Account Permanent Disabled
Hello Facebook Team, This is the second time my Facebook account has been mistakenly disabled. As shown in the screenshot, Facebook previously reviewed my account on March 15, 2026, and confirmed that I follow the Community Standards. I always follow Facebook’s rules and use my account responsibly. Please kindly review and restore my original account again, as I believe this disablement was made in error. I use this account for personal communication with my family and friends, and it is also connected to my original Instagram account. I am willing to provide any personal information or valid identification associated with the account to verify my identity. I would greatly appreciate your help in recovering my account, thankyou. Facebook Name: Prince Licup Email: Princetomali30@gmail.com Phone Number: +639925391231 Date Of Birth: July 27, 2005 Facebook URL: https://www.facebook.com/YowItsMePrince113Views1like1CommentProduction Graph API App Blocked Due to False-Positive Ban on Admin Account via Starlink IP
Hi everyone, I am facing a critical issue with our production application that utilizes the Meta Graph API. The app has completely stopped functioning because the primary Admin/Developer account associated with the Meta for Developers profile was abruptly suspended on May 26, 2026. The system states "Account Integrity" as the reason, but we are absolutely certain this is a technical false-positive. Due to severe local telecommunication outages in our region, we have zero terrestrial internet access. To continue our development work, we rely entirely on Starlink satellite internet. As a result of Starlink's network architecture, our connection frequently shifts and roams between dynamic IP addresses. It appears Meta's automated security systems flagged this rapid IP switching as a malicious botnet attack or unauthorized takeover, leading to an immediate automated ban while the admin was not even active on the platform. Because the admin account is disabled, we cannot request a review through the standard interface, and we are completely locked out of our Meta for Developers dashboard to manage our Graph API application or assist our users. Has anyone faced a similar issue with satellite internet dynamic IPs, or can any Meta Community Manager help escalate this to the Security/Account Integrity team for a manual review? Account Details: - Name on Account: KG KG - Associated Email: softwaremuzammil@yahoo.com - Phone Number: +249923765800 (Currently unreachable due to local network outage) I have attached a screenshot of the block screen for reference. Any guidance or internal escalation would be deeply appreciated. Thank you.87Views0likes3CommentsOVRCameraRig per-eye camera mode appears to double effective IPD (world scale distortion)
I found what appears to be a stereo geometry bug in Unity when using OVRCameraRig in per-eye camera mode. Sharing this with the community so others can reproduce and verify. Summary With OVRCameraRig per-eye cameras, behavior suggests effective IOD/IPD is being applied twice: Left/right eye transforms are already separated, which is expected for per-eye mode. But the final rendered behavior still looks like additional eye separation is being applied elsewhere. In practice this causes: world appearing too small compressed perceived distances movement gain mismatch versus real-world motion This can persist even when Camera.stereoSeparation = 0, which suggests the extra separation is not only coming from that property. When both per-eye cameras are forced to the center-eye position, with zero horizontal separation, scale and distance perception return to normal while stereopsis remains visible. Testing Environment Unity 6000.3.2f1 LTS Meta XR SDK 85.0 Meta Quest 3 Meta Horizon Link Reproduce Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug Contains: minimal OVRCameraRig setup two behavior-based validation scenes world-space UI and controller tools workaround script: CustomIPDOverride Test A: Dual Iron-Sight Alignment (SampleScene) Two iron sights, one per eye. Adjust horizontal offsets until both sights perceptually align. Measured separation at alignment: Per-eye default: about 12 cm Non-per-eye: about 6 cm Per-eye plus override, cameras centered: about 6 cm This suggests per-eye default behaves like about 2x effective IOD. Test B: Monocular Head-Center Alignment (HeadCenterExperiment) This is a second test independent from dual-sight balancing. Procedure: Align a single iron sight while only one eye is active. Switch to the other eye only. Physically move to align the same sight again. Compare the two saved headset poses. The difference between the two saved headset poses is used as a measure of effective IOD. Compared modes: per-eye mode: about 12 cm after test per-eye plus centered-camera override: about 6 cm after test This provides another alignment-based check of geometry consistency. Interpretation Results suggest per-eye mode in OVRCameraRig may be composing eye separation from more than one source, such as transform offset plus another pipeline stage, yielding doubled effective IOD in default behavior. Possible Fix Direction For per-eye mode, use only one baseline source: Option A Keep per-eye transforms centered and let the internal or native stereo path apply IPD. Option B Use transform offsets of plus or minus IPD/2 and ensure no additional separation is applied downstream. But not both simultaneously. Workaround CustomIPDOverride, my custom camera placement override, hooks into: OVRCameraRig.UpdatedAnchors LateUpdate Application.onBeforeRender It forces anchors from center with a configurable proportion, including zero. In my tests, this restores expected alignment and perceived scale. Request for Reproduction If anyone can reproduce this on other versions or devices, please share results. I can also provide: in-headset videos runtime logs for OVRPlugin.ipd, eye anchor transforms, and camera separation values stripped-down package Links Project repo: https://github.com/Danial-Kord/meta-quest-sdk-stereo-ipd-bug GitHub: https://github.com/Danial-Kord/ Email: danielkordm@gmail.com Our lab: BioMotionLab - Nikolaus Troje | York University Thanks for reading! Let me know your comments on it. Best, Danial Kordmodanlou82Views0likes1CommentRayban meta GEN2 and Oakely Vanguard NOT Playing WhatsApp Audio Message - Android
Rayban meta GEN2 ISSUE with Playing WhatsApp Audio Message - same issue with my other pairs of Oakely Vanguard. I've two pair of RayBan meta gen2 "Headliner + Wayfarer", and few days ago the Headliner start the issue and today also the Wayfarer. Each is connected to a different phone with different setups, but now both RayBan, when asked to play the just received WhatsApp voice message, they are muted, like they are playing a mute message... It never happened before, all the audio commands and speakers works good on other applications... We reset both glasses, reconnect, ans troubleshooting but nothing changes... Anyone has the same issue?45Views0likes1CommentBeyond simple recordings glasses
I had this idea, when I was in CS class, but never move forward to it. I was for helmet. Recently i came to have a few issues with gears, I noticed that I accumulated so many items on my that it’s becoming difficult to move or to be free, in some kind of way as non professional scuba diver - watch(time and depth, compass), - light, - camera(HD) These items are really important. Not so much the camera but for people who like to take videos. It’s. Think of a helmet that covers safety (maybe integrated sensors or alerts), convenience (like having essentials at your fingertips), and capture capabilities (HD camera, etc.), thinking of targeting this towards divers specifically, or other categories individually89Views0likes1CommentAccessibility Feature Request: Conversation Focus Mode for Ray-Ban Meta Display Glasses
Hi everyone! I’m a Ray-Ban Meta display glasses user who is hard of hearing and wears hearing aids daily. I’d love to see a conversation focus mode added that prioritizes voices directly in front of the wearer and reduces background noise. In busy environments, this would make a big difference for hearing-aid users and others who rely on clearer speech in real time. If this type of accessibility feature is ever developed, I would absolutely love the ability to have it added to my glasses and would be happy to provide feedback or participate in any beta or user-testing opportunities. I’ve also submitted this through support channels, but wanted to share here in case the team is gathering feedback.164Views1like0CommentsThere's no way to download SDK 83.0.2
meta announced SDK Version 83.0.2 below, but there's no correct link. https://developers.meta.com/horizon/downloads/package/meta-xr-sdk-all-in-one-upm/ since the unity asset store's version is not updated( it's still 83.0.1), there seems to be no way to download Version 83.0.2. Also, I can't find Version 83.0.2 on Unity package manager. Why does meta announced Version 83.0.2 only on release note? I'm so confused. if anyone here successes in downloading 83.0.2, could you tell me how to do that?153Views0likes2Comments