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I am trying to implement functionality in a Unity app that navigates the user directly to the Reviews tab of the app’s page in the Meta Store.Attempts so far:- Using deep linking opens the Meta Store Info page instead of the Reviews tab.- Using Application.OpenURL() with #reviews appended to the URL also redirects to the Info page rather than the Reviews tab.I also tried the method listed here:Linking To An App's Store Page Review Tab | Meta Community Forums - 841949Is there a way to navigate users directly to the Reviews tab of a game’s store page from Unity App?
I'm new in Unity and VR Development. I was trying to implement passthrough by following this tutorial https://developers.meta.com/horizon/documentation/unity/unity-passthrough-tutorial/However as soon as I installed the Meta Core SDK via the package manager, I'm constantly receiving the following error about every 5 seconds. The error disappear if I remove the Meta Core SDK. I'm using Unity 6.2 (6000.2.2f1) on Ubuntu 22.04NullReferenceException: Object reference not set to an instance of an objectOVRProjectConfig..cctor () (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectConfig.cs:104)Rethrow as TypeInitializationException: The type initializer for 'OVRProjectConfig' threw an exception.OVRProjectSetupSettings.GetOculusProjectConfigAssetPath (System.Boolean refresh) (at ./Library/PackageCache/com.meta.xr.sdk.core@503a72ca5496/Editor/OVRProjectSetup/OVRProjectSetupSettings.cs:126)OVRProjectSetupSettings.GetProjectConfig (System.Boolean refresh, System.B
We have an Oculus game available on the store alongside a web portal designed to help users manage their account information.We're eager to provide users with the convenience of logging into our web portal using their Oculus account, ideally through some form of OAuth or Single Sign-On (SSO) mechanism.The primary resource I've come across regarding this integration is the documentation on "Account Linking".In essence, here's the flow:Our web portal initiates the user's redirection to the Meta SSO URL, which can be found at https://auth.oculus.com/sso/?redirect_uri=https://someloginuri.com/oa&organization_id=1234567812345678.The user agrees to link their account with our web portal.Following the agreement, the user is redirected back to our web portal, accompanied by encoded data we can leverage for authenticating the user within the Oculus API.The account linking process does indeed work, yet there's a recurring issue. Users are prompted to "CONNECT ACCOUNT" each time they visit th
I am using the OVRCanvasMeshRenderer script to display a curved canvas using OVROverlay. Using this for a spatial web browser, and OVROverlay provides the best visual clarity.Problem is that the canvas now displays over everything. I cannot figure out a way to mask the hands to display over the canvas. I read a few posts that suggested enabling XR Depth Submission, and this makes no difference. Is there an example of how to go about this anywhere?Using Meta SDK V 62 on Unity 2022.3.11
Hello everyone,I'm developing a native Android application (integrated with Unreal Engine) for the Meta Quest 3. My goal is to programmatically capture a still image from the passthrough camera using the standard Android Camera2 API.First, I want to emphasize that the standard, system-level Passthrough feature works perfectly in the headset. To be clear, I already have Passthrough enabled and working correctly inside my Unreal app. I can see the live camera feed, which confirms the basic functionality is there.My issue is specifically with capturing a still image programmatically. While my code executes without errors and saves a file, the resulting image is always completely black.I'm aware that this was a known limitation on older OS versions. However, I was under the impression this was resolved starting with software v67, based on the official documentation here:https://developers.meta.com/horizon/documentation/native/android/pca-native-documentationGiven that my headset is on a mu
is it going to be updated any time soon?, because the new update fixed some issues, but still uses UE 5.5
We’re planning to develop an Android social media app that can handle a large number of users as it grows. The app will include features like user profiles, real-time messaging, image/video uploads, news feed, notifications, and possibly live streaming in the future.With these requirements in mind, which tools, frameworks, and backend technologies would you recommend specifically for Android app development to ensure scalability, performance, and maintainability?If you could share your personal experience—such as challenges you faced or tech stack choices that worked well—that would be incredibly helpful.Thanks in advance!
I recently moved countries, so I need to move my account to the new country. I have spoken to Meta about this and they say I can't move my account to the new country. As an alternative I suggested I could set up an account in the new country and then move the apps to the new company. Sadly they said it isn't possible to move apps between companies.Has anybody else been in this situation? What did you do?
Is it possible to map for example thumb stick from xbox controller onto quest 3 touch controller? Or maybe emulate input for touch controller.
Hi Guys, 2 days ago i was able to have my Barrier up and working and yet still not appearing in videos...What Changed?Why is my barrier appearing in my videos now?
Hello everyone,I am a developer for a VR game and we've received multiple user reports about a critical issue. Our game appears to be causing the Meta Quest headset to freeze and become completely unresponsive. Below is a user review that describes the problem:"I would give it 5 stars, but it broke my headset. My game froze and I couldn't shut my headset off, press any buttons without them not working, I couldn't even open up to the boot screen. This game is awesome but it breaks your headset. I held my power button for 5 minutes and it did nothing. Eventually my headset restarted and it started working again but I definitely would not recommend playing this game until this issue is fixed. Edit: This is a reply to the developer response. My game froze as I was coming out of the giant room after going through the portal with the key. I could not do anything and if I moved my head, that frame would move around creating a VERY nauseating experience. No buttons worked at all including the
Hello! I've been using MQDH with Quest2 for almost a year now and they used to work perfectly fine, but since a few days ago, every time I connect my Quest 2 via Link Cable, it is detected and shown as below: However, if I try to issue any command whatsoever, be it a push, install, reconnect, etc, it turns offline. This can be seen by simply opening the Meta Quest Developer Hub. It initially appears as following: But as soon as one of those commands "finishes" (they always fail), this is the screen I'm left with. I have tried issuing `adb reconnect offline`, which simply makes the device completely vanish from the devices list. Needing a reboot of the device (and a unplug/plug of the USB cable) for it to reappear. I have tried deleting the adb keys and re-authorizing; rebooting the adb server; disabling and re-enabling the developer mode; factory resetting the Quest 2; disabling Oculus Air Link; changing which adb version to use; clean reinstall of Windows;&n
Hello!I recently upgraded from Quest 2 to Quest 3.But my MQDH Custom Buttons to grab logs & bugreport don't work anymore.I don't seem to have any permissions on the headset via `adb`I can see the device with `adb devices`;I can shell into the device with `adb shell`But whenever I tried to pull a file or use `cat` I get a permission denied error on all the files in mysdcard/Android/ ... folders. Any advice would be much appreciated! Joel
HiI’m developing a unity app that uses an hdmi capture card connected to the quest 3 usb-c port. All was working well until 2 days ago when my quest updated from v74 to v76, and now no matter what permissions I set in my android manifest, access to the connected camera is immediately denied and I am no longer prompted at startup to allow USB Video. This was working until the update to v76. How can I resolve this permission issue? Is this a v76 bug?
Hi all. So recently the oculus store app page has been re-designed. It used to be an all-in-one type page. If you'd like to send the user to your review page you simply sent the user to your app page since everything was there, including the review. With the new design the Review is on a tab on the left-hand side. Previously to send the user to the app store page you could fire an intent with the app id of the desired app. How can this be done now to send them to the review tab? Is there a new parameter that needs to be sent with the intent to open the review tab?This is how the app store page was opened previously, assuming Unity. (This still works but does not send you to the new review tab) void OpenOculusStorePDPAndroid(string targetAppID) { AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject p
I have this issue when integrating Meta Horizon Billing Compatibility SDK into my 2D android app. The returned BillingResponseCode is always DEVELOPER_ERROR after the BillingClient initialization and calling startConnection on the initializatied BillingClient. Anyone who give me a hint would be appreciated.
If I turn head left-rigth - virtual gun is shifting relatively controller.it's impossible to make aiming points same in real and vitrual gun.see attached video and objects hierarchyp.s. I'm using Gun Stock. hierarchyturn head rightturn head left
Hello Meta Devs,I want to suggest a new Application to be made for the upcoming Ray-Ban Meta Glasses, it could help a lot of busy people at work or while being mobile by driving cars, E-Scooters and etc. or very busy people in business. My idea is a "Notes App" which would be speech to text conversion meaning by talking the App would save the spoken text in a text file called "Notes - example." It could be started simply with a voice command to the Meta assistent like "Hey Meta make a note for me".Personally I am a forgettable person so usually I forget a thing or two by doing some kind of work so I have to write my self a notice on paper every time not to forget things. That said, having that App installed on a wearable like Ray-Ban Glasses would help making my life easier.What do you think about my idea?With kind regards.-Selmir_VR
"AR Image Tracking" in oculus quest 3 how can I do that is there any ways or is it even possible?
I started developing for Quest3 but I'm stuck and not making much progress...So far, I've got pass-through working and added collision detection to the scanned room model.Next, I want to bring the scanned 3D model into a Unity scene so I can edit it, but I'm stuck because I don't know how to do it...Any ideas on how to make this work, or even a little advice, would really help.
I'm working on a social media app and want to create a feed that keeps users engaged without overwhelming them. What design principles or features have you found effective for making feeds both intuitive and addictive?How do you balance content variety and relevance?Do you use algorithms or manual curation?How do you handle ads or sponsored content without disrupting the experience?Any UI/UX tips or examples that worked well?Would love to hear your insights!
I just got a Quest 3 yesterday and it's my first VR headset ever. I think I've set it up correctly (ran the Meta play space setup and linked to my PC and did the SteamVR room setup as well), but after I set my headset down on my desk to take a short break it hasn't really been calibrating my height correctly. I keep starting games with in-game bodies at a crouching height.I started by re-centering in the SteamVR menu, but it only makes things worse and puts my head in a weirder spot. Then I re-ran the SteamVR room setup, but it still consistently happens. Am I doing something wrong? What's the easiest way to fix this?
Hi!We have almost all the Oculus Data Use Checkup permissions, and we can't tell why we can't create a public matchmaking room any more (We realise it's being discontinued, but our games have used it for a long time) This is the error we get : (error_subcode 1891537)[OculusMatchMaker] Received create matchmaking room Error: [{"error":{"message":"This call accesses the Matchmaking platform feature, which requires certifying through the Oculus Data Use Checkup program. Please visit this page for more detail: https:\/\/developer.oculus.com\/distribute\/publish-data-use\/. If you have already completed a Data Use Checkup, please ensure that all compliance issues are resolved by visiting the Compliance Dashboard: https:\/\/developer.oculus.com\/resources\/publish-compliance-dashboard\/.","type":"OCApiException","code":10,"error_data":{},"error_subcode":1891537,"fbtrace_id":"A2Tbh26mzIjIhIoO0Q8isJl"}}] It seems to indicate we need new permissions but we have a-lot and can't see any
I have a 3D game object, Player that is grabbed and moved by hand or controller (ISDK). When it enters a specific game object, RestrictedZone, it should freeze not to move in. Movement of hand or controller should not cause the object to enter. But can be taken out of this region and moved. I tried several ways nothing worked as it’s grabbed and moved with button press. any help is appreciated.
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