General VR & MR Development
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I think this would be a great idea as if I want to get something in a game I don’t have to go through the process of putting in your information and instead just using a “meta wallet”. Another great point would be kids under 18 that don’t have a credit card or debit card to pay for games so they have to get a parent to do that for them. But if we had the feature a kid will be able to get the store credit and the kid gets to spend it as he/she wishes.
I'm curious as to how low of a Hz level the headphones goes down to. Does it go down to only 50Hz? Does it go down to 16Hz? I'm curious because I'm planning on doing frequency work with others using the headset, and I'd rather not people have to have headphones for plugging in, if possible.
Hello,We released our app in App Lab with name "XYZ".Now, we also want to release the same app with the same name "XYZ" in the Store but it says there "You already have an app with this name on the same platform."This is not correct as we have no app with the same name on the plattform Store. We only have the app with the same name on the plattform App Lab.What can I do now to get the app with the same name as the released app has in the platform App Lab into the platform Store?
I wanted to try eye tracking foveated rendering with the OpenXR Toolkit, but I think I've discovered that I have a strange state in my developer mode: even if I disable it via app, the developer menu remains present in the Quest setting menu.Is there any way to check?
Hey folks,I am currently working on an app which will feature in app purchases of videos. Is there a way I can offer a subscription service where after paying a monthly/yearly fee my customers can watch say 3 videos a month for free? If so, how would I go about setting this up and will it be the same as game purchases (Oculus taking a percentage of monies)?Many thanks.
I'm trying to update my app but I can't remember the alias of my key for my app. How do I tell what the original build was signed with, or is there a way to delete build history?
I want to add some environment variables to my app, so that before anyone runs the app those environment variables are set to particular values before running the executable everytime. Can anyone suggest a method to do it?
Hey guys. I'm having an issue of pulling the SceneModel (Room that I have Setup) from any of the scenes in the The World beyond that use the OVRSceneManager to load the SceneModel. I've been using TheWorldBeyond (https://github.com/oculus-samples/Unity-TheWorldBeyond) to try and get this running. I have also created several new projects on many different versions of Unity (2020.3.18f, 2021.3.18f & 2022) and tried the VirtualFurniture Scenes from the Oculus Integration SDK - receiving the exact same issue as below. I've tried default/different combinations of Build Settings, Package versions and Platform types (PC/Mac/Android) and still had no luck. I've attempted some of the solutions in this thread (https://communityforums.atmeta.com/t5/Unity-VR-Development/OVRSceneManager-can-t-query-scene/td-p/98...I tried this on Windows 11 and Windows 10 and got the same error message. Anchor support is set to Enabled as per the project default. No matter what I've tried, I
I’m just starting to set up my Meta Quest 2 and every time it says, would you like to add a business account? I click decline and it just gets stuck on the screen with bubbles. I have restarted it three times.
Dear Meta team,I plan to use the Quest Pro for behavioral science. Obviously when using Meta software (e.g., Horizon Worlds), behavioral data of my participants would be processed on Meta servers, which would be a no-go in my work environment (i.e., ethics committees would not allow such research). Therefore I will build my own PCVR software with Unity with which research will be conducted. Can I be sure that in this situation, no data from my participants will be sent Meta? Or would the Quest Pro nonetheless send some data (e.g., eye-tracking, voice) to Meta Servers without me actively asking for it? The data processing terms (https://developer.oculus.com/licenses/processingterms-1.2/) are not clear to me in this regards. Kind regards,M Rubo
Anyone know if it's possible to have a VR360 video looped when turning on the Oculus Quest 2 ?I'm trying to have a video looped permanently in the quest without needing interactions from user
So, my game has been inactive of updates for a while for the reason of I can't seem to upload a build without some kind of error and when I fix it I get a new one. Now I try to upload a build again but to my surprise I cant press the upload button. The button is completely gray as if I'm not allowed to press it so if anyone knows a solution to this please tell me.
Hello, if i follow your process to https://developer.oculus.com/oculus-start/apply/ and try to create Organiaztion it shows "Unable to Load Content Check your URL and try again."if i try https://developer.oculus.com/manage/verify/ to "Verify Your Oculus Developer Account", i have to add Credit Card set up two-factor authentication. I have tried both without success. The Credit Card Information wont save and the two-factor authentication is set up but is not recognized by this site. Any help would be appreciated,best regards
I log on to my Meta account via email and I'm not using a VPN. I created two-factor authentication using the Duo Mobile app and am verified. I could not verify by text because I never received any messages after entering my number multiple times. I can't create an organization in order to enable developer mode. On my Account Manager screen, the Select Organization drop down menu is grayed out and inactive. @MetaQuestSupport please help.
I am getting the below error when trying to run a hand interaction application.The hand interaction works, however I am trying to extract the hand pose information and hence I need the HandFilter.cs script to print out this information. However, due to the above build error, I am unable to run the script beyond the a few lines in the Awake() method and hence unable to extract the required information. A similar issue is seen with other scripts as well that require importing InteractionSdk.dll. They all fail due to the import issue. I am running on MacOS, and I found that there is a InteractionSdk.dll for Win32 and Win64, but not for MacOS. Is that the reason behind this issue. Requesting an urgent response since I am unable to move forward due to this InteractionSdk.dll error. Is there a way to resolve this error???Please let me know if any more details are needed regarding this error.Thanks 🙂
I bought a meta quest gift card but the code is not long enough to redeem and i have tried everything but nothing is working please help
The server-to-server subscription check API documented here is no longer returning the cancellation_time response field when specified with the “fields” parameter. This mush have happened in the last week, maybe since adding the “next_renewal_time” response field. curl -d "access_token=OC|$APP_ID|$APP_SECRET" -d "fields=sku,owner{id},is_active,is_trial,cancellation_time,period_start_time,period_end_time,next_renewal_time" -G https://graph.oculus.com/application/subscriptions returns { "data": [ { "sku": "OPTIONAL_SUBSCRIPTION", "owner": { "id": "3559884437424131" }, "is_active": false, "is_trial": false, "period_start_time": "2021-03-09T13:04:20+0000", "period_end_time": "2021-03-09T13:04:20+0000", "next_renewal_time": "2021-03-09T13:04:20+0000" }, ], "paging": { "cursors": { "before": "QVFIUlliZAnlkTEVnUkFkVTBJZAW9lMWprR0dkaGtuQjhTT0lTdzRiTEo1dkstSXoybDVRWEFFUzA0RURfQj
Hi guys. I can't create organization mode.I go to Verify step, but I take this mistake: "Server response with error 3252001".What I can do?
Hy, i'm trying to implement an in game currency for my vr game and i'm curious if meta supports it on its API i looked into the docs but did not found anything that would solve my problem, i understand that we can create products and that i could create let's say a "100-coins" product and handle that on my app/game. But my point is how would i handle the balance in my game, i understand that i could save it locally or on a database but i was hopping that meta's api provided something to manage the balance of in game currencies, anyone has any experience on the subject?Thanks in advance.
We had out Binary Reviewed, and was asket do modify our Meta information.We modified the Meta information, submitted, and then after a month and a half waiting we had the SAME BUILD rejected because of the problem with IP Infragment (I'm the director of the VR project, there is not even a pixel that it's not made in out office).We made clear that in a Disclaimer, Resubmitted, and now we are still waiting.The first submission was in 20 of January.We are in April and we are still waiting for a review that makes sense.This is hurting our job and wasting our time, can't publish for our client, can't publish for ourself.It's far from a company that is committed on the Business side of the VR.If someone read this, our app ID is 5170670969616250, if someone from Meta read this (LOL).You literally published something called "the unity Cube" on AppLab but not our App.This is insane.And Sad.
My plan is to sell my game through App Lab while it is in early access. Once it is done I want to release the full version through the Meta Quest Store.My question is this: if the game is purchased through App Lab, will it show as already owned when the game is released on the Meta Quest Store?I want those who invest in the early access to also own the release version whenever it comes out.Thanks!
I have using the same card and it would work just fine but now it just cant add payment method and I have tried every thing plz fix
Will the new spatial plugin by oculus work only on oculus devices, or should it work on all devices such as PSVR2, PCVR (including Steam devices, not just oculus), and Oculus devices (probably). https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity/
I am developing a game for the Quest 2 that will be browser based. I noticed a bug where the app freezes / crashes for a few seconds and then resumes. I spent a week debugging and was able to find that it reliably happens when looking straight backwards (180 degree turn from the initial orientation). I checked in other webxr games with different engines and confirmed it can be reproduced there too, so it is definitely an oculus thing and not a my game thing.I am extremely frustrated with what finding help for this issue. Is there anywhere to open a ticket with Meta? Any link I have found doesn't work. The game represents a significant investment and this bug makes it unplayable. Here is a video of the bug in a paired down app with hardly anything going on: https://drive.google.com/file/d/1zxEyYvY5hj91Qhi96RaZJ4dYwY8SkTGi/view?usp=sharing
Hi,when a local user has an invalid access token and wants to load a remote avatar, that avatar is broken (head, arms are stuck).That thing should not happen because the remote user has an avatar and has a valid token as well.Therefore, the network info should be fine. However, I found that if local user has an invalid access token, the remote avatar is not loaded, it is replaced by the default one (broken).I found a workaround, just sending through the network properties the remote access token, but it's not a correct solution.Has anyone faced this issue? Thanks in advace for any help.
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