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Hi,I am trying to test my subscriptions but keep receiving this error.MessageGraphQL server responded with error 1891828: We are unable to complete your purchase at this moment. Please try again later or contact our customer support team for assistance.Error Code1891828Trace IDCDgYZlWUyXc I have tried purchasing with the test user on the Horizon app, and also through developer.oculus.com.I have tried to purchase the subscription on 2 separate testing accounts and with 2 different testing credit cards. One from the documentation ending in 2927, and the other testing card from developer.oculus.com that ends in 1111.It's been 4 business days since I moved the subscription from unpublished to published.Thank you.
Hello, I'm trying to use Unity UI Scroll with UIButtons inside, but i can't get em to work with the controllers, but its working fine with hands gesture. The problem is with the sensitivity of the button to unselect, like if I can hold the controller without shaking its possible to selected but the normal use, the simple act of pressing the controller you move a little and the MetaQuest only registe the scroll movement and not the click.
Hi everyone,I recently completed Business Verification for my app on May 10, 2024. However, the status for App Access Verification still shows as "Unverified." My app does not request any sensitive permissions or use APIs that require special scrutiny (such as pages_manage_ads or catalog_management).Additionally, I have the highest level of control over the app, so I don't believe this is a permissions issue with my account. Also, my app has not yet obtained Advanced Access permissions.Has anyone else encountered this issue where their app stays "Unverified" despite not needing sensitive permissions? I would appreciate any insights on how to proceed or get this status resolved.Thanks in advance for your help! app ID: 910141316726848
Hello, I am developing an application for a teaching setting where multiple students would enter a multiplayer session and ideally the teacher sets this up in advance. However, often the users have never used the headsets before meaning that it become challenging to even find the application on the device and even more to enter the multiplayer session in the corresponding app. That is why I wanted to ask if there are ways to automatically launch an application on multiple devices originated from a command of the teacher. This command can either come from a desktop application meaning I would develop it and then the students devices are registered there or ideally it comes directly from the application and the teacher can just launch the headsets from there. moreover, it would be also great if the students headsets automatically join the multiplayer room as soon as they are in the application. Any ideas how I could do that in unity? I am looking forward to some ideas!
I was just wondering, will Meta Orion resolve different types of presbyopia issues?
I've only had my Oculus 2 a few months and have used it minimally but have played Poker VR (NOT Pokerstars VR aka Vegas infinate) a lot. One day, it just would not go past the loading screen...that is, the screen that shows the two controllers with the word "Loading..." under it. I've spent hours troubleshooting...changing all kinds of settings. Yes, I have uninstalled and reinstalled several times. Prior to today, the game hung as described above BUT I could kind of tell I was in the lobby because I heard the sound when I opened the in-game menu...I just couldn't see it.The other day, I learned how to clear the cache. I tried several variations like clearing during the game loading and with game uninstalled. The only difference now is when I am stuck on the load screen, I can also hear the music.I finally had enough and did a factory reset. Installed Poker VR and the same issue. Tried changing the WiFi connection as one suggested and tried a random Avatar as another suggested. The Wif
As stated in the title, if the VR app is going to be going out first as an Early Access flagged, then it does it still need to go through VRC compliance and pass? Thanks!
Hello everyone,I am developing a Meta Quest app using Avatar SDK 24.0 and Photon Fusion. Yesterday, Meta updated the avatars, and they now only work with the new SDK. Unfortunately, the building blocks I am using rely on the old SDK, but I really need to switch to the new one because it's crucial for my app that players can change their appearance.Could someone help me configure the new Avatar SDK with Photon Fusion?
Hi, everyone!I am developing a VR application and wanted to try using the new Immersive Debugger to see Console logs. I followed the Meta usage guide and built the app, but the debugger didn't show up. I can see the dots on the plane where the debugger should be, and I can even interact with them (the pointer changes), so the debugger is there, it's just invisible.The development build check is on. Unity version 2022.3.45Has anyone faced a similar issue? Maybe you have some ideas on what could possibly resolve this?
Hi, We are facing an issue where the UI TextMesh Pro dropdown interaction is not working, but other UI elements are functioning correctly. Consider the following scenarios: Scenario 1: We have a screen space overlay canvas that is converted into a world space canvas at runtime. Methods used for UI interaction: Ray interaction. Collider surface for interaction. In this scenario, the UI dropdown is not working. Scenario 2: We have a direct world space canvas, and using the same methods, the interaction works fine.Please help us to resolve this issue.FYI - we are using the meta sdk version 65.0.0 Thanks in advance.
Meta XR Core SDK: 68.0.2Unity Version: 2021.3.41OVRPlugin.cs is not correctly compiling for scenario where XR is not supported. The references are unresolved because WebGL does not support OVR and OVRPLUGIN_UNSUPPORTED_PLATFORM is true. When building for WebGL platform I get these errors:- OVRPlugin.cs(5389,9): error CS0103: The name 'pose' does not exist in the current context,- OVRPlugin.cs(5390,9): error CS0177: The out parameter 'result' must be assigned to before control leaves the current method
HiI'm developing a PC VR app with the Oculus integration for Unity. In this app, the virtual space should should align to the physical space.-The documentation states that one should use the "stage tracking space" when creating apps like this to keep the view re-centering function from messing with the alignment.https://developer.oculus.com/documentation/unity/unity-ovrboundary/-On the OVRManager, I've set "TrackingOriginType" to "Stage" and disabled the "AllowRecenter" option.In an Android build, it seems to have the effect which is described in the documentation. But in the Editor or in a Desktop build with the Quest2 in Link mode, the view/alignment still resets when re-centering manually or after the headset was taken off for a few seconds.-Are those options only supported on Android Quest builds or am I missing something?Would there be an alternative way to keep the virtual world aligned with the physical one?
The new "3 tiny screens" layout on my Quest 2 is awful for me personally and I'd like to be able to go back to the previous layout mode. Instead of having my big home screen, I now have a tiny version sitting very close to my face (if I reach out with a controller, my hand goes right through the screen). Text is small and hard to read (I'm old - it happens), and if I need to enter data with the virtual keyboard I have to contort my wrist (with carpal tunnel) at extreme angles to type rather than the gentler pointing I could do with the large keyboard that was farther away. Sure, I can make any given screen larger for a brief while, but there's no way to make it stick. Some people may love the new layout (although I can't imagine why) but please give the rest of us the ability to select the old layout. This unwanted change has really damaged my Quest experience.
Hi there:I'm excited to try the Meta Spatial Editor. I got it to install just fine in Mac but am receiving an error in Windows. Specifically, "This application requires the Windows App Runtime Verion 1.5." (see attached). I've gone to the link, installed 1.5 and 1.6. I still receive this error. I'm not sure if anyone else is experiencing this. Any help is gratefully appreciated!
Hi
0I am developing a mixed reality application in Unity using the XR All-in-One plugin from the Unity Store with a target device being the Quest 3. I've successfully integrated the RigCamera, Hands, and Controllers tracking, as well as enabled passthrough using BuildingBlocks. However, I'm experiencing a noticeable delay in the passthrough feed from the real world — about half a second — while the virtual world interactions remain at full speed, causing a mismatch between the two.Steps I've taken so far:Ensured all configurations in 'Project Settings -> Meta XR' are correct.Updated the project settings for Android build.Tested with Unity version 2022.3.20f1 LTS, as recommended by Meta.Enabled passthrough in the Oculus properties appI've also recorded a video demonstrating the issue. You can see how the virtual hands or/and controller react immediately when I move in the real world. However, the passthrough is really slow, causing this mismatch I have been talking about.
It's been almost three weeks since I submitted my organization verification for meta. On the verification page it says that it should only take two days. The game that I made got approved, but it's not visible without the verification.
I'm trying to find the most comfortable flow to iterate on an app. What type of setups and strategies do you guys use to make it all less painful? I got accustomed to using Virtual Desktop + Unity where you can code and launch without having to remove the headset. Virtual Desktop does not appear to be capable of context switching w/ Android Studios, on top of the fact that Quest Pro 2 is now discontinued means that I am now forced to constantly deal with scalp thrashing from taking the headset off and on again. Should I go with the Bosworth strat and just go bald?
Hi guys, could someone help me? I'm making an online game. When testing on quest2, it was found that on the V35 system, it can be connected through the Internet (TCP protocol). However, on the V56 system, it cannot be connected through the Internet (TCP protocol). The error message "Client Recv: failed to connect to ip=34.86.33.208 port=9000 reason=System.Net.Sockets.SocketException (0x80004005): Access denied" will appear. Is it because I set something wrong? Could you share a similar experience? Thank you so much.
Update: I've solved this by using a different vr template (https://github.com/Resistance-Studio/UnityVRTemplate)My end goal is just to get my project working, but I can't even get networking to work on an empty vr project. I can create connections just fine when I'm running in the editor or running on the headset through the editor, but a soon as I try to build to an apk and load that onto the headset, I get "Access Denied" no matter what I do.The code I'm testing: public class UnityThread : MonoBehaviour { void Start() { Debug.Log("A"); Socket testSocket = new(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Debug.Log("B"); } void Update() {} } Everything I've tried so far:UdpClient testClient = new EdpClient(12345);Socket testSocket = new(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);Permission.HasUserAuthorizedPermission();Permission.RequestUserPermission();creating an empty vr template projectusing AARs to add d
Hi, Developers!We are conducting a survey to gather insights on software quality factors in VR applications. The aim is to create a model that captures the key aspects influencing the quality of VR software from developers' or users' perspective.The questionnaire will take 5-7 minutes to complete. All responses will be anonymous, and the data will only be used for research purposes.Participate Here:https://forms.gle/cdvEaiyTvcFbJucN9Thank you for your time and valuable insights. Your participation will greatly contribute to improving the development of VR software!
This looks like a bug (but perhaps it's something that was done for a better streaming experience.) HMDMount/HMDUnmount notifications don't occur when casting. Querying the UnityEngine.XR.InputDevice API behaves as expected for the CommonUsages.userPresence query, but always returns true when casting, even with the headset off for a significant time. Ditto with the OVRPlugin.userPresent property queries.For some applications, a safety warning notice needs to appear, followed by explicit user agreement, when it's likely that a user has passed on the headset. However, when casting, this cannot be done.Is there any other way to get this information - assuming the always-true result is intentional - short of directly querying the Android OS's proximity sensor API via plugin?Any info greatly appreciated.
I have enabled 2fa on my facebook account. Now my mobile got formatted due to some issue and lost authenticator app. Now when I am trying to login it's asking 6 digit code. How can I login now. I am not able to see "I lost my mobile" option when trying to login with other recovery method. All other recovery options are finally asking 6 digit code.
Can we get some more r&b and please plenty of Chris Brown packs for beat saber I promise I’ll buy every Chris Brown song yall add
Hello, how should we be implementing a movement vignette to reduce optical flow? My project is for Meta Quest 3 and I am using the Meta Unreal Engine fork. Post processing vignette's aren't an option because they require HDR, and transparent mesh infront of the camera seems like a bad idea due to rendering cost...
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