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My phone updated and uninstalled my app. When I reinstalled it, it was no longer connected to my headset. I can’t remember my pin and to reset it, it’s saying it has to connect to my app. The app needs the pin to connect. It’s just sending me in a circle.
Hi, I'm developing an app for Oculus and I need to use full body tracking. I've tested it with the link and it works, but when I build the app and transfer it to the glasses it stops working. Can it only be used with the link? Thank you.
I set rigidbody,box collider,hand grab interactable,grabbable,interactable group view and interactable debug visual to a cube. When my hand reaches the cube and grab it, the color of the cube changes, meaning that the cube has detected grabbing behaviour correctly. However, the cube cannot move. The newest integration version has no grabbable variable in HandGrabInteractable, so the Grabbable component is not referenced and useless. Probably it's wrong. How can I fix this? (In the old version, you can drag Grabbable component to the corresponding variable in HandGrabInteractable and the cube moves when being grabbed.
I connect oculus quest 2 device with unity with cable. Objects are constantly flickering after running the scene. On stage, it also strains the eyes. Can't find the reason, can you help? we are connecting oculus quest 2 device with cable. In Unity, we make android application settings . When we operate, fluctuations occur. When we look at the home screen of the device, there are also some fluctuations there. Could we be doing something wrong with this?
My FB login for my developer account is no longer working and the horizon account is not allowing login either. These accounts are also not showing as developer accounts anymore on the mobile app. Created a new meta account using old Oculus email to see if that would work and it is also not showing as a developer account. This should not be this hard, I need a functioning developer login connected to my organization that is not my FB account. Help please
We are trying to make a shared space game using shared anchors but 50% of the anchors after some time looses position and start matching face position..... I'm the only one with this problem? there is a solution?I am now desperate
Hi All, We have submitted a Quest app to the Oculus store. We have managed the FPS 72 and followed all the Virtual Reality checks but our app is in App Lab.Can anyone Please let me know the reason why our app is in App Lab?Thank you.
Hi,We have uploaded a new build to the RC channel of one of our live apps, but it has been stuck on "Running Malware Review Test" since Friday. I have attached a screenshot below:I hoped this was just a visual bug but when trying to push it to the Production channel, this is not deploying live onto any headsets. I have seen online that this issue (being stuck in testing state) appears to occur randomly. Examples:https://forums.oculusvr.com/t5/Developer-Dashboard/Test-State-Stuck-On-Running-for-Store-Channal/td-...https://forums.oculusvr.com/t5/Developer-Dashboard/Uploaded-builds-can-t-get-past-quot-Running-quot/...https://forums.oculusvr.com/t5/Tool-Feedback/Stuck-at-uploading-build-Oculus-Developer-Hub/td-p/9492...Anyone experiencing this at the moment, or has any past experience to share? I have opened a support ticket with Meta but no answer yet. On that front, it seems the list of topic you can create support tickets for has been reduced and there isn't any "release/store supp
It shows on the documentation page of system requirements that if we're using Mac OS x86, architecture is needed. Can we work around that by using Rosetta translation?Also, can the be run on an Android phone emulator (even if it won't look good and won't be much helpful), I just want to know if it is possible in theory.
I'm having this problem for three days in a row now.When I'm trying to turn the dev mode on, a message appears that says "We're having a problem loading this. Please try again".I have no idea why this issue happens. Couldn't found a solution yet!
I'm working on a project for school where we have to alter the viewers height to see the result, the goal is to make it unrealistic. I can't seem to find a way to do this though. I tried switching of "use profile data" in the OVR Player Controller (script) tab, but I still cannot set a height, it keeps taking the real height of my HMD (oculus rift). How can I alter the height of my camera by pressing a button on my controller?
The games I play in VR are Murder Mystery 4, Magic Freeze Tag, & Prison Escape where not even an hour has gone by in the round and I lag then crash where I'm taken to my home world and have to go back into the next game where it repeats all over again. is there a possible solution to this issue? I've seen some people freeze and then disappear mid-game.
I have been a loong time using this code, and everything worked fine, but now suddenly its not working i haven't changed anything and now it says there is an invalid parameter??Whats happening maybe oculus has changed it?What should i do i need this verification to still working"{"error": {"message": "Invalid parameter", "type": "OAuthException", "code":100, "error_subcode": 1891224, "fbtrace_id":"AMQlra4U4veObJMwicgyXMS" }}"
I just updated ODH 2.1.1 and after connecting my Oculus device, the Performance analyzer is not able to collect performance data. The device is connected normally Using perfetto can be collected normally, but the frame per second index of the app cannot be collected How should I investigate the cause?
Clicks like these become tedious as a dev and I don't see a reason why deny gets a remember option but allow doesn't 🙃
Being able to use Oculus Link to do live debugging would be very convenient, but there's a problem. Oculus Link only supports Windows, and I use Linux. So are there any other options for debugging in the Unity editor while running the game on my Quest? (Or at least streaming to it?) My game makes heavy use of hand and eye tracking, so I'm very limited in what functionality I can test just by running it in the editor normally.
Received the email to redeem Beat Saber that come with purchase the Quest 2. Click on redeem but it shows “Unable to load. Please try again later”. I have been trying so many times so many times but still unable to load. The offer expires on 12/17/2022. Need a solution.
It's been over a month without any solutions from Meta. Headset, mobile app and Meta Dev hub all updated today. CAN SOMEONE PLEASE ASSIST, IT'S BEEN MOVER A MONTH!
I am using photonnetwork.Instantiate to spawn a prefab called VRPlayer. when only one VRPlayer is in the room, it works fine, it can move around and look around. but when two VRPlayer are in the room. both VRPlayer cant look around, the camera just fix in one direction but can move around. Someone please help!
I have read all terms and conditions. I am eligible. Please add me. I have so many hours in the meta verse. Please check my account to at least verify.
For OVR passthrough, what determines the worldspace "forward" direction? I'm working on a mixed reality multiplayer app and I need to, therefore, have all headsets calibrated to the same worldspace origin and forward direction.I've calibrated the same space on both headsets, even setting up the walls in the exact same order each time. Even then, one headset sets forward as towards my wall, the other towards my desk.In the included screenshot, the red line shows where universal forward is pointing. I want it to face away from my desk, not the wall. I can't seem to change it under my own control and is determined at roomscale setup?
Hi Meta Community,Trying to figure out if sales in the Oculus Developer Dashboard are based on the date of the actual sale or if there is a delay.For example, if someone actually purchases an app on December 1st, 2022. Would this sale show up in daily sales for December 1st, 2022 or is there a delay for processing?Thanks for any information.
Hello everyone,I'm building an app that 2 person with 2 headset could manage the same virtual object in mixed reality with passthrough and the 2 person are local so the object have to be align and in the right place in real world.The main issue I have right now is that I need the object be in same position referred to the real world because the user are in the same real room in passhtrough.I thought to use Spatial Anchor but I have to do that sharable trough device, it could be possible? Someone have tips or my way to think it's completely wrong?
How can I realize the content in the picture? Hand grip controller model. I didn't find the hand-grip controller model in the OculusInteractionPackage.
I am working on my first Unity Oculus App. I have submitted multiple builds and it keeps getting rejected with reason "The FPS is below 60". I went through all of the settings and optimized the app and when I test it, it stays at 70-72 FPS the entire game. I resubmitted the app and it's "In Review" but I haven't received a response for 3 days. Normally I get the rejection the next day. This seems like a good sign (not quickly rejected), but I'm wondering why the much longer delay in finishing review. Is this normal? I know the website says 1-2 weeks, but I think that's their safe buffer timeframe since I've always heard back the next day. Is there a way to contact the App Review team to make sure the app isn't stuck/lost? Thanks!
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