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What I’ve done: •Sent an invitation using an email address from the release channel on the meta.developers dashboard.•Opened the link in the email I received to approve the invitation.•Received the message:“Sorry, something went wrong.We’re working on getting this fixed as soon as we can.”I can’t approve the invitation, and as a result, I can’t select the release channel or build. Why can’t the invitation be approved?Is there anything I can do on my end?When will this be resolved?I want it to be fixed as soon as possible for development. Let me know if you’d like to adjust any part of the translation!
so this is weird. even on the home screen of quest 2 i will teleport for lack of better terms. basically if i have my settings open or anything and im standing completely still, i will teleport in the world. like i’ll randomly get super close to my settings menu or farther away. this is after i cleared the guardian and redrew my boundary. it even did it as i was drawing a boundary. what could this be? in game it does the same thing, my in game body will move for no reason at all, very jerkily and ill be moved a few inches from where i was.
Coding Help Hello everyone, I'm working on a PC VR multiplayer experience where the PC acts as the server/host character, and the VR players are clients. I'm using Unity's Netcode for GameObjects (NGO) for networking.Here's my setup and issue:Setup:The PC is the host and the VR players are clients.I have a custom scene management script here:Custom scene manager script All core game objects (Network Manager, Meta Networked Avatars, Scene Manager, an object spawner that is just a gimmick to drop little cubes), VR Rig, Players, Arduino manager(I'm using Uduino I'm fairly certain this is not the issue)) are set to Do Not Destroy On Load.Scene Management is enabled on the Network Manager.All network game objects in the second scene (indexed as Scene 1) are registered in the Network Prefab List in the Network Manager.The Problem:When I switch scenes (from the initial scene to Scene 1), the network objects don't sync properly:In the Editor (PC host), I only see
I have just received the email from Meta saying I should be updating my metadata for my game, including updating the search keyword, but the developer webpage does not allow app lab apps to add keywords. Any other app lab developer also run into that issue?
Hello fellow developers,I wanted to bring attention to an important issue that I’ve encountered since the merging of the stores, which I believe might be affecting more than just my app. After releasing an update to my app with the new metadata, I noticed a sharp decline in searchability—users can now only find my app by searching the exact name, whereas previously relevant keywords worked well in the search.I've been in communication with Meta's Developer Support team, who have acknowledged the issue and are working on it internally. However, I felt it was important to raise this in the community because this may be affecting other developers, particularly those who rely on searchability for discoverability and revenue.Here’s the situation:Only exact-name searches return my app in search results, despite all keywords being properly entered and compliant with guidelines.This issue arose immediately following the 5th August launch of the Meta Horizon Store.Meta is aware of the problem b
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed.But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)
My email and two-factor codes (both from SMS and authentication app) are not working when I try to login to my admin account. I tried creating a new password but it also won't let me login. Would appreciate any help.
Please can somebody buy into the Splinter Cell and Thief franchise?! Can you imagine dragging bodies into dark corners, hearing the night vision sound? Also: if you are reading this, put an extra feature. Your breathing tips off near by guards! I have also loved dark and mysterious games that are stealth related and require you to THINK! Puzzle based and crouching. Also on splinter cell when you climb upside down figure out a way to make the transaction seem less. Thanks!
Development for all Meta platforms in Unity 6000 is broken, because of the Unity OculusXR Plugin.=========================================================================================== Version 4.2.0 of the OculusXR Plugin has a minimum version of Unity 2023.2. In Unity 6000.0.x (tested up to 9) it is non-functional. Head tracking is broken. Hand tracking is broken. Exceptions are thrown all over the place. The Unity OculusXR Plugin has not been updated since January, and it is now July, and we're on a whole different number system for the Unity Editor now.This defect is trivially easy to reproduce. Install Unity 6000.0.9. Create a new project based on the Universal Render Pipeline. Put a cube or something in conspicuous locations and delete the camera. Install the latest Meta All-In-One SDK. Install Unity OculusXR plugin v4.2.0. Then go to building blocks and put a camera rig and hand tracking in the scene.
I wanted to make an object's collider pokeable from any direction via PokeInteractable, but I had a really hard time figuring out how to do it (mostly because the Unity Meta XR API is hard to find and impossible to navigate).I finally figured it out, so I'm posting it here for the next person who's having trouble with it:PokeInteractable wants an ISurfacePatch rather than an ISurface, which is really confusing because the class names for both are just "FooSurface"; e.g. "SphereSurface" is an ISurface, but "CircleSurface" is an ISurfacePatch!So, you've added a ColliderSurface with a reference to your object's collider, but it won't let you drag that into the "Surface Patch" slot on PokeInteractable. The solution is that you have to roll your own ColliderSurfacePatch, but fortunately that's really easy to do. Here it is:using Oculus.Interaction.Surfaces; using UnityEngine; public class ColliderSurfacePatch : MonoBehaviour, ISurfacePatch { public ColliderSurface surface; public ISurfa
Hi All,Recently bough the Q3, for some reasoning using either Sidequest or Meta’s MQDH, when trying to upload APK’s to my Q3 headset I can’t get the authorization pop up to appear in my headset.I’ve rebooted several times, headset and PC and once in about 10 attempt the prompt appears, most times it does not any suggestions?Error messages I seeMQDH = “Unauthorized”Thanks,Vanzlooking for this to appear in Q3 headset,
Hi thereI wonder if meta quest 3 can help patients with glaucoma in daily life like going out for a walk or to the store?
I am using Meta XR All-in-One SDK to develop a Quest app. The SDK version used is v68.0.1. The following window always pops up whenever I open the Unity project or hit the 'Play' button in Unity Editor to debug. When I follow the instructions to "Meta XR > Telemetry", there is no response when I click the checkbox. This does not affect any other functionalities but is pretty annoying. I would greatly appreciate it if someone could take a look at it. I am on a clean project in Unity 2021.3.33f1 without any other plugins, and I disabled Unity Connect.
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard.If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.
Hi,around march/april 2024 we were able to implement the support of both Hands & Controllers simultaneously, using the Meta OpenXR API. Our app is written in C++ and runs in PCVR (Quest Meta Link PC). We are using a Meta Quest Pro headset (3, actually, one for us, two for the client). Back then Meta VR software was either v62 or v63.I recorded this video as a proof that it did work : https://www.youtube.com/watch?v=NHGjfHEtBgsThe use case is that we need the user to manipulate a real luggage and see it in the VR. It worked indeed for a couple of months, at our client's facility, with more than half a hundred different users.Our code relies on xrResumeSimultaneousHandsAndControllersTrackingMETA / SXRE_META_DetachedControllers / ... based on the OpenXR API provided by Meta (I can profide more code if needed).Our problem :The project is now reactivated and I updated both the PC and the headset to v69.And it turns out, the simultaneous support of both hands and controllers doesn't work
Hello everybody,I am trying to create a VR scene in which the player should assemble a component building with different pieces, according to instructions.I am using the SnapInteractor/SnapInteractable logic, but once I have assembled the first two pieces I want to make them work like they are one piece.I want to grab them by one piece or another, dividing them only using two hands.At the moment, if I grab the Interactable piece they work like one, if I grab the Interactor piece it separates itself from the Interactable.Does it exist something to use for this purpose?
I am getting the issue in unity 2023 and when i am building and launching the app directly by selecting build and run in unity with sdk set to 33 it launches perfectly. But when i am uploading it to the hub it says the minimum requirement is 32. So when i switch to sdk 32 then the build fails as some require sdk 33 for compilation. Any solution for this ? I am using Firebase and open xr.
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