlying scene model update fast enough to make this concept playable?
Hello, I am currently using a framework for VR interaction that gives me hands that can interract with a lot of objects. After i initialized the avatar i noticed it comes it its own hands that are on top of the current hands which have a lot of physics in them. I woulld like to disable the mesh rendering of the hands so i can use my own hands. I see there is one big mesh that is being created and i have no access to the hands, is there an option i can use to disable the hands rendering? Kind regards,Alexandru Buzdugan
Trying to share spatial anchors to other local players.The anchor is created without problem and getting a Uuid. Can save the anchor locally without problem.But changing to StorageLocation.Cloud results in error.saveOptions.Storage = OVRSpace.StorageLocation.Cloud;oVRSpatialAnchor.Save(saveOptions, (anchor, success) =>{Debug.Log($"WaitForAnchorInit save cloud success={success}");});Always results in success=false with a "Save failed" in log - no other info. Activated "Share point cloud data" under "Device Permissions" in Settings on HMD without any success.
Hello everyone and thanks in advance for your help. I'm having a lot of problems with the URP integration in Unity version 2021.3.- (currently 18f, but I've been testing since 15F with the same results and Oculus Integration v48 and v49 version). I also have the same problem in 2020.2.- The most striking and strange is when I launch the compilation sometimes the images go to jumps. A simple scene, a plane and a cube without textures, and moving the scene seems to not get you to the FPS. The strangest thing yet is that if I turn the viewer off and on (not restarting, just pressing the off button and turning it on immediately) the problem is resolved and I stop seeing "bumps" and everything is fluid. It also stops giving problems by pressing the Oculus button and in the menu instead of leaving I press resume. I say sometimes because launching the build sometimes looks good. If I exit and reopen the application from the Oculus menu, I have problems again. In
When I build an empty scene with URP setting to Quest, I get GPU Level 99.I have tried with unity editor version 2021.3.1f & 12021.3.18f1.Is URP still unstable "GPU-wise" with Quest?
I enabled "Enable public opt-in" for my ALPHA and BETA release channels, yet I can't find a way that users can opt-in themselves to the app through the Oculus software or website. With a test account, I've tried searching for the app by full name in the Oculus Store (website, mobile, and in headset) or by using a direct link to the app listing. Neither of these works. How are users supposed to opt-in themselves? Thanks you.
The Renderdoc version right after the one your fork is based on has significant changes to enable source-debugging for Vulkan shaders. That sounds like a big productivity win for us and presumably many other developers. Do you have a timeline for the next release from your fork? Or perhaps a work-in-progress version? I couldn't see if the fork was publicly available somewhere.
Can I get some assistance? I sent this to developer.support@oculus.com and was told it would not be actioned and my only choice was to put a question on the forum."Issue 1. I cannot upload I get a generic OAuth Error, and I can't login 4 ticket. When I attempt to upload I get A server error occurred. The request will be retried. Here is my log: https://pastebin.com/ecLyFXpb Issue 2. I cannot login at https://auth.oculus.com/sso/?brand_id=114094120251&locale_id=1&organization_id=470108427395479&redirect_uri=https%3A%2F%2Foculusdevelopers.zendesk.com%2Faccess%2Fjwt&return_to=https%3A%2F%2Foculusdevelopers.zendesk.com%2Fhc%2Fen-us&timestamp=1676947222&utm_source=oculusdevelopers.zendesk.com&utm_medium=oculusredirect# I get (ss) but if I try to login it tell me the userid is already taken. I've attached screen shots." I'll create imgr links since I can't add attachments like I did on my rejected email.&n
Other oculus users cannot load their avatar in my apps. they already have a developer account and joined as admin in the app dashboard. There is an error something like this 'entitlement check failed. user doesn't have the app in the library, they are installing the app from ODH. Does anyone know what happens to this issue?
H all,I made a side-loading build of an oculus app with meta avatar feature in Unity. I am able to load and see my avatar, but the other users that are part of my organization can't.They got that message "Failed Entitlement check 7 - user doesn't have app in library".Is there any solution? Thanks in advance.
How long does it take for destinations to get out of review? I was building out the shared spaces test and I am stuck with my destinations in pending. I created them Monday afternoon, so its been over 72 hours and they are still sitting at pending review on both publish and submission state.
Add test user account to release channel on app dashboardSign in to Oculus Home with test user accountDownload and run the appCreate a new build of the app in UnityRun the newly created .exeExpected: the entitlement check succeedsActual: the entitlement check fails with error OVR76444553It was working correctly until yesterday. The same thing happens with several user accounts. I have tried uninstalling and reinstalling the Oculus software.This is a CRITICAL problem which is preventing us from developing our app. Please help!!Attached: logs from OculusLogGatherer.
Hello,I'm currently trying tu use Normcore for a multiplayer game with Meta Avatar SDK.Is it possible to implement my Meta avatars with Eye and Face tracking with Normcore to a network (I'm using a Meta Quest Pro) ? Or should I use a different solution like Photon instead ?
Hi, I have been having a problem trying to get the username of a user in a Unity Quest app.I followed the instructions and filled the DUC to get access to the user's information. I also invited my dev account as a tester, and I was able to install the app within the Quest and pass the entitlement check. However, when I print out the username of my account it is always empty.I found that other people had the same problem, but they solved it by filling the DUC. However, I have already done that, and in the dashboard it says "Approved". I requested access to the UserID and UserProfile, and I am trying to get the data using the GetUser().DisplayName fuction in Unity.
Am working with oculus integration package with Unity and for some reason if you make the Camera Rig the child object and change the position of the parent object. The Camera Rig position changes as well but is different from the change in the parent position. Anyone knows why?
Hi, I'm trying to control spatial anchors. Loading cloud anchors or erasing local anchors works fine.But erasing action of saved cloud anchors always returns error. anybody else having this issue? This is my code: var option = new OVRSpatialAnchor.EraseOptions { Storage = OVRSpace.StorageLocation.Cloud }; loaded_anchor.Erase(option, (anchor, success) => {...} Error message:Anchor:AnchorFramework: Erasing anchor failed for anchor persistence! thanks!
Now i understand that if meta were able to do this they would drastically lose money but it’s a real pain for the 64gb users when they had to realise they can’t upgrade for a 128gb model, we should have an option to so then it’s equal and no one wants to go through the pain of selling or making other ways for money just to buy a new headset. We should be given an upgrade and at lease send back the 64gb model so they can use it for parts at least
I lost my keystore file it’s there a way to update it still
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Hello, i downloaded the Oculus unreal engine 4.24 (https://github.com/Oculus-VR/UnrealEngine/tree/4.24) for developing with the splash screens or loading screens in Oculus quest. But i have the lighting issue i cannot build lighting with that eror:5:01:07 PM: [Interface:CacheAllFiles] Failed to cache the executable: D:\UE4\OculusEngine\UnrealEngine\Engine\Binaries\Win64\UnrealLightmass.exe5:01:07 PM: [Job] AddTask: Rejected, cannot add a task to a running Please if someone knows how to fix if write.
Players from Russia reporting that my game is not available in their region even though it was previously available to them (they had purchased the game on AppLab). Not getting political. Those are just the players reporting the issue. Is anyone else experiencing anything like this?
Now I can't do anything it all just shows up in the grey pass through, I've tried double tapping the side, I've tried moving out of my boundary and seeing if I can reset it but nothing works and I think I just ruined my quest 2 please someone help me or let me know where to get a replacement because I still have warranty for it
Buenas quisiera arreglar una de las camaras de mis oculus quest, soy de Ecuador, guayaquil, saben si hay tecnicos que puedan arreglar esto?
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