General VR & MR Development
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Hello everyone,When I visit https://auth.meta.com/developer/verification/ to verify Admin account.There is a message board that says "Verify your identity for your organization".I press "Continue""Choose type of ID to upload " , then I choose "National ID card" , then submit.And the error message shows: "Sorry, something went wrong. We're sorry, but there's a technical problem with this feature. We're working to fix it."I tried many different types, but the same error message appeared.Thank you everyone for listening, hope to receive help
my number is on my Facebook and when I try to get a code to verify it. it doesn't send it but that shouldn't be a problem since I put the google AUTH app on my account and verified it but even after that it still says to verify my dev account. before this problem I already made a organization and verified my account it let have Dev mode activated but then I factory reset and it wouldn't let me turn Dev mode back on.
I'm getting an error when trying to submit the Oculus Start application form: [code]MessageGraphQL server responded with error 1675030: Error performing query.Error Code1675030Trace IDB1+6zT/29Rl[/code] Is there anyone we can contact for help?
Hi guys,i want to publish my game on App Lab but i have to verify miself before doing it,i am trying to do it via admin verification but when i have to choose the document there is an error saying that the they are having errors with this service.What can i do?
Hi,Calling the below line on receiving an invite (ovrMessage_Notification_Room_InviteReceived) returns a NULL user.ovrUserHandle user = ovr_Message_GetUser(message); I am trying to use the user to call:const char* pDisplayName = ovr_User_GetDisplayName(user); So with any invites that come in, I can display who sent them. Is this a permissions thing, where you can't get the user for other players who aren't in your room yet?If it is a permission, what permission would I need. Thanks in advance.
So when I want to put an organization in the textbox for developer mode to work I get sent to the verification page and I enabled the 2fa but it keeps sending me to the verification page for no reason and I don't know what to do please help
Allow me to briefly summarize our system: The phones, a Windows-based computer, and the controller of the motion platform are connected to a shared wireless network. After placing the phone into the headset, we open the Gear VR application. Additionally, the film played on the headset and the accompanying "user.cfg" file are stored in the MILK VR folder created within the phone. We launch the simulator using the software developed in Java, which starts both the visuals and the simulator simultaneously. Due to image quality and various other reasons, we have decided to switch from our current headsets to Oculus Quest2 for our future simulators. We have recently acquired a few Oculus Quest2 devices as samples. As we have no prior experience with Oculus Quest, we would greatly appreciate your assistance in understanding how we can use Oculus Quest2 in a similar manner to our existing system. We would like guidance on the necessary modifications we need to make.Thank you in advance for you
I am a co-founder of a startup. I'm having trouble verifying my company information. A message that said: "We can't verify that the business phone number xxxxxx entered is associated with the business xxxxxxx, Inc.." In the Verify address or phone number section, it only accepts the files with the name, address, and phone number. And the acceptable files would only be Utility bills, Bank statements, or Business licenses. My question is, non of such document contains my business phone number. How can I verify the business phone number?Does anyone also have the same problem? How can we solve this problem? Any help would be appreciated. Thanks.
Hello everyone! We've faced an unusual issue here. We noticed that when attempting to access the game via our website page (https://plazmastudio.com/en/expansion/) using an Oculus headset, the AppLab link (https://www.oculus.com/experiences/quest/5803116093043612/) does not open at all.What could be the reason? Please advise.Thanks in advance!
Hola.Estoy teniendo muchos problemas para registrar el DNI para su verificación en el campo de desarrollador, me acepta la foto y al poco me lanza error por la luz, texto, fondo, etc pero a mí parecer está bien mandada y no logro que se de paso ¿Alguna solución?Gracias
Hi guys,Recently I was asking on Unity VR forum how to align consistently the VR scene to the real space area.The only interesting feed I had to read was about a trick who consists in having an empty gameobject beeing parent of all the objects in the scene to move and rotate the whole scene accordingly with the real world.Fine, so I spent the entire last week to implement a passthrough opening scene with custom UI tools allowing the placement of 2 spatial anchors in the play area, then saved them to the local space.Everything works fine, except I can't use static objects anymore in any of my scenes. So the game can't be optimized for a smooth runtime experience.Since I guess that many developers have had these wonderings too, PLEASE someone who did it as it should be, let me know how to get out of this mess so I can spend time on the game content itself instead of the backyard of that technolgy 😵
MQDH has a open browser option. However, the browser always opens in the main central window. This can be achieved over adb as: am start -n com.oculus.vrshell/.MainActivity -a android.intent.action.MAIN -d apk://com.oculus.browser -e uri "www.google.com" How do I specific which window area to open the browser in using adb?
GLES version not specified (android:glEsVersion in AndroidManifest.xml). GLES version of 2.0 or greater should be used. how do i fix?
My thing is not working my unload things is not working
Is there a way to fetch the number of times our app was downloaded from the store or App Lab? I tried checking analytics and all the menu items appear empty. Also is there a difference with accessing analytics between an app on the Quest Store vs an app on App Lab?
When I try to use the controllers, they don't follow my hand. They just stay at the orgin even though the joysticks are moving on them.Another thing I noticed, in the project window when you select the OVRHandSphere or HandPrefab, the editor gives errors in console or crashes.
Hey everyone I came across Cognitive3D's SDK thanks to a talk from AWE 2023 made by the founder. I'm extremely curious about these new VR analytic tools. I'm pretty sure the are more out there. But has anyone used this one to gain insights on user actions and eye tracking? Is it easy to integrate with Unity or Unreal Engine? Or are there other analytics tool that anyone else recommends?Love to hear everyone's thoughts. Thanks a bunch!**I had this thread in the VR forums (Oops), so I closed my thread there and pasting it here :)
I've received an email that's sayingWe failed to access your Privacy Policy URL with the HTTP status code 500.And if we don't update the link it's gonna delete our app by 22 June. However, the link is running just fine. Here's our app listing: https://www.oculus.com/experiences/quest/6538219349545814/The email is do_not_reply and I cannot find any other way to reach support, so I can only ask here. Any idea what can we do?
I am making a game and i do admin verifacation but it gets diclined every time and we own the drivers licence
I am working with Unity version 2021.3.22f1, and my headset is a Quest 2 (v50). The Oculus Integration version I'm using is v50.I am trying to incorporate the OVRPlayerController with the included OVRPlayerController Script and OVRCameraRig attached.I have correctly set up my environment and already tried troubleshooting and checking for common mistaks like not enabling anchor support elements (https://communityforums.oculus.com/t5/Unity-VR-Development/OVRPlayerController-is-not-controlling-properly/td-p/1234567)However, whenever I hit play in Unity, I'm getting an warning that says: [OVRPlugin] [QuerySpaces] Query by LocalGroup is not supported in this version. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11319) UnityEngine.Debug:LogWarning (object) OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1944) OVRPlugin:QuerySpaces (OVRPlugin/SpaceQueryInfo,ulong&) (at Assets/Oculus/VR/Scripts/OVRPlugin
The server-to-server subscription check API documented here has the following response field when specified as:FieldDefinitionTypeowner{id}Unique user identifierstringskuSKU of subscriptionstringperiod_start_timeThe date when the most recent subscription period startedtimestampperiod_end_timeThe date when the most recent subscription will endtimestampcancellation_timeThe date when the user last canceled the subscription. Does not affect period_end_time.timestampis_trialSet to true when the most recent subscription period is a free trial (7d, 14d, 30d). Does not indicate that the subscription itself is active.boolis_activeSet to true when a subscription is active.boolnext_renewal_timeThe date when the subscription will next be billed. This date includes any extended time granted to the subscription Please add a field called something like "enrollment_time", which would be defined as the timestamp of the owner's original subscription purchase/signup, or the
After turning on two-factor authentication, I'm still not allowed to activate the developer account, I turned on two-factor authentication using a token generation app, I didn't use the phone number, I'd rather not use it.I am always redirected to the "Verify Your Oculus Developer Account" page with the "Configure two-factor authentication" section where the "set up" button is still present despite having already activated it.
HELLO Meta I'm Jameel Perkins asking why nobody never test out Meta quest 2 on XBOX consoles series please try it out it don't hurt to do please?
after latest updates - headset is not seen on PC as a usb drive (hardly limitiing its use)- there are new pop ups about piracy apps (i see 3-4 pops ups before i open the app we are developing)- worse performace of the headset and message about low ram (also reported by our users)- PC link is not working on first attempt (takes 10 attempts on average)and ofcourse this is not new but sums up to just being in the way and slowing down:- need to dismiss 2 pops ups at least each time pluging the headset to pc all in all the ux of the headset really is a painful one. Please advise, if there is any way to not see these redundant pop ups . (think about seeing them 30-100 times a day) Plesae think of the devs and testers using your product.
Hi all,I am trying to have a native application launch the TV app to play a 3D 360 video (I know this may sound unusual, but I really need it to work this way!). For this, I need to be able to trigger an Android Intent with all the information necessary to play the video.Using adb commands and some information found online, I managed to trigger a view intent to play a specific video like this:adb shell am start -a android.intent.action.VIEW -d com.oculus.tv -e uri file:///storage/emulated/0/<path_to_video> com.oculus.vrshell/.MainActivityHowever this starts the video in 2D mode, requiring the user to manually change the projection mode to 3D 360.I have looked everywhere online but cannot seem to find a documentation with the supported extras for intents aimed at Meta Quest TV. I also tried looking at the app's logcat output to try to find any clues but nothing I tried seemed to have any effect.Would anyone happen to know a list of supported options when starting the TV app t
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