General VR & MR Development
Recently active
The Wishlist feature is kinda useless right now and really should make a notification on your phone when games from it go on sale. PS: Is this the wrong category?
Hi Meta Support,I’m writing to seek urgent assistance regarding my Instagram business account, which was disabled on August 24th, 2024. This account has been an essential part of my business for the past three years, and losing access to it has severely impacted my livelihood.I received a message from Instagram stating that my account was disabled for allegedly selling or promoting counterfeit goods. This claim is entirely false. I have never engaged in any activity that violates Instagram’s policies, and I take great care to ensure my business operates with integrity.I have already submitted an appeal, but I was informed that Instagram still believes the account was used for prohibited activities. This is incredibly unfair, especially considering the account’s long history of compliance and the fact that I was in the process of obtaining my LLC to further legitimize my business.To make matters worse, I have found no clear way to contact Instagram support directly to resolve this issue
I am building a custom training app for a client and looking for the best way to launch this on Quest headsets globally. Do business apps get approved if I upload it to the Quest store or is there a better way to approach this? Links, recommendations and documentation welcome! I can't find anything online at the momennt
If I could improve one thing about my VR setup, I wouldn't choose a new PC or googles - I would choose a bigger room 😛 But that's hard to organise, so what games can you recommend that are NOT seated but designed for a small room?
We all have that one VR moment that left us speechless or completely hooked. What’s yours? Whether it’s a game, a feature, or something unexpected, I’d love to hear about what’s got you coming back for more!
A few months ago my Oculus Quest 2 stopped connecting to the internet. It will let me put in the password then it will load for a while then shows up with a message that says "failed to obtain IP". I have tried restarting it and factory reseting it. Nothing has worked so far. I had to connect it to my personal hot spot just set it back up. If there is anything I can do to fix this. Please don't tell me to go to the Meta Quest Wifi troubleshooting page. I have tried everything there and nothing has worked.
So i've been searching and don`t find how consumable purchases exactly works, i saw on this post that the user could't purchase another consumable if it was not consume (which is what i want to our project) but in the same post someone link a documentation url that is shutted down (so i could't chek it)Can you buy multiple consumables? When you buy one consumable on the store, can you buy more? Is it limited to 1 consumable or is it even posible to configure that on the Add-ons window on the developer dashboard?On the dashboard i can only set the name, the type (consumable or durable), the show in store option, and then the price and the metadata, but nothing about quantities or adjustments on consumables.
If I use the passthrough feature of the Meta Quest 3 along with AR Foundation and the Meta XR All-in-One SDK, is it possible to perform image tracking on images viewed through passthrough?As far as I know, this is not possible because the Quest 3's camera lacks image processing capabilities.
My son build his own VR game called Monkey Adventure and after weeks of building, testing, building and testing again with friends in private with APK builds he's ready to publish his game into the Meta Quest store and bring it to the public. After days of struggling filling the game, he get's stuck at the verification part. Is there a developer path designated for enthousiast kids he can take to make this happen, as he has no developer license (he's 10 years old) or business license at this point. If not, there should be in my humble opinion as these young folks are the future and are very talented and eager to learn at younger age. Thanks in advance!
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 12th, 2024.Updates:The Platform Abuse Policy has been updated. Please review it so you understand our new rules to prevent platform abuse.The Multiplayer topic Destinations Overview has been rewritten for clarity and updated with new guidance (Unity, Native, Unreal).The topic Getting Started with Webhooks has been updated with a new table for the order_status event. This event is sent to your server when a user has completed a purchase for any add-on content, or if any existing add-on purchase has been updated (Unity, Native, Unreal).The Add-ons topic Add-ons Integration has been updated with a new best practice: Don’t hardcode your app’s price into your app. Instead we recommend that you use the localized price returned by the API endpoint (Unity, Native, Unreal).The Meta XR Simulator getting started topic Simulate a VR Environment with Meta XR Simulator has been rewritte
Hello, I work for UbiSim, a nursing VR application on AppLab. We typically send our clients release channel invites via the https://developer.oculus.com/ page. Recently, I've noticed that there is a new field in which we are required to select 'Consumer' or 'Business' before the release channel can be created: Am I right in assuming that we can select 'Business' if the client is using a device manager such as Meta Quest for Business, Arbor XR, etc.? Or, what would be the difference between the two?My other question is more about giving our employees access to the developer page. Are users required to have already paired their Meta Quest headset with a Meta account before they can have access to the developer page? Or, can they just have access with only the Meta account and aren't required to set up a headset? Thank you, and let me know if I should be reaching out elsewhere about this.
Hi! I made an IAP for my game engine, and when I test the game engine it says it says it costs $0.01, however I set it to $9.99 on the dashboard.I thought maybe changing the price to $8.99 and then back to $9.99 might fix it, but now when I press the save button this happens:
I'm trying learn about WebXR and I'm finding that my library of choice isn't playing well in the Meta Browswer, locking at about 30 FPS. Now, I see 60 FPS on the desktop with Chrome and I know that's because Chrome is locked in a vsync. I can pass Chrome some parameters to unlock the FPS limiting. At that point, I'm seeing around 500 fps. Chrome works great with Link, but I'm looking to work with the native Meta Browser inside the Quest.I've found other engines, such as the Wonderland Engine, demonstrates 72 FPS in the Quest with their app Escape Artists (https://esc.art). A-Frame applications show up in the browser at 90 FPS.So my question is, is there some sort of parameter or command the WebGL lib should be passing to the browser to speed it up? Or, is this likely to be some sort of bug in BabylonJS that is locking it to 30 FPS and the browser doesn't have any sort of artificial rate limiting?
I dont know why but i cant see my game on the store but some people can
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 5th, 2024.Updates:The monetization topic Subscriptions was updated with new guidance and screenshots for the updated Meta Horizon Store.The monetization topic Pricing was updated with new guidance and links to related resources, including how to adjust the price of your app in different countries, how to run pricing A/B tests, and information on platform safeguards.The topic Submitting Your App has been updated with new guidance for the updated Meta Horizon Store.The Haptics topic Haptics Studio has been updated with guidance on how to export for iOS (Unity, Native, Unreal).The following Unity specific Meta XR Simulator topics have been restructured for clarity:Zero-code Automation Testing In ActionHybrid Automation TestingThe Unity specific Meta XR Simulator topic Mixed Reality Utility Kit Features has new screenshots.The following Unity topics have been updated with impr
want to activate developer Mode on my meta quest 3.
Hi, we have an vr app that is embed on a web app that loads data from a node-express API.Since the start of this week, more precisely on tuesday, the default quest 2 browser stopped to handle the data from http requests to our API. We can't login, load courses list on website or fetch any data from API inside the WebXR application embedded on the site.Monday was working well, the next day (in a very bad lucky day that we presented the product to the client), nothing works.Works well on alternative web browser, like Wolvic.
Hello Everyone,I am planning to develop a VR app that to install it in quest2,quest3 From Unreal Engine ,Which Plugin should i use OpenXR OR Meta XRThanks in Advance
hey all! We built open-source AI necklace called "Friend" and looking to integrate it with Meta raybanWe know that meta rayban doesn't have an SDK yet but if someone would have ideas => here is the github issuehttps://github.com/BasedHardware/Friend/issues/511
I’m contemplating blowing some more cash on my VR setup and I’m curious what others would spend their money on. Personally I have a kitted out Quest 3 (wifi 6e, boboVR S3, controller grips, etc). Given the number of headsets available and that the Index is quite dated, I’d love to hear what everyone else would get!
Hello everyone I've had a problem with my Quest 3 and the MQDH since today. When I start the casting everything is still OK. But as soon as I start the cinematic mode there is no passthrough in the Quest 3 anymore. Then I have to restart the glasses and even in the games when I'm in cinematic mode I only hear the sound but no longer see any picture.. So every time I start the MQDH and want to record with the cinematic mode.
A critical issue has arisen with the recent update of the Meta Quest Link application to version 68.0.0.433.361. In summary, all of our applications based on Khronos OpenXR and Unreal Engine 4.27.2 can no longer be run via Link. This means that the vast majority of our customers can no longer access our applications. Additionally it prevents our Unreal Engine developers from being able to use tethered Meta devices. This issue has been confirmed for Meta Quest 2, 3 and even Rift S devices.This issue has been confirmed in vanilla Unreal Engine projects also. We have traced the failure to the OpenXR runtime layer. OpenXr API calls such as xrEnumerateInstanceExtensionProperties fail to return any valid extensions, which prevents the Unreal Engine being able to communicate with the headset. We believe that other people may be having the same or similar issues with the recent update:https://steamcommunity.com/app/1849250/disussions/0/4515506358400756962/https://www.reddit.com/
Hi, guys. I wonder if we can connect or feed customer list data using amazon S3 as found in google ads manager. In google Ads manager, there is an option to connect to the data source, namely amazon s3 so that we don't need to upload 1 by 1 csv file as is done in the meta ads manager.
Hey nice to meet you, actually im doing some experiments with a oculus Quest 3 and i wonder if i can get a list of each hardware conected vía Bluetooth and the Port c of the head set, this with code c# in unity. That Is possible ?
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 29th, 2024.Updates:Most references to App Lab have been removed, except for links to existing terms and policy content. Apps can no longer be submitted to App Lab, and all new approved apps will go directly to the Meta Horizon Store.Almost all of our VRC topics have been updated to reflect new requirements and recommendations.We have newly redesigned navigation for the Developer Dashboard, and all topics with steps on how to perform tasks within the dashboard have been updated.The Meta XR Simulator topic Capture a Meta XR Simulator Session has updates for the new session capture UI. (Unity, Native, Unreal)The Unity topic Spatial Anchors Basic Tutorial has been improved and updated.The Manage Your Financial Account topic has been updated with new instructions, guidance, and an example image of our updated Monthly Remittance Report (.pdf).The monetization topic Custom Promo Co
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.